@Trundlebot said:
And it looks a lot like they're reducing creative freedom and intensifying the trauma drama, which is the exact opposite of the way I was hoping the new edition would go.
Reducing creative freedom, maybe. We'll see how the Elemental and Wizened writeups look, and then how the published documentation turns out. Tentatively, yes, but if they are it's a mostly neutral change. You can still hypothetically make anything you want with the 300 kiths, and then your character's personality shepherds them into one of six categories.
As for trauma drama, I'll point out that each Seeming has a mechanic that allows them to regain a point of Clarity. That's something that first edition never had.
Edit: Since changelings determine their own Seeming, there's also less trauma drama of the "I'm cursed with a mien that doesn't fit me" kind. Kith has to have some connection to your personality, and Seeming is a result of your own actions (even if you come to regret them later).
@Trundlebot said:
Okay no one point out I'm dumb, I already remembered that now kiths work entirely differently so I guess you can be a fairest or darkling animal-person or whatever.
I was going to point that out, yes. The genteel housekeeping spider would probably be Wizened, or maybe Darkling.
So I guess that makes seeming just like... a vague outline of a character archetype? Leader, Rebel, Tough Guy etc.. Like TVTropes when it didn't suck or something.
Yes-ish. Seeming is an archetype based on the choice the character made that allowed them to escape Arcadia.
Hm. But then seeming still affects how that kith manifests so... like I guess it's not the idea of a slot for "character archetype" that I mind, it's just that that seems different than what seeming was about and the connection between the two feels both stifling and kinda arbitrary.
It's definitely different from what Seeming was about, and every relationship between things in a game system is arbitrary by definition. Maybe it feels more arbitrary than usual because you're so used to them having something to do with one another, and now they have no relationship.
@Mnemosyne said:
The Fairest weren't the Sidhe, that's sort of exactly my issue with this. This writeup is a writeup of the Sidhe.
The Fairest design space included most of the Sidhe design space. Almost every concept that fit into the Sidhe would have translated to the Fairest, and both Sidhe and Fairest shared a sense of callous superiority and divinely granted privilege.
But why? That's the exact opposite of the 1E Fairest. That's my quibble here.
Because a designer wanted to do something new when reworking the game. Vampire and Werewolf have both been substantially changed, and Demon bears no resemblance except for a name. Did you expect Changeling to be any different?
A lot of formerly Fairest concepts are going to fit into other Seemings. A lot of concepts from other Seemings are going to fit the Fairest. It's a brand new landscape to explore, and that's exciting. That's why I'm supportive of the changes, even the ones I'm not sure I like at first (a lot of my Darkling ideas are now Beasts, which could cause awkwardness for the Contracts I want; and I have no idea how Elemental is going to fit into this paradigm where you make a choice that defines yourself). It's new, it's interesting, and so far all of the GMC games have turned out pretty cool.
Yes, as I said, I'm specifically disappointed that my favorite 1E splat has been given a complete 180 into something else. I'm perfectly fine with the game being reworked. I think this specific reworking is dumb.
You're saying that Elrond and King Arthur didn't fit into the Fairest paradigm before? I think they did. I wouldn't call this a 180. It's more like a 20-degree shift.
That is really not what is suggested by the Kith document, at all. The Kith document basically has the Kith as a texture that's overlaid on top of a Seeming's physical archetype.
A better way to think of it: kith is the fabric, and the changeling's choice of Seeming cuts a pattern out of it. What you are in Arcadia is the raw material, and you forge yourself via your choice to escape (this falls in to one of six archetypes).
I'm sure there's no shortage of possibilities! But there are still fewer than there were in 1E, and to me that's a strange revision to make.
The major change is that you have to make the choice to escape (no randomly being let go) and that this choice defines you as much as the whims of your Keeper. So changelings who don't fit their Seeming are out. I don't see any limitations other than that.