Well, here's to hoping!
That is all I can say right now.
Well, here's to hoping!
That is all I can say right now.
I'm sure the reasons why people go to events are varied, but I was wondering... how to deal with spoilers?
For example:
I want to run a scene that starts with the characters going to a barber shop, and that thanks to a cursed gilette one of the NPCs will end up spawning a Alien: Covenant-esque backbursting protomorph. If I put the warning in the event 'Warning: Extreme gore' it would ruin the surprise, and I might as well just open the scene with the alien bursting out of the poor sap's body. But if I don't put a warning I can have people going 'OOC Person says, 'Fuuuuuuck this scene'.'
Another example that isn't pertinent to people being disgusted or shocked: What if I want to kill a Touchstone? Not a specific one, but I want to make sure players know this foe is going after their loved ones? Use her as some sacrificial character for my Big Bad? If I advertise I am LF Sacrificial Lamb on public channels, the impact is lost, but doing it out of nowhere might be too much of a free loss?
How do you handle spoilers in plots, and how can you balance mystery and allowing players to make informed decisions?
@Ganymede "Do your thing." Amen, yo. Can't please everyone, can't convince everyone. Just do you. The people who like what you are doing will show up.
@Coin I like this as well!
@ThatGuyThere Alts. 30 people can have 3 characters each, and if something isn't happening in Wolf Town, they can maybe find a scene in Vamp Town.
@Ganymede Bro, White Howlers, Honor?! We going with the 2e Highlander version of them instead of the rabid rawr 3e/W20?
Kidding aside, I like it!
@Jennkryst And it is still a bad merit, like Silver Tolerance or Immunity to Wyrm Emanations (or whatever it is called in English), IMO! There is almost nowhere in oWoD fiction that has a 'Hey, this is my vampire friend! He is hanging around in the Sept!' At least not that I remember. >___>
@Jennkryst Please no "Kinfolk merit" stuff. Garou SPECIFICALLY still AT LEAST distrust vampire and mage Kinfolk, and will kill them if they get anywhere near a Sept.
As for the rules fo staying in your city, I think those would be simple. For whatever reason the PLAYER needs to come up with, their character isn't traveling. Put an OOC disclaimer. This is not a crossover game. Otherwise you might as well just make everyone live in the same city.
@Arkandel I don't know if anyone can disagree with that! XD Yeah, it would be easier, but if a game demands (which is a HIGHLY subjective notion) new rules, I think it isn't too much to ask from players to read a page in the wiki or two, or even three, since in comparison to people running the game that is not work at all!
As for Secrets of the Covenants, that is a subject for another topic, or private discussion. >__> Damn that book.
@Arkandel I don't know about "the closest you can use a system the better it will be". Like, if you don't mess with a tabletop-designed system when making a MU, you are just trying to shove a square piece into a circle slot, imo, and that is when you get people complaining social things don't work, etc. I am not saying you need to custom everything, or anything at all, but I am for sure not a proponent that the rules as written are the best rules for any game!
I can honestly say that after Secrets of the Covenants, my trust in OP mechanics is forever broken.
@Ganymede I can be down with these, although I still think the Uktena are very close to Cunning, given their unorthodox ways of acquiring knowledge, and the Black Furies are pretty tied to Wisdom, given how into mysticism and occult they are. However, wouldn't hate at all if stuff was like you listed. I particularly like the Bone Gnawers bit. The reasons why they are all fucked up in the city match very well with some sort of twisted Wisdom!
@Arkandel I can agree with that, too. But what do you do if you base what you are making on published material? Would it make it easier to rewrite it all in a wiki, for example?
@Ganymede Not all Renowns need to be represented equally! I would do something like...
Black Furies: Wisdom
Bone Gnawers: Cunning
Children of Gaia: Purity
Fianna: Glory
Get of Fenris: Glory
Glass Walkers: Cunning
Red Talons: Purity
Shadow Lords: Cunning
Silent Striders: Wisdom
Silver Fangs: Honor
Stargazers: Purity
Uktena: Cunning
Wendingo: Glory
Or you could even give all Tribes two options for initial Renown, to give the player some leeway?
As for the Moon Gifts dependent on Siskur-Dah, that is a good question. If I was looking to make a werewolf the Apocalypse adaptation, I would probably just adapt the Gifts in the LARP system. They are pretty neat!
@Ganymede said in Brainstorming: Hybrid/Homebrew Werewolf Game:
@SunnyJ said in Brainstorming: Hybrid/Homebrew Werewolf Game:
- I would get rid of the Forsaken Tribes and Pure Tribes altogether.
I think this is problematic, as it may apply to the Forsaken. The Forsaken Tribes are built into the system of character creation, and they are specifically balanced as far as Gifts and Renown go. How are you going to re-balance the system if you remove them?
Also, the Siskur-Dah is an essential part of W:tF 2E. How are you going to adapt that to W:tA?
Well, I would just adapt the Apocalypse Tribes into that model! Also, I would just get rid of the Siskur-Dah. Again, coming from a Apocalypse with Forsaken mechanics standpoint, not a perfect merger that keeps the essence of both!
There is an ugly side of avoiding this hybridism and custom stuff, though, and that is your game being just like evry other game before it. Imo, the players you want in your game are the ones that dont mind reading a few pages on how to play it.
Take the legendary RfK. People often talk about how good it was, not the custom rules for sorcery, bloodlines and political systems. Imo, dont fear the custom!
ohgodohgodohgodohgod.
Okay. Lets do this. First off, I would mostly go for an updated Apocalypse game with nWoD systems. Because of that, I would either set the game in a besieged caern in a large city (Sept of the Green) or a rural sept close to a big, oWoD city with smog and towering spires.
I would get rid of the Forsaken Tribes and Pure Tribes altogether. They are interesting in their own 'struggle of the daily life as a werewolf' world that is Forsaken, but they have very little place in a Werewolf the Apocalypse game. The Gaian Tribes have all the flavor and infighting you could possibly ask, and you could make their lodges almost like religious cults within. Like, the Mjonir's Thunder could be this sect of the Fenrir who forsake their names and abandon pack and family to join the Lodge. They don't talk with non-Mjonir Fenrir, and act on the fringe like religious fanatics with their own rituals and missions.
Make use of Morality (Harmony) but adapt it to the Garou. If the Forsaken are children of the Pangean-Concept of Hunt, then the Garou should have a Harmony morality that focuses on them being warriors. Why would I do this? Because if corruption is a theme of the game, and we are making use of WoD, it feels interesting to me that something measures the toll this corruption takes on you. I love the idea that the fight against this 'Wyrm' is as personal and internalized as it can be fought with tooth and claw. It adds another layer to an otherwise 'hack and slash'-bent system that is Werewolf the Apocalypse.
Read and use the LARP Werewolf book that just came out. Not only it has a dynamic social system for the Septs, it also modernizes the Tribes, camps, politics, everything. The Tribes and the protectorate dynamics are the best in it, but man, there is a lot of win in that book.
Use the Shadow. The Umbra, with all its Realms, etc, is super amazing, but the spirits of the Umbra are terrible. They are very passive and feel like Sonic critters, waiting for the Garou to save them. The Shadow feels more primal, and in the end, if Gaia is the spirit of the planet/universe, she isn't necessarily good. She is balance, and that means some things eat, some things get eaten. Maybe if you expanded that to a greater theme, you could shift away from the Garou being HEROES and being more like forces of nature like I feel they should be.
Make an unique grid. Use the book of the Wyrm/Pentex to make the grid WoD. Don't put farmacies, put a Siren Cosmetics store! No random gyms, make a MagaGym. No toy stores, make them Avalon Toys, and no McDonalds, build O'Tolley's!
Anyways, that is all for now. I know you hade a more Forsaken-oriented merge, but hey. This is brainstorming too! >__>
@Thenomain said in General Video Game Thread:
I've been playing Tom Clancy's Whatever Whatever: Wildlands, free thanks to a new graphics card, and I've discovered a few things:
- I'm tired of this style of open world game, and I've only played a few before it: Dragon Age Inquisition, Fallout 4/3/New Vegas, Mass Effect Andromeda, Witcher 3, Saint's Row 4, Borderlands 2/Pre-Sequel. I get it, guys; you like padding out your play time. It's getting boring. Yes, I know we can blame MMOs for this. Still, nnngh.
- I die at least once per encounter
- This is going to take me FOREVER to finish. There are some, like, 10 areas to clear; the first area took me about 6-8 hours. Half of you were on your third playthru of Andromeda before I was finished with my first.
You talking shit about Witcher 3 bro? You wanna go?
Also, I think Wildlands is pretty fun! I play with some friends here in Brazil and it is super fun to make stuff happen with friends. I guess co-op games always have this advantage, of being random and MUCH better with friends, but Wildlands does let you approach stuff however you want, so... kudos! The game gives a nice toolbox for you to troll around Not-Mexico Bolivia!