Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
nWoD Advice?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Professor Phobos" data-source="post: 4587722" data-attributes="member: 18883"><p>Really? This is an atypical impression, from what I know- the new Werewolf is really very different from the old one in a lot of key respects. I would definitely say that Requiem is the most like its predecessor. </p><p></p><p></p><p></p><p>This is more or less true- an awakened mortal is basically the same guy, only now he knows about magic.</p><p></p><p></p><p></p><p>They blend pretty well in terms of cosmology- there's so much contradictory information about "the truth" that there isn't enough of a grounding to decide what is factual or not. </p><p></p><p>Crossover issues still present themselves in terms of balance and whatnot, but in principle they should all be thematically compatible. Most importantly, though, is that they have no built-in reasons to hate each other, unlike the oWoD. There's a natural security dilemma based on the intrinsic paranoia of the setting, but other than that, a vampire and a werewolf could get along just fine. </p><p></p><p></p><p></p><p>It should work very well. One of the Mage splats- the Acanthus- might even get their magic from the same place Changelings get their horrifically traumatizing supernatural transformations. (Space in several Changeling books discuss this in some detail)</p><p></p><p></p><p></p><p>Depends. He'd not be able to keep up in power but if you balanced out the screen time and "dramatic heft", I wouldn't see the problem. I'd advise building him as a Hunter though, so he can risk willpower and use Profession merits. (Risking willpower in particular helps a lot)</p><p></p><p></p><p></p><p>It stretches the tone of the setting a bit much to have too much mixing, and definitely it is a little troubling for suspension of disbelief if some dude gets embraced, another awakens, another has his first change, another escapes from Arcadia, etc, all at the same time. </p><p></p><p>There is, however, no reason whatsoever a bunch of Mages couldn't awaken at the same time or a bunch of Changelings couldn't escape from Arcadia together. </p><p></p><p></p><p></p><p>Vampires and Prometheans are the hardest to mix. Prometheans have the Disquiet which is basically insurmountable. Vampires have the sunlight problem- I usually advise letting a vampire player create a Ghoul mortal that handles his daylight affairs, and then switches off for nighttime stuff. </p><p></p><p>Werewolves and Changelings are the second most problematic, because Werewolves are instinctively pack/family-focused and Changelings have a lot of problems of their own to deal with. These are minor and easily dealt with. </p><p></p><p>Hunters and Mages don't have any built-in mechanical reasons not to work together. </p><p></p><p></p><p></p><p></p><p>The first three games were divided on the Physical/Social/Mental divides WW has going. Mages are the mental characters- there is basically no mundane information or secret they can't discover. Werewolves are the physical characters- an unprepared werewolf is still extremely dangerous, while an unprepared Mage is just a guy with weird friends. Vampires are the social characters- they have tremendous ability to influence and manipulate mortals.</p><p></p><p>These are just broad things- werewolves have social and information gathering abilities, Mages can kick the living hell out of things, etc, but they're themed in those ways.</p><p></p><p>The next three were themed around Power/Resistance/Finesse. Hunters were Power- much of the game revolves around how regular mortals get around their relative powerlessness compared to supernatural creatures, and what they'll do to have that power and what it does to them. Changelings were Finesse- a lot of it is oriented around clever use of situational abilities, manipulating events in your favor, etc, rather than brute force. Promethean was Resistance- Prometheans are the toughest critters in the entire World of Darkness. Every single one gets one free "get out of death" card, and some of them can recharge it. The game revolves around persistence- Prometheans can become human, but it is a long hard road, and if they give up, they fail.</p></blockquote><p></p>
[QUOTE="Professor Phobos, post: 4587722, member: 18883"] Really? This is an atypical impression, from what I know- the new Werewolf is really very different from the old one in a lot of key respects. I would definitely say that Requiem is the most like its predecessor. This is more or less true- an awakened mortal is basically the same guy, only now he knows about magic. They blend pretty well in terms of cosmology- there's so much contradictory information about "the truth" that there isn't enough of a grounding to decide what is factual or not. Crossover issues still present themselves in terms of balance and whatnot, but in principle they should all be thematically compatible. Most importantly, though, is that they have no built-in reasons to hate each other, unlike the oWoD. There's a natural security dilemma based on the intrinsic paranoia of the setting, but other than that, a vampire and a werewolf could get along just fine. It should work very well. One of the Mage splats- the Acanthus- might even get their magic from the same place Changelings get their horrifically traumatizing supernatural transformations. (Space in several Changeling books discuss this in some detail) Depends. He'd not be able to keep up in power but if you balanced out the screen time and "dramatic heft", I wouldn't see the problem. I'd advise building him as a Hunter though, so he can risk willpower and use Profession merits. (Risking willpower in particular helps a lot) It stretches the tone of the setting a bit much to have too much mixing, and definitely it is a little troubling for suspension of disbelief if some dude gets embraced, another awakens, another has his first change, another escapes from Arcadia, etc, all at the same time. There is, however, no reason whatsoever a bunch of Mages couldn't awaken at the same time or a bunch of Changelings couldn't escape from Arcadia together. Vampires and Prometheans are the hardest to mix. Prometheans have the Disquiet which is basically insurmountable. Vampires have the sunlight problem- I usually advise letting a vampire player create a Ghoul mortal that handles his daylight affairs, and then switches off for nighttime stuff. Werewolves and Changelings are the second most problematic, because Werewolves are instinctively pack/family-focused and Changelings have a lot of problems of their own to deal with. These are minor and easily dealt with. Hunters and Mages don't have any built-in mechanical reasons not to work together. The first three games were divided on the Physical/Social/Mental divides WW has going. Mages are the mental characters- there is basically no mundane information or secret they can't discover. Werewolves are the physical characters- an unprepared werewolf is still extremely dangerous, while an unprepared Mage is just a guy with weird friends. Vampires are the social characters- they have tremendous ability to influence and manipulate mortals. These are just broad things- werewolves have social and information gathering abilities, Mages can kick the living hell out of things, etc, but they're themed in those ways. The next three were themed around Power/Resistance/Finesse. Hunters were Power- much of the game revolves around how regular mortals get around their relative powerlessness compared to supernatural creatures, and what they'll do to have that power and what it does to them. Changelings were Finesse- a lot of it is oriented around clever use of situational abilities, manipulating events in your favor, etc, rather than brute force. Promethean was Resistance- Prometheans are the toughest critters in the entire World of Darkness. Every single one gets one free "get out of death" card, and some of them can recharge it. The game revolves around persistence- Prometheans can become human, but it is a long hard road, and if they give up, they fail. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
nWoD Advice?
Top