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Author Topic: Fixing World of Darkness?  (Read 10431 times)

jan paparazzi

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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.
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Mordred Pendragon

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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
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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

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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.
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