Storypath Ultra and Curseborne

I went ahead and grabbed to core book. It definitely has the WoD/CoD vibe in the writing and style, though sometimes I want the book to stop with the edgy first person narrative and just give me the meat and potatoes of the rules.

Our group is going to take a look at the game and see if we want to port our current campaign over. It might take a few flavour rewrites and tweaks to make it feel similar, but probably nothing too drastic since we were already playing pretty fast and loose with the World of Darkness setting. I think in the long run the game will run much smoother with the rule changes, and we’ll certainly need to do less hacking and fudging to make our mixed splats play nicely together.

We have 2 hunter characters, so we might have to engineer something ourselves until the Player Guide comes out or have them swap. But the it shouldn’t be too much trouble considering how many game mechanics we were writing ourselves in our current campaign.

Thanks @The-Magic-Sword for drawing attention to this game!
 
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Ugh. The silly names for their own sake thing predates Onyx Path, of course, but I wish they had left it behind when it came time to make their own world.
Seems to come with the territory of quasi-gothic punk. The biggest eye roller for me is using their own acronym for NPCs. C’mon folks, not only does it take me out of the reading because I’m trying to remember what an SGC is, but I’m pretty sure the NPC-crewed ship sailed back in 80s, if not the 70s!
 


I think I’ll have to see it in play, but I’m not sure I love the damage system where it seems like you normally inflict 1 damage with possibility of boosting it to 2. It reads like combat will be a slow slugfest with combatants chipping away at health. I get that weapon tags and tricks add some flair, so maybe I need to actually give it a go before judging.

I am also a little confused to why the “stake” appears like one of the best melee weapons with the “deadly” and “piercing” tags. What am I missing?
 

I think I’ll have to see it in play, but I’m not sure I love the damage system where it seems like you normally inflict 1 damage with possibility of boosting it to 2. It reads like combat will be a slow slugfest with combatants chipping away at health. I get that weapon tags and tricks add some flair, so maybe I need to actually give it a go before judging.

I am also a little confused to why the “stake” appears like one of the best melee weapons with the “deadly” and “piercing” tags. What am I missing?

I'm in the process of more thoroughly reading Curseborn, so I'll check on both of these when I get to the combat chapter.
 

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