New World of Darkness
#2
Posted 07 September 2004 - 11:23 PM
In fact, I was hoping they'd get away from using splats peroid... I guess they didn't want to fix something that isn't broken.
#3
Posted 07 September 2004 - 11:26 PM
#4
Posted 07 September 2004 - 11:29 PM
It doesn't seem to have any temporal connection to the previous WoD at all. Like hitting the reset button, effectively.
#7
Posted 07 September 2004 - 11:37 PM
It doesn't seem to have any temporal connection to the previous WoD at all. Like hitting the reset button, effectively.
#8
Posted 08 September 2004 - 03:14 AM
It's called the StoryTELLING system now. It's tweaked abit. The FAQ on the website promises no more 2 hour combats.
Beat that you drama queens!
#10
Posted 09 September 2004 - 03:08 PM
As for the actual combat mechanics... The system appears to be rivalling D&D in actual step-based simplicity (ie handling time). Any given action is now literally one roll. No soak rolls, no target rolls then damage rolls, it's all been streamlined into one simple roll. So, the amount of rolls required for any given round of action is equal to 2n, where n = number of players. 1 for Initiative, one for action, and that's your action for the round.
Can't argue, really. It's very well streamlined.
As for other things... I do love how they've done a 3 x 3 organised table for Attributes, I like the way that they've arranged character generation (human + template), and... NO FLAWS!!! I was never fond of them in the first place. At least, not the Merits & Flaws thing, anyway. Target Numbers are no longer an issue - Even number of successes is no longer an issue. Everything is adding or subtracting dice. Again, very streamlined, nicely conceived, stays reasonably true to the original Storyteller system, except far less handling times.
I can't wait to see how Mage turns out. Some serious design has gone into the system, and it really does show. While I'd need to go into the system to know for sure, WW seems to have abandoned it's idea of leaving holes in the rules for STs to sort out. Mage, I think, was the system that really needed more explicitness, and if the same amount of effort is put into Mage as it was into WoD and Vampire, I think Mage could become far easier to run in a way shown in the books...
kirby1024 AT yahoo DOT com DOT au
Here but not forgotten.
#11
Posted 09 September 2004 - 05:00 PM
#12
Posted 10 September 2004 - 09:05 AM
The Coincidental/Vulgar distinction, for instance, had several quite different interpretations, all of which were perfectly valid by the rules. I honestly think that a system should attempt to minimise the number of items that are open to such freeform interpretation. Same with Resonance - Wonderful idea, but almost no indication of exactly what you're supposed to do with it.
Also, while obviously a good ST can overcome my next point, the fact that there was so little at the ST's disposal to reinforce player paradigm thinking was quite annoying. Considering how important Paradigm was to Mage's overall concept, the fact that there was almost no rules-support for "keeping in paradigm" meant that giving new players a foothold in a given style of thinking was quite phenomenally hard. If a concept is important to the system, I think it should really be supported in-system, as opposed to merely assumed in the system.
I have high hopes that at least one or two of these issues will be addressed in Mage: The Awakening. I have just as high hopes that they can be addressed while maintaining a freeform system that we all know and love. The new system looks fantastic, and considering the level of writing coming out of WW at the moment, I'm optimistic as to what WW can present players.
kirby1024 AT yahoo DOT com DOT au
Here but not forgotten.
#15
Posted 11 September 2004 - 08:45 AM
The only thing that really got me salivating is wanting to see the new world for myself. From what they were describing in their earlier hype machine spewings, is that there will be very little meta-plot, and it'd be more of a personal game. Where what matters is the troupe of players and their interaction with the "foundation" of the world.
When I say foundation, I mean the world as it is up to the point the players play in.
#16
Posted 11 September 2004 - 08:36 PM
-Albert Einstein
#17
Posted 12 September 2004 - 04:27 AM
I'm sure though that this'll last... 5 minutes before the first plot books are put out and once again the canon Nazis stalk our livingrooms with whips and chains.
#18
Posted 12 September 2004 - 07:50 AM
It's possible to continue reasonably constant sales without metaplot, as D&D3.x has been doing it quite well. Setting Exploration is an excellent way of doing it.
And if they forget about the meta-plot, they can work on books that are a good play, as opposed to a good read. As I pointed out, they've been doing quite well with Exalted, I'm optimistic that they can transfer that level of game design to their new systems...
kirby1024 AT yahoo DOT com DOT au
Here but not forgotten.
#19
Posted 12 September 2004 - 08:00 AM
I really think games like this should be an exploration of your character, and the world they live (or lived before their embrace) in.
I think having the ST be the main arbiter of the story, instead of the books, allows for colorful experiences that while being shackled to the plot doesn't allow.
#20
Posted 15 September 2004 - 10:09 PM
#21
Posted 16 September 2004 - 12:11 AM
Anyway, moving to WoD2.0 rules wouldn't be that much of a stretch, however, the Inspired and Nova templates would be insane!
kirby1024 AT yahoo DOT com DOT au
Here but not forgotten.
#23
Posted 16 September 2004 - 12:21 AM
#26
Posted 16 September 2004 - 01:02 AM
Step 1: Background and concept.
Step 2: Attributes (5/4/3). Note that to get the 5th dot in any stat requires 2 points.
Step 3: Skills (11/7/3). The same rule for the 5th dot applies here.
Step 4: Skill specialties. Choose 3 skill specialties.
Step 5: Add supernatural template (Vampire/Werewolf/Mage)
Step 6: Determine advantages. These are Defence, Health, Initiative, Morality, Speed, Willpower, and Virtue/Vice.
Step 7: Select Merits (7). These have replaced Backgrounds.
So just what are these templates for step 5? Here is a brief look at the Vampire template.
Clan: Choose which clan your character beongs to;
-Daeva
-Gangrel
-Mekhet
-Nosferatu
-Ventrue
Covenant: Choose which covenant (if any) your character belongs to;
-The Carthians
-The Circle of the Crone
-The Invictus
-The Lancea Sanctum
-The Ordo Dracul
Favorite Attributes: Based on your choice of clan, add one dot to one of your clan's favorite Attributes;
-Daeva: Dexterity or Manipulation
-Gangrel: Composure or Stamina
-Mekhet: Intelligence or Wits
-Nosferatu: Composure or Resolve
-Ventrue: Presence or Resolve
Disciplines: put 3 dot into disciplines
Blood Potency: begins at 1 but Merit points may increase it.
New Merits: include Haven (1 to 5 dots), Herd (1 to 5 dots)
As you can see, this is just a rough outline. While character creation remains very familiar to WoD v1 there are some big changes. I hope that helps everyone who doesn't have the book.
#28
Posted 16 September 2004 - 06:52 PM
Can you say "special D20 Modern conversion of WoD2?" I mean, this does sound like D20 modern and how characters are designed.
#29
Posted 16 September 2004 - 07:11 PM
On the other hand, enough changes have been made that some feel for the ST system isn't there either.
#30
Posted 16 September 2004 - 07:15 PM
Sounds to me like you are looking for a reason not to like it.
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