This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.
NOTICE: Some online security services are reporting that information for a limited number of users from this site is for sale on the "dark web." As of right now, there is no direct evidence of this, but change your password just to be safe.

Author Topic: Fixing World of Darkness?  (Read 6356 times)

jan paparazzi

  • Hero Member
  • *****
  • Posts: 1251
    • View Profile
Fixing World of Darkness?
« Reply #105 on: March 28, 2016, 12:46:26 PM »
Anyway I think to "fix" the world of darkness I prefer a world in which many organisation/factions do many things and might come across each other, but are not constantly in the way of the other groups.

Hunter is a good example of how it should be done (although not perfect either). The Loyalists of Thule could be relic hunting for some artefact in the catacombs beneath the city, while the Night Watch is only interested in patrolling the neighbourhood they live in. It shouldn't be a game with one monolithic conflict or divide everything into five cliques, but it should be a living world in which different groups do different things and provide players to multiple things.

It's easier to do in a scifi or fantasy setting though.
May I say that? Yes, I may say that!

Doc Sammy

  • All Antifa Are Bastards
  • Hero Member
  • *****
  • Posts: 2679
  • Mordred Did Nothing Wrong
    • View Profile
Fixing World of Darkness?
« Reply #106 on: March 28, 2016, 01:08:04 PM »
My conversion of Vampire: The Requiem 1e to Big Eyes Small Mouth now has its own thread. If you wish to discuss that, go to the thread below. Otherwise, continue the discussions on other homebrew fixes to the WoD.

http://www.therpgsite.com/showthread.php?p=887833#post887833
Sic Semper Tyrannis

Shipyard Locked

  • -
  • Hero Member
  • *****
  • Posts: 2605
    • View Profile
Fixing World of Darkness?
« Reply #107 on: March 28, 2016, 01:15:24 PM »
Quote from: jan paparazzi;887877

It's easier to do in a scifi or fantasy setting though.


I do feel increasingly constricted by the expectation of having to run modern games in a thinly modified version of our actual world, with all the baggage that entails.

It's weird is all, a thousand medieval fantasy worlds to every slim handful of modern fantasy worlds.

jan paparazzi

  • Hero Member
  • *****
  • Posts: 1251
    • View Profile
Fixing World of Darkness?
« Reply #108 on: March 28, 2016, 03:31:13 PM »
Quote from: Shipyard Locked;887885
I do feel increasingly constricted by the expectation of having to run modern games in a thinly modified version of our actual world, with all the baggage that entails.

It's weird is all, a thousand medieval fantasy worlds to every slim handful of modern fantasy worlds.


To me it's just too political. The splats are crossing paths all the time. In fantasy or scifi settings the focus is usually broader with noble houses, merchants, mercenaries, megacorps, knights orders, relic hunters etc. You have the choice of letting them cross paths or not.

I solved it by setting it up broader, for example making one organisation that only investigates ghosts and one that only operates in the subway system.
May I say that? Yes, I may say that!