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Generic, chatty nWoD thread

Started by The Butcher, October 26, 2012, 08:22:37 PM

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The Butcher

Spin-off of the Mummy: The Curse thread that featured some people stating their nWoD preferences.

What nWoD games do you read, play and enjoy?

I've read Requiem, Forsaken, Awakening, Lost and Vigil, and I love them all to bits. Alas, Promethean and Geist elude me still.

I've played in a Changeling: The Lost mini-campaign that was pretty kick-ass, and now I'm playing Requiem after several years without playing Masquerade. It's great to revisit the classics, e.g. last session's torching down a biker bar after a big honkin' battle between berserk vampires and the customers turns the place into a giant Masquerade breach.

I have yet to run anything nWoD but I'd love to take a shot at

Mage: The Awakening. I fell in love with the nWoD's red-headed stepchild since reading Dave Brookshaw's Broken Diamond AP thread over at RPGnet.

Hunter: The Vigil. All-mortal monster-hunter games, pre-Reckoning, were some of the best oWoD sessions that I ran. Also, WoD: Slasher is tits.

Werewolf: The Forsaken. I haven't read Territories yet, but I feel the premise -- "mark a territory as your own, defend it against fucking everyone in this world and the next" -- can be as strong a procedure for sandbox campaigns as D&D's dungeon crawls or Traveller's speculative trading.

What about you?

akiva

I'd love to try nWoD. I was a *huge* oWoD fan, but I moved away from my gaming group shortly before nWoD came out, and I haven't found a group since then that's interested in it.

To be honest, I'm not sure how much I'd like some parts of oWod--for example, Requiem doesn't grab me that much (not nearly as much as VtM), but I've only read it, not played. But other parts look very cool.

The Traveller

Whats the difference between the two, is it setting or system?
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

The Yann Waters

Quote from: The Traveller;595352Whats the difference between the two, is it setting or system?

Between oWoD and nWoD? Both. As with WW games in general, the mechanics remain roughly similar in that they are based on d10 pools for counting successes, but the details differ: for example, the newer system always uses a fixed target number of 8, features an altered attribute set in a 3x3 grid, and resolves all attacks through a single roll. (Also, this variant's called Storytelling as opposed to the older Storyteller.)

Setting-wise, there's no continuity from the earlier WoD, and in fact no metaplot at all. The basic game is all about ordinary mortal PCs who find themselves up against supernatural threats, with ghosts as the sample monster. Each of the lines like Vampire: The Requiem then introduces a supernatural character template which can be applied to those PCs, with related setting material that GMs may pick and choose from as they wish. Unlike the old titles, these aren't standalone RPGs, more like expansion sets which still require the core rules.

The only nWoD line that I've personally been interested in, with the possible exception of that mortal core, is Changeling: The Lost. And pretty much the only things that it has in common with its oWoD predecessor is the fey theme and a handful of mostly redefined leftover terminology.
Previously known by the name of "GrimGent".

MrMephistopheles

The blue book mortals was actually the first thing that made me go "Wow I want to play this!" As NWoD held, to me, a deeper brooding sort of creeping horror over the more gonzo aspects of CWoD. I still love CWoD. I started playing it around 94-95 and ended up reading or playing just about every line and supplement they had.

NWoD I haven't had much time to play with my old group as people moved away, we went on to careers,etc. Currently Mage and Hunter rank as my favorites of the line. Hunter as it's extension of what I thought was a very good approach to playing mortals in the game line. Mage ended up working out for me despite my RL dislike for Gnostic notions due to it really pushing that yes, it's ok to actually DO magic. Ascension was a favorite in my CWoD days but left a bad taste in my mouth a the years went by.

Vampire I like but I'm still a bit burned out on vampires in rpgs as it was the game of choice for tabletop and LARPing where I was. Requiem hit a lot of the right mechanical buttons for me with things like Bloody Potency, the tighter clans, Predator's Taint, Nosferatu I would actually play. But I never get around to actually playing it.

Werewolf despite liking it's better workable power level has never grabbed me. None of the tribes, Lodges,etc have made me go, "Yes I want to play that!"

Again while I don't know if I'll ever play it Changeling looks amazing. I was lucky enough to have a copy of the Dark Ages Changeling book that came out for CWoD to a lot of praise. Lost hit on a lot of the classical mythical feel that made that book work.

Promethean and Geist just do not generate any interest to me.

While Demon sounds intriguing due to the big departure from metaplot that can happen with it compared to old Demon. I am going to wait and see. The Earthbound was an amazing supplement so if it can capture any of that magic I will check it out.

Being a history nut, egypt-o-phile, Lovecraft fan,etc. Mummy has hit all my buttons so I suspect it will slide in as my favorite NWoD game after I've had the chance to read it.

Blackhand

Mortals and Magi are my favorites.  The new systems and the non-metaplot wearing supernaturals are the best parts of the nWoD, in my opinion.

The generic basic system lends itself well to a variety of settings, such as my Old West game, 1930's Bootlegging, Weird War II and lots of others.
Blackhand 2.0 - New and improved version!

Imperator

I have only run Requiem and Mortals nWoD, and I love it more than Masquerade. I'm interested in other games of nWoD, but never got around to reading and running them.

I own Mage: Awakening and it happened to me the same thing that with Ascension. I just can't bring myself to finish the fucking book. There is something in it preventing me from doing it.
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).

TristramEvans


Changeling: The Lost i
s an absolutely brilliant game with a brilliant premise. Imagine the Z'bri from Tribe 8 crossed with the Cenobites from Hellraiser and you have The Fae, creatures that have abducted your character and turned them into something not-quite human. Then, somehow, you escaped. Or at least think you did.

The Yann Waters

Quote from: TristramEvans;595500Imagine the Z'bri from Tribe 8 crossed with the Cenobites from Hellraiser and you have The Fae, creatures that have abducted your character and turned them into something not-quite human.
Hellraiser would actually be rather easy to adapt into CtL. For example, just picture the Cenobites as loyalists, Hell's Labyrinth as an Arcadian Realm, Leviathan as a True Fae, and the Lament Configuration as a more powerful and reusable version of travel tokens.
Previously known by the name of "GrimGent".

crkrueger

Requiem v. Masquerade

I like Requiem, but it seems watered down next to the Masquerade.  I can't help but think they basically shoehorned stuff on purpose into the "no-metaplot" paradigm.  How can we prevent 1,000-year old vampires from running the world? - Make sure the 1,000-year old vampires torpor up every 75-150 years, and can't remember everything so who knows if you're 1,000 years old or 10,000?  Meh.

It seems that Requiem sucks out all the historical coolness of Vampire.  It does add a tragic surrealism to it though as Vampires may or may not recognize enemies, allies, who have been lost to time.  Almost seems like the premise is better for a vignette episodic campaign rather then a traditional one.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

The Butcher

Quote from: CRKrueger;595516Requiem v. Masquerade

I like Requiem, but it seems watered down next to the Masquerade.  I can't help but think they basically shoehorned stuff on purpose into the "no-metaplot" paradigm.  How can we prevent 1,000-year old vampires from running the world? - Make sure the 1,000-year old vampires torpor up every 75-150 years, and can't remember everything so who knows if you're 1,000 years old or 10,000?  Meh.

It seems that Requiem sucks out all the historical coolness of Vampire.  It does add a tragic surrealism to it though as Vampires may or may not recognize enemies, allies, who have been lost to time.  Almost seems like the premise is better for a vignette episodic campaign rather then a traditional one.

I think it was a deliberate decision to give modern-day neonate PCs a shot at becoming movers and shakers. In Masquerade, joining any faction is like working at a corp in which everyone from middle management up is fucking immortal and will never, ever retire, and if nothing changes you're going to remain an intern forever yourself. Requiem's intermittent torpor means that there's some opening for PCs to rise to Sheriff, Primogen, Harpy, etc. and maybe even Prince if they play their cards right.

feedbacker

Quote from: Imperator;595480I own Mage: Awakening and it happened to me the same thing that with Ascension. I just can't bring myself to finish the fucking book. There is something in it preventing me from doing it.

I'm running Awakening at the moment and we are really struggling with the system because no one else wants to read through the book to grok all the rules well enough :(
I've read it a few times but nothing sticks and I have to keep looking things up during the game. :confused:

The Yann Waters

Quote from: CRKrueger;595516How can we prevent 1,000-year old vampires from running the world? - Make sure the 1,000-year old vampires torpor up every 75-150 years, and can't remember everything so who knows if you're 1,000 years old or 10,000?  Meh.
I remember reading somewhere, possibly on the WW boards, that the Fog of Eternity is one of those aspects of the game that The Strix Chronicle (a.k.a. "Sexmurder", a.k.a. Requiem Revised) is going to change.
Previously known by the name of "GrimGent".

Lynn

Quote from: The Butcher;595541I think it was a deliberate decision to give modern-day neonate PCs a shot at becoming movers and shakers. In Masquerade, joining any faction is like working at a corp in which everyone from middle management up is fucking immortal and will never, ever retire, and if nothing changes you're going to remain an intern forever yourself. Requiem's intermittent torpor means that there's some opening for PCs to rise to Sheriff, Primogen, Harpy, etc. and maybe even Prince if they play their cards right.

I have been playing in a VtM game for a while now, and just started running a VtR game. I think you are right on the money here.

VtM is so jam-packed with darkness and highly detailed, stratified society, that it ceases to be horrific to me - its not about "vampires" but more about an undead society specific to WW that calls itself vampires.

There are a great number of mechanical differences, changes to disciplines, etc between the two. The more I touch VtR the more I agree that nWOD is an entirely new game with the VtM flavors added.

One thing I have discovered about VtR (and nWOD) is that I feel more comfortable simply tossing out systems and rules. While I dont think nWOD is quite a universal system, its far more modular, and WW seems to anticipate you'll make a lot of your own changes. For example, in the game I just started, I tossed out clans (for the most part). It changes the game but it doesn't fly apart at the seams.
Lynn Fredricks
Entrepreneurial Hat Collector

MrMephistopheles

Quote from: CRKrueger;595516Requiem v. Masquerade

I like Requiem, but it seems watered down next to the Masquerade.  I can't help but think they basically shoehorned stuff on purpose into the "no-metaplot" paradigm.  How can we prevent 1,000-year old vampires from running the world? - Make sure the 1,000-year old vampires torpor up every 75-150 years, and can't remember everything so who knows if you're 1,000 years old or 10,000?  Meh.

It seems that Requiem sucks out all the historical coolness of Vampire.  It does add a tragic surrealism to it though as Vampires may or may not recognize enemies, allies, who have been lost to time.  Almost seems like the premise is better for a vignette episodic campaign rather then a traditional one.

Yeah sure. If you want to ignore the insetting and meta reasons in V:TM that players and characters could get tired of. It's "watered down" in your sense if the point was to make V:tM part Deux:Electric Boogaloo.

There's nothing that says you HAVE to have ancient Kindred running the shots, manipulating or otherwise lording over their lesser undead.

And if Requiem sucks all the historical coolness out of Vampire then all that time I spent reading the clanbooks, Ancient Mysteries or Requiem for Rome were mere fantasy.