Seriously? Saber? The Main Character? How he tries to 'protect' her? How can that not ring hollow for you?
Posts made by Kireek
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RE: An-E-May
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RE: An-E-May
Why the fuck is everyone recommending Fate/Anything? Seriously? Even as a dude I wanted to punch the protagonist of Fate/Zero in the face for being a total fucking tool/white knight. Especially when said person has demonstrated time and time again to be way fucking better than the 'hero' in every single fucking way, both emotionally, physically, and ya know, the fact that they are a HERO. Fate/Stay Night is significantly better than Fate/Zero, but the problem is that as much as I want them not to be- they are related.. and Fate/Zero is not something I would ever recommend to a self-respecting woman unless I specifically wanted them to HATE it. Edit:For Thread Continuity, Fate/Stay Night is actually the bad egg, just a mix up.
For a person who has gone down the rabbit hole, and seen almost everything and gone- wow most of this is unadulterated shit... but is also looking for some good wholesome Anime fun that isn't 24/7 fan-service, or just blatantly horrendously sexist or pedophilic..
Instead- a lot of the Anime's you've watched, and seemingly enjoyed, have strong Female protagonists, or at least, interesting ones.. as such I'll be sure to tailor my list to involve them. Marked with an *
Good Animes-
Drama/Romance/Detective Noir-
***Chihayafuru-They play this weird Poetry card game- also... generally a lot of subdued Drama, romance, etc.
***ToraDora!- Non-Standard Harem thing happening here. Weird because at the end- the only Harem anime I could recommend pretty much universally because at the end of the series, the guy CHOOSES a girl instead of it being a weird status quo.
Psychic Detective Yakamo- Ghost Detective Stuff
Un-Go- Supernatural Detective stuff
Baccano! and DuraDura! are both I think either by the same company or same author, so definitely, I highly recommend both.
Psycho Pass-Weird Dystopian future involving peoples psychological states determining whether they go to 'jail' or not?
Monster-Doctor looking to kill a patient he really shouldn't of saved. A rather deep rabbit hole. (Those zany Eastern Germans)
Mawaru Penguindrum-The Weirdest and saddest shit I've ever seen.
Itazura na Kiss-I.. alright, listen, I'm a sucker for soapy romances.
Tonari no Kaibutsu-kun- A really big sucker.
More Comedy-Skit/Slice of Life
Barakamon- Probably an outlier, but hey, an anime about calligraphy? Sign me the fuck up.
Uchouten Kazoku- JAPANESE World of Darkness, but instead of vampires, its Tanuki and those flying bird dudes whose name I can't remember. Quite funny. Tengri? Tengi? TENGU
Servant X Service- God the name just gets me every time, it makes one think of something pornographic.. but its not.. its just a slice of life- another day at the office comedy. Standard Japanese stereotypes about women, but hey, at least they are not.. egregious.. totally..More Actiony
Outlaw Star is another one of the classics to go after.. (Especially if your a Champloo/Bebop fan
Zetsuon no Tempest*-As said before in other posts.
Kaze No Stigma*-The few women I've shown it to seem to like it.
****Tokyo Esp-It ain't terrible.
Moribito – Guardian of the Spirit-Just started watching, up to 3rd episode, Pretty good so far. This woman is a badass.
Heroic Age-I got nothing, it has been so long sense I've seen this one.
Tengen toppa gurren lagann – Know your Memes?
Tiger & Bunny- The only Anime that I know for a fact paid for itself by the first episode, the fact that it was any good at all is also just amazing. Corporate Sponsored Superheros who are rated based on the number of captures/whatever? It is more fun, and far weirder than it sounds.I've learned a lot about myself it seems, I have the same exact tastes as a woman my age for Anime if I go by Advertised Genre/Demographic and what I enjoy.
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RE: XP Rollover
XP Creep is indeed a thing, and so long as there is no character turn-over and removal of XP from the game- your going to have a lot of power creep. The reason for having xp Rollover is to lessen the sense of loss for players who feel they have nothing more to gain from the game, or who have been put into situations where they have died.
One of the better systems I have seen is this-
1,If you want to rollover XP just because? 25% of total- no exceptions.
2.If your character dies because of a pk? (Variable percentages set due to extenuating circumstances)
3. 50% If your character dies from a PRP/Execution/Similar situations
4.51-75% if combining with other incentive programs such as activity/Roleplay quality, blah blah blah. (Such as a character with a position of power dieing but having done their job to provide hooks and rp)While there are some problems with this system in general, I think that the philosophy is right. Roll over xp is not a right, its a gift from games to players to make the idea of losing a character more palatable, or to encourage activity by helping players play what they want. It is not by any means a right of a player who has played for 3 years and is an old dinosaur to get what he wants just because he is loyal- which no doubt coincides with the fact that he is one of the strongest players on the game and wants to keep that position.
Tangentially related- one way to help with the process of helping players cope with danger- yet at the same time preventing creep is to replace the use of recommendations as bonus xp.. with.. either bonus xp if you die, or an increase of the percentages above (For the purposes of number 2 or 4)
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RE: nWoD City Territory System?
Adapting territory and exploring the ideas for other spheres as well will likely give a better idea of how territory should interact with each other..
I've said this to Coin privately, but I've been toying with the idea of adapting city of Damnation and writing out small little things to make it possible to use it in a more WW focused context.
I mean, figuring out why a territory might be valuable, to who, and for what reasons are important after all. - Ignoring ideas of depletion or the like.. one thing is for certain- territories are familiarity.
They are the guy down the street who you walk past every day at eight p.m., its the girl that you see volunteering for the salvation army in front of your local grocery store. Its knowing that the local HEB peddles drugs out the back. The bonuses should be whatever might be important- and whatever the vampire cares to cultivate.
I could see territories being possible morality/integrity focuses for certain vampires- rituals or procedures that make him/her feel more human while at the same time providing dice and other benefits.
Ganymede though does have the right idea though in regards to limiting access to vital resources, (Blood, Money, Survival)- its integral for the vampire setting to have the haves and the have nots- if everyone was a have, the Carthian movement wouldn't be as powerful as it is. There is differentiation between players, and so long as its reasonable for the players to advance in position, this differentiation should exist due to its core tenent of theme in VtR- creating conflict. Eh..
where was I going with this again?
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RE: nWoD City Territory System?
Systems from werewolf territories could be a good little mechanical system to incorporate and take inspiration from... and a good system to graft onto city of damnation. It answers the Q of- what does a vampire/ww/whatever get for owning or controlling a given area? Bonuses to dice? Contacts? Etc Etc
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RE: Someone needs to make a game to host these characters,
Well, Well... WELL
I'm going to roll the stats for a fucking
outspoken Tiefling Druid from a plague ridden city who is downright racist towards living skeletons -
RE: Werewolf 2e Games?
Final little teaser apparently- the last such little preview or indication of whats going to be in the book before they actually release it
"They now give a Facet rather than unlocking a whole Gift, but then Renown dots are also more meaningful now in terms of the benefits they give you.
Your 4/5XP guestimate [for each renown] is too high. OTOH I don't want to give the actual numbers since we're pretty close to the actual release these days and there'll hardly be anything new in the book if we just keep spoiling everything beforehand"
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RE: Crime
Aye- and the protections that the mobs/organized crime run? They are top heavy. Its basically a fuedal system with associates- so unless Joe Schmoe is sworn into the organization in question. (And thus is trusted to RUN the businesses and ventures and not just push the drugs himself), he won't get the protections necessarily needed to run a criminal sphere like they are hoping to.
Most of the people working with the mob are not sworn in anyway- and are just associates looking for an in or an easy buck. They might advance in rank, and position, sure, but just like with any business, its bottom heavy- tons of workers to replace those that are lost- the only danger and need to insure protection is at the top- where people running things getting caught can be bad for long term business.
Thus- what amuses me is that criminals often times do the lowest level end rp in crime- its the sort of thing that people cannot realistically expect protection doing... I think that criminal PC's need to take a more social vampire approach- don't just be a drug pusher- be a drug pusher with a crew who oversees the local business- that might get you some protection. Mules/Whores/Muscle is easy to come by for criminal organizations- actual business acumen is a bit more rare- and leadership rarer still.
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RE: Werewolf 2e Games?
I'm a terrible person, doing it twice in one day, but I've got what I've been looking for. I'm not going to append a huge 2 page post onto a small response I have for cobalt.. soo.. here ya go.
Acrozatarim said:
Well, Hunt of Fire and Ice has the win!
HoFaI is one of those Weather Facets that directly affects the local weather. It has a high Essence cost and using it is an Extended action but, if it's successfully invoked, you can look forwards to it holding effect for hours. The Facet affects a large area, the exact size of which scales off your Wisdom Renown. What it actually does is straightforward - it slaps either the Extreme Cold or Extreme Heat environmental Tilts down.
For those of you who need a refresher on what those Tilts do, they prevent natural healing and slow supernatural healing, inflict a cumulative -1 penalty to all rolls each hour, and once it hits -5 start inflicting Lethal damage. A foe facing a wise Uratha wielding the Hunt of Fire and Ice will find the world itself becomes a hostile place, slowly weakening them even as they desperately try to keep ahead of their hunters. Of course, finding shelter might offer respite, but the wise Uratha knows exactly that, and uses it to herd the prey and drive them precisely where the pack desires...
Next is Dominance Gifts- this one is perhaps the least fleshed out of them all- and only talks about the impression that the author wanted dominance gifts to get in. This post was made during the redline stage of the book too- so lots of things could of changed
Acro Said:
So, those thoughts about the Dominance Gift...
The 1st edition Dominance Gift list had the much-maligned targeting restrictions, but it was also already rather narrowly focused. Three powers that amount to 'shout at someone to get them to do A Thing', one minor defensive buff and one to strip Willpower off a target. What you could inflict on a target with the command Gifts was extremely limited until you got to the fifth dot. Low-dot Dominance was also extremely costly to use due to being fuelled off Willpower. To me, it was an underwhelming Gift list until the 4th dot, providing an overly complex system for achieving relatively minor control capabilities over very limited periods of time.
So, when looking at redoing Dominance for 2nd edition, I knew I wanted to significantly change the Gift up.
Before setting to work on the 2nd edition Gifts, I spent some time mulling over the new Blood & Smoke Discipline write-ups. It was useful to gauge what sort of changes had been made, how they had been empowered, and what stuff vampires had that I specifically didn't want to then cover with Gifts. I knew already that I didn't want Dominance to just be Werewolf Dominate and, as I read over them, it was clear that the vampiric 'social' Disciplines do a particular thing where they offer an end-run round the social system. A Ventrue with Dominate or a Daeva with Majesty just twists a victim's mind like a pretzel. For the Gift of Dominance, I wanted something that took a different approach - to have at least some of its Facets work within the new social manoeuver system rather than bulldozing over it.
To lay out the obvious, Dominance should be about asserting dominance, not about mind control.
I went through the existing Dominance Gifts to see what I might want to keep and what to get rid of. Warning Growl - a low worth combat boost that's basically a speed-bump. Combat Dominance should be about putting the other guy or girl right in their place with a display of power, not making them a bit nervous. Cut. Luna's Dictum, Voice of Command and Tug the Soul's Strings - just ascending forms of a command power that take a massive amount of word count for little worth, and I don't want such blatant 'mind control' in the new Gift with all the accompanying verbage and wrangling about what you can and can't do; I'm happy for that to remain more of a vampire thing. Cut. Break the Defiant - the only one I actually seriously think about keeping, but for various reasons to do with Willpower in the new edition I decide it's better off gone. Cut.
So... having at this point decided I'm binning the entire existing mechanical structure for Dominance, I have to rebuild it. With 2nd edition, there's the added wrinkle that there need to be five distinct powers that are not inter-reliant, each reflecting a different Renown and each as viable as the others - they don't all need to be specifically balanced in 'power' compared to one another, but they all need to be desirable to at least some characters.
When I sit down and sketch out what I have in mind for new Facets, some are straightforward and come quickly to mind. Two that are enhancements that work within the existing social manoeuver system - one for the alluring and sexy predator or the charming wolf-in-sheep's clothing, an easy fit for Cunning, and one for the dominating, snarling in-your-face werewolf that slots into Purity nicely. Both help you get what you want, but they're both short-term. The Cunning Facet works smoothly as long as you don't push the prey too hard and make them realise your true nature; Purity just goes full speed ahead, damn the torpedoes and any consequences of getting what you want right now. With the former, they might never know they were even prey; with the latter, there's no mistaking their place in the chain of dominance.
I knew I wanted a solid combat-useable Facet that lent itself to the sort of physical challenges that Uratha tend towards - a genuine social attack, dominance through raw violence. Assert your superiority through hammering the other guy's head against the wall. Into Honor this one goes.
Thing is, Dominance Through Violence (or, as the Facet is actually called, Lay Low The Challenger) might seem to fit better in Glory - and I do have a system for how I place Facets in given Renowns - but in this case, I had two solid reasons for it going into Honor. One is that it does serve as a tool - a violent tool - for asserting position and status within pack organisation; the other is that I already knew what I was going to put into Glory. Some Facets play around with Lunacy, custom-tailoring it, and I had one in mind for Dominance. After figuring out exactly what it did, it was obvious that Glory was the slot for it.
One left - Wisdom. A few possibilities here, but some crossed over too closely into Inspiration territory. In the end I went for something a bit different - a more beneficial take on dominance, one that fiddles with the boundaries of the pack and is more about allies than intimidation.
Five Facets in place, then; Purity is the closest to the old Dominance powers, but the whole Gift gives several tools for approaching social situations, violence and the pack. The most niche is probably the Wisdom Facet, but that's ok - there are still characters for whom it is a solid choice, especially as it offers some serious synergy with other Gifts and Rites.
So, I go over the list again, tweak it, adjust powers, make things a bit more streamlined. The Purity Facet gets a dice roll element removed so that it just gives the benefit if the price is paid. The effects of Lay Low The Challenger get modified several times as I seek the right balance so that it isn't just a no-brainer combat choice for every werewolf, but remains an actively useful tool in both violence and social actions. Glory gets poked with a stick a bit but basically does what I want it to do quite well. I've torn out the old Dominance limitations on targets, and nothing in rewriting or playtesting makes me feel like there's any reason to put it back in.
End result - a Gift of Dominance that has none of the old powers in it but, to my mind, offers the key features of what dominance should include - not control via carefully chosen words and directions but rather power through violence, through raw force of personality, through sex and through glorious terror.
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RE: Werewolf 2e Games?
@Cobaltasaurus
Well, they are not directly related at first glance- but using one the above reasoning- I shall elaborate.Firstly- When a scene happens that players either do not like, or do not wish for. (Basically causing a stink)- there are a number of ways to resolve it- however- one of these ways is to go to staff and have them either approve what happens or knock it out.
Than we get to the second part- regardless of how staff ruled in the incident in question- staff will automatically begin searching for a way to remove the threat of this happening again. This is needed for a few reasons- one for players to feel more safe in the environment, two, to control theme, and three, to give the appearance of impartiality in all future incidents.
Thus- as time goes on, what is permissible as danger in events will slowly be stripped down and down until your limited to.. rank 2 spirits without three different sets of approval from your sphere head, the spirit head and the players in question who you are supposed to be surprising with a fun and dangerous plot in the first place.
I'm not saying its indicative to just HM/TR, but it is likely the most obvious and apparent candidates- Nor am I saying such regulations are unimportant or unneeded.. just that they exist. I could probably substitute DM for HM/TR and you wouldn't question that statement at all I bet.
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RE: Werewolf 2e Games?
Double posting- but Frack it. For those of you who don't go digging through the White wolf forums, I'll post some of the previews that were not included in forsaken Fridays- but on the forums themselves. The gift lists are- Elemental, Dominance and Gibbous Moon- they were written at different times of the development process, so keep that in mind.
Elemental First
Acrozatarim said:So, the Gift of the Elementals
As we've said several times, I did something a bit experimental with this Gift. First up was the way the old Elemental Gift did the thing where it had a set element for each step, but tucked away in the blurb at the beginning that you could legitimately come up with separate Elemental lists for each one. I specifically didn't want to do another Gift list where the first dot was Water, the second dot Earth, etc.
Secondly, back when we were discussing the new Gifts system and how we wanted to do it, I mooted to Stew the idea of Gifts that would give Influence dots to werewolves. In the final drafts I've submitted, werewolves have several ways of accessing Influences - certain Rites, Fetishes, and Talens. Also, the Gift of the Elementals.
Four of the Elemental Facets give Influence. Cunning's Facet is Breath of Air; Honor is Flesh of Earth; Purity offers Tongue of Flame and Wisdom is the Heart of Water. Each of these gives the werewolf dots in Influence for the relevant element equal to her dots in the corresponding Renown. An Uratha with Purity 3 and Tongue of Flame has Influence (Fire) 3. Each also specifies the dice pool that the werewolf uses for that Influence in place of the usual Power + Finesse; Heart of Water is Manipulation + Occult + Wisdom, for example.
Then there;s the Glory Facet, Catastrophe.
Catastrophe doesn't do a lot by itself; if you just acquired Catastrophe and none of the other Facets from this Gift, then you're immune to the Catastrophe-enhanced Influences of another werewolf but that's all. However, you can use Catastrophe whenever you use one of the other four Facets' Influences. Catastrophe turns the Influence use into an extended action and eats up a huge amount of Essence; you'll actually need to be a fairly high Primal Urge to get the higher levels of use out of it. However, its effect is to take the Influence you're using and make it affect an area of miles in radius equal to your Glory Renown.
This, obviously, can be rather devastating. Even just Strengthen, the first dot of Influence, can cause fires across the area to blaze out of control or winds to whip up into a howling gale. Manipulating Earth lets you tear avalanches down from the mountains. Create Water for mass flooding. Etc etc.
Gibbous Second
Acrozatarim said:
Ok, ok, since it was neck and neck between Rahu and Cahalith til the end, here are the first three dots of the Gibbous Moon Gift, but that's all I'm givin' up for now
War Howl (•)
The Cahalith howls her defiance and spurs her pack to greater heights of violence and fury.
Cost: 1 Essence
Dice Pool: Presence + Expression + Glory
Action: Instant
Duration: 1 turn per success
Dramatic Failure: A single enemy who can hear the howl regains 1 spent Willpower point.
Failure: The Cahalith's howl fails to inspire her pack.
Success: All members of the Cahalith's pack within earshot gain +1L rating on their Brawl and Weaponry attacks for the duration of the Facet. This bonus damage is always lethal, even if the attack deals bashing damage.
Exceptional Success: The Cahalith gains the Inspired Condition.Voice of Glory (••)
The voice of the Cahalith is powerful, reassuring and inspiring. She holds audiences in thrall to her words, both her allies and hapless prey who don't understand the threat she poses.
Cost: 1 Essence
Action: Instant
Duration: 1 scene
The Cahalith adds her Glory Renown to her all dice pools for Expression and Persuasion. If using this Gift when meeting someone for the first time, the Cahalith automatically improves her first impression (p. XX) by one step. If she is attempting to inspire or incite violence and aggression, increase her impression by another step.Dream Hunter (•••)
It doesn't matter that the prey hides behind thick walls. It doesn't matter how many guards and traps they have set between themselves and their hunters. When they sleep, when they dream, it is then that the Cahalith comes for them.
This Facet can only be activated when the Cahalith gains the Siskur-Dah Condition.
Cost: 1 Essence
Dice Pool: Manipulation + Empathy + Glory vs. Composure + Primal Urge (when invading the prey's dreams)
Action: Contested
Duration: The full duration of Siskur-Dah
Upon activating this Facet when a Hunt begins, the Cahalith becomes attuned to the waking state of her prey. Should her prey fall into deep, dreaming sleep, the Cahalith immediately becomes aware. She may attempt to fall asleep naturally, meditate herself to sleep or spend 1 Essence to immediately slumber. She then tracks down the prey's mind in the moonlit dreamscape that her dream-self prowls.
Roll Results
Dramatic Failure: The Cahalith loses herself in strange, alien dreams of sky and moon, gaining the Exhausted Condition when she wakes.
Failure: The Cahalith fails to track down the dreams of the prey, and awakens. She may not try again until the prey has woken and then returned to sleep once more.
Success: The Cahalith follows the dream-spoor of her prey into his subconscious. The prey experiences this as a terrifying wolf that flits through his dreams, and he will remember this when he awakens. The Cahalith may choose one of the following effects:
• Dreams become predatory nightmares, forcing the prey awake. He regains no Willpower from resting, and gains the Exhausted Condition.
• The Cahalith maintains a distant but unnerving presence that plants the seeds of fear, inflicting the Paranoid Condition on the prey when he awakens.
• The prey's dreams are shaped with Essence, rendering him an inviting target for spirits. He gains the Open Condition.
• The Cahalith hunts through the dream for fragmentary thought-beasts and figments, discovering one of the following about the prey: roughly where the prey is in the physical world, his Blood and Bone (or Vice and Virtue or other equivalent traits), any steps he is taking to try and protect himself from the Hunt, an impression of his immediate surroundings.
Exceptional Success: The Cahalith awakens refreshed and reinvigorated, regaining one spent Willpower point.I'll get around to finding dominance- though dominance is probably the most interesting of the rewrites. There is also a weather gift that was just teased at within the past 2-3 days that I'll add
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RE: Community Standards or Lackthereof
Aye , no ToL style posting nudes of creepy Asian men please. Beyond the bare necessities though, this place should be as unregulated as possible. This is not a 'safe' zone.. this is where people should be slinging vitriol at each other. For the good of all mankind of course. RIGHT?
Seriously-I can't even.. please someone help me forget
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RE: The Shift Life (Changing Breeds + GMC)
So, Cobalt, What is your opinion on the Beast the Primordial book that is in the works right now?
I ask because now the book has been put into editing I believe? Or its just shy of it.. and while that is more than 6 months out.. I'm curious if you will be adapting any of those sorts of things to your game if they do come out?
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RE: Werewolf 2e Games?
Aye, its a boon in so much as that people can just come outright and acknowledge the roleplay that is happening. No need to worry about becoming this huge social pariah for ya know.. not keeping it in your pants. The problem is that at least with WtA, the result was a metis- so there was something at least kinda cool, both thematically and just.. generally about the whole thing, but in game everyone still pretended it didn't exist.
The Urihar.. didn't add nearly as much to the game as a Metis would, which magnified the problem a lot I fell.. All the downsides, none of the up.
As for the WB phenom? I've noticed this to be true as well, a lack of social pressure to create one or hte other means you'll get people more comfortable with their roles instead of making sex dolls who happen to pretend to be half decent at combat. It is of course idle speculation at the end of the day, but.. hopefully things will get a bit better.
Either way, I blame TR/HM for babying the shit out of people with events. Oh your not okay with this suddenly going south because you acted like an asshole? Well thanks for the red tape.
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RE: Werewolf 2e Games?
Well again, I tend to be on the side of caution- I won't be suprised if its 2-3 months from now, I'm hoping its not though.
It went into post-editing and formatting on the day of December 1st.. so who knows how much work on it has actually been done.
Either way, I still want to know if anyone has any other games they know of or in the works that are out there? Again, got like 3-4 people looking to start a pack- working on everything and the more opportunities to shop and find a place to set down roots, the better.
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RE: The Shift Life (Changing Breeds + GMC)
OH yes, the Bull-born and the Cockroach shifters- I remember those... very interesting aspects and a book that never got used.
The problem is I know for a fact that WW 2e will not have any info on that- so if you are going to use them- that is going to be a completely player driven conversion for the most part.
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RE: The Shift Life (Changing Breeds + GMC)
Well if your using CB just to use CB... is there anything particularly wrong with the 20th anniversary stuff?
I know there are a lot of problems that might come from using the wrong sort of book.. but than again- if your planning on rewriting the back story and everything anyway, isn't that just a better choice straight up?
The only like REALLY bad problems might come from making it a multisphere game- Your not
The culture of the sphere- your changing it.
Lack of access to the source material? That might be an issue- but if oyur HRing alot.. eh..I am a bit confused though @Glitch, which CB books are there? I have one, the one with half-actions.. are there others that I don't know about?
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RE: The Shift Life (Changing Breeds + GMC)
Truly adapting CBs to GMC is going to be alot of work in of itself isn't it? There are a lot of odd mechanics that will need to be adapted or just outright rewritten...
I find it slightly amusing than that there is balking at dealing with a new grid- one that could probably be even relatively bare bones.
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RE: The Shift Life (Changing Breeds + GMC)
If you leave it too open ended- you might have your theme running away from you in some regard. If you want your game to have a nitty gritty feel....
having a were bear convince everyone else that they are meant to be... the decedents of fairies who laid with humans might not be the sort of theme you want to go for in your crazy survival stories. More choice- and appending some ?'s to the end of those statements and orgin stories are not bad. Let players speculate- never spell things out... but you want to at least have a rigid outline and guideline as to orgins of your species-
its better than the alternative- I think? Probably? Not that the crazy I'm not descended from badassmcbaddassery person who is also religious- and proselytizes, is a common character archetype in these games.
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Werewolf 2e Games?
For those of you not immediately checking the OP's forums every day, it may come as a surprise that the Werewolf 2nd edition has come out of editing and gone into layout. That is the part where they decide where to place the art and replace all the refer to page xx with actual page numbers. (B&S had a rushed layout job as you can no doubt imagine.) Either way, Layout probably shouldn't take as long as editing, but conservative estimates put the release of the game at about 3 months away, maybe 4. It is not unreasonable however to expect the book out in Late January but again- thats a bit over eager and wishful thinking.
However, with the upcoming release, I now have to ask? Where can I no doubt play this game? There are a few games out there that I know of, but for the most I want to know- which games will be adapting it, or be released with it? It's shaping up to be either a really good book, or a particularly good marketing campaign. I know of at least a few people who are looking to dip their hands into the game as well.. so, getting a list of options would be more than helpful.
For those of you who don't keep up with the Updates, or just generally only have a passing interest in WtF, I'll spell some of the bigger changes out, in no particular order.
- The Blood is infectious- It is now possible to become a wolfblooded through gameplay. IT is teased that it is theoretically possible for said wolfblood to become a full blown Uratha, but there is no confirmation if that is always the case. (I expect a side-bar on this). Either way, this is something that all games regardless of their adaption of the actual rules should adapt- nothing is more annoying than making a character to a completely new game- and than discovering- you get all your rp in the wrong sphere. At least now- you can start as a human and reasonably expect that- whatever sphere you get the most rp in? Whatever you enjoy the most at that particular game? Your human character can now fully join into.
- WBs are now awesome. Crazy new WB powers, partial transformations? Transforming during certain nights? Combine that with the fact that being a WB is now infectious? Tons of fun can go on here, They get access to new powers, and are no longer just relegated to the role of breeding slaves- which they have a nasty habit of falling into.. However that is no longer a problem because...
- Urihar are gone- It is no longer totally sacrilegious for 2 werewolves to knock boots together. There are a number of reasons to do this for gender reasons. Women get punished not once, but twice. The illicit implications surrounding it with regards to women etc etc... Thats all very nice, and important, but for the purposes of mushing, it gets rid of a certain type to of character. The WB Sex slave! No longer will you have to chose between getting laid or getting paid (in essence, I dunno, fuck it.) You can make the character you want.. and fuck who you want, and thank god- now people will actually make- ya know.. characters because they want to make them-
- Clutches are in the core book. Do I need to beat the horse on this one? Probably not, I will say this though, I often times got a response that because it was in a supplement, a secondary book- it wasn't necessarily fitting in theme with the game. I can now say to that, bullshit, its core and central to the theme. No more hiding behind that as an excuse to avoid the problem that it requires actual work to run a werewolf Sphere- just as much as it should to run the Vampire sphere.
Anyway, back to the original intent of the post? Games? Who has the scoop?
Edit: On a unrelated note, I may or may not have made this post HERE (this subform) specifically to test out the front page layout and how it looks like- eh..
Edit 2:Oh I do not like how it is doing that numbering thing for me and I can't seem to make it 'stop'
Edit 3:I figured the numbering thing out... its really god damn picky. Its a bit bitchy of me, but I find it annoying that this is trying to replicate the feel of automatic for formatting that MS word is doing- but is less apt/user-friendly at being able to recognize when your trying to do it/correct it.