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29

I do think you're being too cautious. One of the key elements of the Storytelling System is the Willpower economy. It's a "virtuous cycle." The difficulty of 8 means that, in order to succeed on important rolls, you'll want to spend Willpower — those three dice generally produce an additional success. With your Willpower rapidly depleting, the best way to ...


29

Supernatural power comes from making mutually exclusive changes to the human soul. My view isn't explicitly stated anywhere, but I consider it supported by statements across the nWoD books. There are a few representative quotes from the core books I own at the bottom. To do anything majorly supernatural, you need to be more than human. A vampire's soul is ...


24

Use a very strong central theme and mood. Think of your campaign as if it was a TV series held together by these things, as well returning props, characters, places etc. Use a strong, universal antagonist, possibly an organization that has agents from all the various supernatural factions as well. Even better if your party are members / helpers of the same ...


22

That rote is working as intended. If you can secure the room, maintain your focus, get the proper amount of "temporal sympathy" — the modifiers for sympathy are in effect, as detailed under the Space arcanum and made explicit in the rote — and penetrate any magical protections placed on the time of the event, then yes. They can search through time until they ...


18

The in-game reason appears to be “It just doesn't work.” Vampire: the Requiem, page 168 Kindred Vitae, while potent, does have its limits. When the other supernatural creatures with whom the Damned occasionally cross paths come into play, certain realities of the World of Darkness supersede the mystic strength of the Blood. Werewolves and mages ...


18

They are publishing much less new World of Darkness than they used to during the old World of Darkness, but it's not necessarily piracy that is causing the change. They are currently owned by CCP (the company behind Eve Online) and involved in creating the World of Darkness MMO. There has been an economic slowdown in the last 5-6 years, reducing the amount ...


16

@Okeefe has already mentioned Onyx Path Publishing, which is comprised of former WW employees and has the license to produce both oWoD and nWoD books. They've got a full release schedule coming up, including two brand-new games and revisions of World of Darkness and Vampire: The Requiem. It's not accurate to say that they're no longer producing new work. ...


14

One great resource for the criminal and law aspects of your question is Tales From the 13th Precinct, a sourcebook from the core World of Darkness line that approaches the setting from a law-enforcement perspective. It not only prepares you to make characters on both sides of the law that can encounter the supernatural world, but it adds a few new merits and ...


13

Let Them Be. There are practical reasons why mages and players might choose to rely on rotes. Improvised spells not only have a smaller die pool (Gnosis + Arcanum vs Attribute + Skill + Arcanum), but they have a mandatory cost of 1 mana if not in your ruling arcana. If your troupe is more interested in collecting codified effects rather than doing ...


13

From page 159 of the Vampire: the Requiem core rules: Finally, the act of Amaranth stains the diablerist’s own soul upon its commission. The character’s aura acquires black veins that reveal her crime to those who can scrutinize such things (see p. 120). These black veins remain in the diablerist’s aura for one year per dot of Blood Potency the victim ...


12

One important thing to note is what the merits actually give the character compared to one without the merit. Resources zero does not mean homeless (although it can). Resources represents 'extra money' WoD: Core pg 115 All characters are assumed to have a job or a source of income (trust fund, parents) that is sufficient to cover their basic ...


12

This is all very specific to the GM, group, and game. Personally, I would trust the game and its mechanics until it proves to be incapable of generating the kind of story and gameplay I want. Eliminating the werewolf is necessary for making the space available. Hopefully, the player's actions are the cause of this to happen, directly or indirectly. Making ...


12

It certainly sounds like you've covered the main points. Here are a few extra considerations to bear in mind: The Council of Primogen. This probably overlaps heavily with "local covenant leaders", but not entirely. Influential clan members are worth considering, and covenants with little local power may not have a representative... or may only have a ...


12

Remember that the Seers of the throne keep their true agenda secret from all but the upper-most echelons of their organization, and even then only parts of it are disseminated. Most operatives know only that the Pentacle opposes them and that they are mass murderers who awakened the wrong way (they weren't picked by the Exarchs) and are trying to usurp ...


12

A leather jacket will not protect anyone from Firearms damage. For one thing, armor isn't rated based on its "bashing"/"lethal" protection. Instead, it's rated for "general" vs. "firearms" protection: Armor provides two kinds of protection: against general attacks and against Firearms attacks. [p. 170] (Indeed, "general" attacks may include bashing, ...


12

It's bashing. On the same page, in an earlier paragraph, the power of Telekinesis is described as letting a ghost do "basically anything a mortal could do with his hands." Since hand-to-hand fighting does bashing damage, that's what you get. It's only if you use the power to manipulate an object, like swinging an ax, that you might get access to lethal.


12

I suppose the trouble is that my players, in real life, are forgiving and/or pragmatic people, but given their repeated insistence on character concepts geared or skewed towards violence, I can only assume that they want to explore the more violent and morally gray themes of Hunter. Why assume? Why not ask them what kind of stories they're hoping to ...


11

Not much. There's nothing that's explicit in the rules for Mage: the Awakening that mandates adult themes or anything involving sex. (If you're thinking of groups like the Cult of Ecstasy or the Verbena from Ascension, there's nothing like that in Awakening.) You can keep things to the level of intimacy you'd find on television and not miss anything.


11

The analog to White Wolf and the World of Darkness game lines in the classic World of Darkness setting is the Black Dog Game Factory. They were detailed fully in Subsidiaries: A Guide To Pentex, although there are earlier references in other books. The staffers described therein are parodies of the employees of White Wolf, and the entire sourcebook entry is ...


11

That White Wolf stopped publishing has less to do with piracy and more to do with the fact that White Wolf's parent company, CCP, considers tabletop games and White Wolf to be legacy businesses with respect to MMOs. Some new things are happening, though. They've embraced pdf sales and print on demand. There's a licensed company, Onyx Path Publishing, that's ...


11

You are looking at from a slightly wrong perspective. It's not because you buy dot 2 that you get dot 1 for free, it's because the first dot in Darkness gives you the dot one contract and the second dot gives you the second contract. It works differently with Exp than the character creation points. With Exp a contract cost 5*(New Rating) Exp, but the ...


11

I think 1. Dex 3, Str 3 is the same as 2. Dex 3 and Str 3, the serial comma being a stylistic tool: you need both Dex 3 and Str 3. Even though the serial comma could separate items that have an "or" relationship as well, the usage in the core nWoD book very strongly implies an "and" relation. For example, it would be rather weird to suppose that for ...


11

The simplest way is to rely on your gut instincts and your knowledge of the country in question, make a quick judgement that sustains suspension of disbelief and doesn't bog down the flow of the game. In my opinion, this is also the best way. However, if you're more crunch-oriented and like your realism, use google (combined with google translate, if ...


11

Understanding Desire One way is to use the nobility, not as an example of going after what you desire, but understanding the desires of others. A true spring noble not only knows how to reach for their own desires, but has had the rush of impulsively grabbing the object of their desire and having it wear off. Now they understand that heat-of-the-moment ...


10

The God-Machine, its angels, and the elements you mention are slated to play an important role in the nWoD setting, starting with the God Machine Chronicles, a fiction anthology soon to be followed up by an adventure sourcebook that will include revisions to the Storytelling System that could be considered a stealth "second edition." (These rules changes ...


10

Your best bet for sourcebooks is to look at those from the core World of Darkness line. Two that address the issue most directly are Tales from the 13th Precinct (which covers things from a police perspective) and, surprisingly, World of Darkness: Innocents (which offers a great view of the average person in the WoD through the eyes of their kids).


10

It's nothing to do with piracy. White Wolf's focus has moved to MMOs and is less on RPGs now (like at many companies, sadly). And they are doing less print publishing and more PDF - which is always going to be less successful regardless of piracy, given that the average gamer still buys books. If piracy was their big problem, you'd think they'd move to print ...


10

Typically, the only way to faithfully "convert" a character from one system to another very different system is to re-imagine them as a new character made from scratch in the new system. Ironically, trying to convert them by-the-numbers is likely to be less faithful than a character created from scratch in their image. There are parts of AD&D 2e that ...


10

There are a couple of the classic "Campaign Archetypes" (a topic for an essay?) that I think may work. First is: The Deadly Peril Something is out to get the PCs, something bigger than them. You need to make it very, very clear that they cannot survive without working together. Problem is, when one of them inevietably goes off on their own. To keep the ...


9

Jon Chung, a known expert at optimizing for White Wolf games, lays it out this way: Tier 0: Mortals Tier 1: Minor Templates Tier 2: Vampire/Werewolf Tier 3: Changeling/Promethean Linear vs exponential split Tier 4: Geist Tier 5: Mage His suggestion is that mixed games work best when you don't go more than one tier apart or cross the linear/exponential ...



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