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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 ...


12

It sounds like that other player is doing exactly what they're happy doing, and so long as it's not actively causing conflict with the others, let them. Not every player feels the need to be proactive, or even as involved as you might feel is the minimum necessary for them to be enjoying themself. I don't understand those players either, but if nobody's ...


7

The Death 1 rote Forensic Gaze. (Mage: The Awakening, p.134) Page 121 of Predators tells us that the process of usurpation by the Azlu inevitably kills the host. Forensic Gaze allows the mage who casts it to know "what killed the being in question and how much time has passed since it died." Since it explicitly works on vampires, it's no stretch to see how ...


7

Werewolf: the Forsaken Being a Werewolf seems to be an all-or-nothing state. You've either undergone the First Change or you haven't. Prior to that, the character was probably Wolf-Blooded, but I don't know if that is always true. Blood of the Wolf has a chapter specifically about the Wolf-Blooded where it offers a sort of sliding scale of ...


6

As you cannot control the other person's fun just facilitate it, I suggest focusing your energies there and put the onus of participation on the player. In the question and associated replies in comments, you have noted that the player gravitates toward combat characters and is actively disinterested in other types. He seems content to fill a secondary or ...


5

The Wall Run perk changes only one part of the normal rules; this part: Objects that are 10 feet or less in height can be climbed as an instant action. Without Wall Run, you can climb an obstacle 10 feet or less as an instant action, and any other obstacle takes time. With Wall Run, you can climb an obstacle that is 10 feet plus five feet per dot of ...


4

Give your players at least one opportunity to shine each. By now, you should have a very good idea of the personal stories of each of your characters. This would be an excellent time to pick on an element of those stories and highlight it. It doesn't have to be the central conflict of each character (that might be too melodramatic for you) but it should be ...


4

I've never played a WtF game that's gotten to lodges, but I've run Mages with Legacies, Vampires with Bloodlines and Changelings with Entitelements, so I have experience in this realm, and I can report on what I've found. It probably goes without saying, but by choosing these Lodges, the players are telling you three things: I want the story to involve X, I ...


3

As BESW said, this site is not for this kind of discussion, but if that serves you as an answer, I'll point you to a comparison and a discussion on the topic: http://rpggeek.com/thread/468304/a-comparison-of-werewolf-the-apocalypse-and-werewo http://forum.rpg.net/showthread.php?501793-Werewolf-Apocyplse-Vs-Forsaken Welcome to the site, BTW. I recommend ...


3

I do not think you need rules for this. The first thing to note is that for most of the supernatural, the change from mortal to being supernatural is generally a sudden discontinuity in their life. A sudden break with what came before. A vampire goes from being alive to being a vampire in the course of a few minutes. A werewolf is born a werewolf, and ...


2

Well, firstly, play the war. I mean, presumably if they cared enough to start a war, they care enough to fight one. Werewolf on werewolf strategy can get bloody, creepy, and destructive to both the physical and spiritual fabric of an area. The Pure get, by default, better deals with spirits than the Forsaken, so you can have the Pure make deals to have ...


2

Though I don't know of any official or unofficial Rules, I can see this be done for werewolf and changeling, but a Mage's Awakening is generally a radical and sudden change. A Mystery Play could probably be roleplayed over the course of a session, but I don't see it extending beyond that. While not rules per se, there are guidelines in each splatbook ...


1

Look for inspiration in history: I would have a look at the siege of the Alamo as a source of inspiration. You should be able to find a few web pages detailing what happened as well as several films. An close second would be the film zulu and Rorke's Drift. Finally, look at siege tropes. Forget rolls and think roles. Built tension in the face of ...


1

The hardest thing to do in a game is to fire a player. It sounds like this is what you have to do, however. As I've learned to my sorrow when running my Ars Magica game, not every game is suitable to every player. If the social contract of the game involves a cautious, diplomatic approach dedicated to embezzling funds and resources from other players and ...



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