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Questions about NWoD (necro from Oct 05)
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<blockquote data-quote="Blaque" data-source="post: 2673570" data-attributes="member: 37689"><p>This is going to be long. Sorry for the ranting<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>First off, if you want to get the full rules on how the NWoD die-mechanic works, you need to get the <em>World of Darkness</em> core rulebook. There are all teh details of die-mechanics and whatnot.</p><p></p><p>Another thing, is that NWoD shouldn't be seen as an update. It is a <strong>new</strong> game that happens to have a lot of simaller takes on things from the old. But you should sit and read the die-mechanic, as it is different.</p><p></p><p>Here's the basics, just to repeat:</p><p>- Dice pool is Attribute + Skill + Specialties + Equipment</p><p>- Circumstance modifiers add or subtract from this.</p><p>- Roll. If <em>any</em> dice show 8 or above, you succeed. </p><p></p><p>There are some variations on this:</p><p>- 10-again - When you roll a 10 on a die, you get to reroll it. It counts as a success, and if the result on the second roll is 8 or higher, you get another success. If its 10 again, you get to reroll for an additional success again until it sotps being a 10.</p><p>- Exceptional Success - If you roll 5 or more successes on a single roll, you get some perks from it, like stunning a guy you hit some, or whatnot.</p><p>- Chance Die - If you have penalites that reduce your dice pool to 0 or less, you get a chance die. Roll a single die. If it is a 10, you get a success, and get 10-again as normal. If you get a 1, you get a dramatic failure, which is basically a botch. Everything else is a normal failure.</p><p></p><p>In this system, outside of dramatic failures form a chance die, you never botch. More detail son this is in the WoD Coreobok.</p><p></p><p>Another thing you have to go into the games knowing is that these <strong> are not</strong> Vampire, Werewolf, and Mage 4th Edition. They don't assume the previous games have ever existed. And as one goes through Vampire, Werewolf, and finally, Mage, they become progressivley more utterly unlike the previous game they draw their names from. Just some ideas:</p><p></p><p><strong>Vampire: the Requiem</strong></p><p>First off is the fact that Requiem is much more mysteirous then Masquerade overall. No ancient can know all, since as the ages past, their memories decay. As a result, no one knows what really is going on with their origins and there is no unified mythology like with the Cainite myth of Masquerade.</p><p></p><p>Power is based on age, not on Embrace. There's no Antedeluvian-type beings manipulating your actions in a graeat jyhad. The elders have plans, but they know that some night, torpor will hit them, and they're screwed. In fact, overall, the power strucutre is very mercurial, as you will eventually equal the elders, and the elders will go into torpor and weaken.</p><p></p><p>Another hting is thematics of gothic horror before new powers. The Clans are based on very basic vampire archeotypes, rather hten "How can we pad to be 13 of them?" Bloodlines then draw on these archeotypes. The Clans themselves have powers based mostly on classic vampire myth. Powers to strike fear, hide, control animals and men, supernatural physical prowess, ect. Exotic powers such as manipulating shadows, fleshcrafting, blood alchemy, and whatnot are now the perview of bloodlines, which have codified rules now.</p><p></p><p>Folks might complain about the lack of some of the clans, but you ahve to note that there was a large purge of a lot of bloodlines in Masquerade. Requiem is the consolidation of this. You don't <em>need</em> 13 clans. All have aspects that are now found in the 5 Requiem ones. Less is more, IMHO, since now Clan also has really nothing to do on your ideology.</p><p></p><p><strong>Werewolf: the Forsaken</strong></p><p>This is where things start going really different. Gaia, the Triat, the Apocalypse, the spirt world dying, the "spiritual deadzone" of cities, Fera, all of those are gone. Werewolf went straight back into being a horror game, not an environmental morals one.</p><p></p><p>The first thing to note is that the origins. Uratha, the werewolves of Forsaken, claim descent from Luna in a human form and Father Wolf, the great wofl-incarna which patrolled the once-united spirit and flesh. However, as Father Wolf grew old, and weak, the Uratha felt it was their place ot take his role. They murdered him, seperating the Material and Shadow. Luna cursed them in her spite. And the spirit world has never forgiven them.</p><p></p><p>There's no warriors of Gaia, protecting the world. There's no great nation, united by kings, or common idea of protection. Hell, not all Uratha think Father Wolf should of ever died. A game of werewolf is about your pack first. Your territory first. Your life first. The guys down the other side of town? Their territory having issues? Do you need to hlep them? Not really. In fact, if they can't handle it, maybe you should take it from the peons, since htey can't handle it.</p><p></p><p>The spirit world is no longer a place for friends either. In Apocalypse, you could assume a trip through the forests was pelasant. Tree spirits were always wise, rabbit spirits friendly. The urban landspcape was dead and calicified. And there were huge other worlds othere htere in the Umbra.</p><p></p><p>The Shadow is different. The city is just as alive as the woods, if not more. Farari spirits hunt mini van spirits on the streets. The spirit of a new store eats money and desire spirits. Hell, if you aren't careful, it might eat you. That rabbit spirit? It gets more powerful form eating other rabbit spirits. Everything is Darwinistic in there. Everything is alive. Nothing careas about anything by its own spiritual perview, its own existance, and its own ability to gain power. </p><p></p><p>Sometimes these come over. The Ridden aren't fomori or drones. Anything can be made into one. A fox spirit might possess someone, and make them run to death, becaue its never known what its like to have two legs before. The rabbit spirit might posess a human to go and killr abbit hunters, or all the cats in a neighborhood, 'cause it friggn' hates them. A shadow spirit merges with a girl who's always been ignored, and reeks havoc on a school campus. </p><p></p><p>In this the only friends a werewolf are a totem, often gained through violence, or bribary. The Incarna of their tribes, who are very distant. The Lunes of the various Luanr choirs, who are mad and dangerous. And your packmates. You can't rely on your neighboors. You only hav eyour pakcmates and these allies. And that's life as an Uratha.</p><p></p><p>Really cool I think. Now, I'll note, I have a good 40+ W:tA books. Forsaken is, strictly, I think, the better game. I love Apocalypse, but Forsaken shines as far as a game.</p><p></p><p><strong>Mage: the Awakening</strong></p><p>If any game can claim to be new, this is it. The world doesnt' work the same. The metaphysics don't work the same. The game is simply put, different. Its not about some fight for the laws of reality. Reality has its laws, whether humans know or believe in them or not. Magic isn't consentual, its symbolic. Its not that all paradigms are true, its that different mortal magical practices tap into the One Truth.</p><p></p><p>Ascension was about the fight for Reality. Awakening is about the quest to understand it. You just have to go into it not expecting an updated Mage. They didn't go "How can we make a beter Mage: the Ascension?'. They went in thinking how to make a new game about Mages. And that's all.</p><p></p><p>So there's my tyraid on the whole thing. I'm a pretty big fan of both OWoD (I didn't get non-Exalted or WoD books until this year, five years after I started gaming.) And if you want ot try osmething new, different and a more hoenst-to-goodness horror game then the previous games ever were IMHO, you should give them a look.</p><p></p><p>I will vouch I htink Werewolf is the best of 'em though<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Stuff.</p></blockquote><p></p>
[QUOTE="Blaque, post: 2673570, member: 37689"] This is going to be long. Sorry for the ranting:) First off, if you want to get the full rules on how the NWoD die-mechanic works, you need to get the [i]World of Darkness[/i] core rulebook. There are all teh details of die-mechanics and whatnot. Another thing, is that NWoD shouldn't be seen as an update. It is a [b]new[/b] game that happens to have a lot of simaller takes on things from the old. But you should sit and read the die-mechanic, as it is different. Here's the basics, just to repeat: - Dice pool is Attribute + Skill + Specialties + Equipment - Circumstance modifiers add or subtract from this. - Roll. If [i]any[/i] dice show 8 or above, you succeed. There are some variations on this: - 10-again - When you roll a 10 on a die, you get to reroll it. It counts as a success, and if the result on the second roll is 8 or higher, you get another success. If its 10 again, you get to reroll for an additional success again until it sotps being a 10. - Exceptional Success - If you roll 5 or more successes on a single roll, you get some perks from it, like stunning a guy you hit some, or whatnot. - Chance Die - If you have penalites that reduce your dice pool to 0 or less, you get a chance die. Roll a single die. If it is a 10, you get a success, and get 10-again as normal. If you get a 1, you get a dramatic failure, which is basically a botch. Everything else is a normal failure. In this system, outside of dramatic failures form a chance die, you never botch. More detail son this is in the WoD Coreobok. Another thing you have to go into the games knowing is that these [b] are not[/b] Vampire, Werewolf, and Mage 4th Edition. They don't assume the previous games have ever existed. And as one goes through Vampire, Werewolf, and finally, Mage, they become progressivley more utterly unlike the previous game they draw their names from. Just some ideas: [b]Vampire: the Requiem[/b] First off is the fact that Requiem is much more mysteirous then Masquerade overall. No ancient can know all, since as the ages past, their memories decay. As a result, no one knows what really is going on with their origins and there is no unified mythology like with the Cainite myth of Masquerade. Power is based on age, not on Embrace. There's no Antedeluvian-type beings manipulating your actions in a graeat jyhad. The elders have plans, but they know that some night, torpor will hit them, and they're screwed. In fact, overall, the power strucutre is very mercurial, as you will eventually equal the elders, and the elders will go into torpor and weaken. Another hting is thematics of gothic horror before new powers. The Clans are based on very basic vampire archeotypes, rather hten "How can we pad to be 13 of them?" Bloodlines then draw on these archeotypes. The Clans themselves have powers based mostly on classic vampire myth. Powers to strike fear, hide, control animals and men, supernatural physical prowess, ect. Exotic powers such as manipulating shadows, fleshcrafting, blood alchemy, and whatnot are now the perview of bloodlines, which have codified rules now. Folks might complain about the lack of some of the clans, but you ahve to note that there was a large purge of a lot of bloodlines in Masquerade. Requiem is the consolidation of this. You don't [i]need[/i] 13 clans. All have aspects that are now found in the 5 Requiem ones. Less is more, IMHO, since now Clan also has really nothing to do on your ideology. [b]Werewolf: the Forsaken[/b] This is where things start going really different. Gaia, the Triat, the Apocalypse, the spirt world dying, the "spiritual deadzone" of cities, Fera, all of those are gone. Werewolf went straight back into being a horror game, not an environmental morals one. The first thing to note is that the origins. Uratha, the werewolves of Forsaken, claim descent from Luna in a human form and Father Wolf, the great wofl-incarna which patrolled the once-united spirit and flesh. However, as Father Wolf grew old, and weak, the Uratha felt it was their place ot take his role. They murdered him, seperating the Material and Shadow. Luna cursed them in her spite. And the spirit world has never forgiven them. There's no warriors of Gaia, protecting the world. There's no great nation, united by kings, or common idea of protection. Hell, not all Uratha think Father Wolf should of ever died. A game of werewolf is about your pack first. Your territory first. Your life first. The guys down the other side of town? Their territory having issues? Do you need to hlep them? Not really. In fact, if they can't handle it, maybe you should take it from the peons, since htey can't handle it. The spirit world is no longer a place for friends either. In Apocalypse, you could assume a trip through the forests was pelasant. Tree spirits were always wise, rabbit spirits friendly. The urban landspcape was dead and calicified. And there were huge other worlds othere htere in the Umbra. The Shadow is different. The city is just as alive as the woods, if not more. Farari spirits hunt mini van spirits on the streets. The spirit of a new store eats money and desire spirits. Hell, if you aren't careful, it might eat you. That rabbit spirit? It gets more powerful form eating other rabbit spirits. Everything is Darwinistic in there. Everything is alive. Nothing careas about anything by its own spiritual perview, its own existance, and its own ability to gain power. Sometimes these come over. The Ridden aren't fomori or drones. Anything can be made into one. A fox spirit might possess someone, and make them run to death, becaue its never known what its like to have two legs before. The rabbit spirit might posess a human to go and killr abbit hunters, or all the cats in a neighborhood, 'cause it friggn' hates them. A shadow spirit merges with a girl who's always been ignored, and reeks havoc on a school campus. In this the only friends a werewolf are a totem, often gained through violence, or bribary. The Incarna of their tribes, who are very distant. The Lunes of the various Luanr choirs, who are mad and dangerous. And your packmates. You can't rely on your neighboors. You only hav eyour pakcmates and these allies. And that's life as an Uratha. Really cool I think. Now, I'll note, I have a good 40+ W:tA books. Forsaken is, strictly, I think, the better game. I love Apocalypse, but Forsaken shines as far as a game. [b]Mage: the Awakening[/b] If any game can claim to be new, this is it. The world doesnt' work the same. The metaphysics don't work the same. The game is simply put, different. Its not about some fight for the laws of reality. Reality has its laws, whether humans know or believe in them or not. Magic isn't consentual, its symbolic. Its not that all paradigms are true, its that different mortal magical practices tap into the One Truth. Ascension was about the fight for Reality. Awakening is about the quest to understand it. You just have to go into it not expecting an updated Mage. They didn't go "How can we make a beter Mage: the Ascension?'. They went in thinking how to make a new game about Mages. And that's all. So there's my tyraid on the whole thing. I'm a pretty big fan of both OWoD (I didn't get non-Exalted or WoD books until this year, five years after I started gaming.) And if you want ot try osmething new, different and a more hoenst-to-goodness horror game then the previous games ever were IMHO, you should give them a look. I will vouch I htink Werewolf is the best of 'em though:) Stuff. [/QUOTE]
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