Posted 11 September 2004 - 12:19 PM
My first WoD game at uni' had Werewolf, Vampire, Mummy, & wizard PCs. I say 'wizard', since the guy was created via the rules in the Hunters Hunted book (this was long before Mage came out). It was no problem (& enourmous fun) to run, & all the players involved still get together now & then to play another session or two (no-one wants to call it a day on that particular campaign).
Over the years we've had Wererats, Mages (after the book came out), Technocracy agents, Kinfolk, secret agents, & various other characters pop in & out (usually due to deaths amongst the PCs).
The key, I found, to running a 'cross-over' game is that in the WoD combat isn't really that important - it's the talking & roleplaying that's the important bit. In fact, the deadliest player character ever in the game (as rated on sheer kill-success) was a mortal sniper who worked as a government assassin.
Sure, we've often had PCs scheming against each other, even a few attempts on each others lives - but the setting (modern day) & the general lethality of combat has always helped to keep overt violence to a minimum - it's all about plotting & counter-plotting, information brokering, & the social-scene between the PCs & the various NPCs (who have been of pretty much every variety in the WoD).
I guess we all fell in love with the Storyteller system because it really did (& does) promote role-playing over roll-playing. There's no artificial imbalance towards combat-related abilities as there is in a great majority of well-known RPGs - they're just one of the many available character traits, no more or less important than any other.
The first scenario, IIRC, was a kind of a 'quest' to help a child Salubri find the 'temple of humanity' (yes, I nicked it from that 3x3 Eyes animé) - each of the PCs had different reasons for wanting to tag along, but each also wanted to achieve their own goals more than they wanted to kill the other PCs - & realised that mutual (if not friendly) co-operation was the best way forward. After that first 'quest' the characters just had a tendency to use each other as contacts & the like when situations cropped up in their own lives - hence the group continued - never harmonious, but always managing to end up in the same place at the same time. They also had a tendency to share enemies as well - which is a great way to unify even the most diverse of protagonists.
<span style='font-size:8pt;line-height:100%'>"<span style='color:green'>To be honest, agent Falcon, I am quite insane. As for my plans, vell, I plan on transforming ze two of you into obedient zombie übermensh. Zen, I plan on, very inappropriately, touching your fraulein friend about ze chest and backside. Shall ve begin</span>?!"<br />Doktor Kharnov von Kripplor, Danger Girl<br /><br />"<span style='color:blue'>I'm invisible. It's a confounded nuisance, but I am. That's no reason why I should be poked to pieces by every stupid bumpkin in Iping, is it</span>?"<br />Griffin, The Invisible Man</span>