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Suspension of Disbelief stretched to the breaking point in the World of Darkness
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<blockquote data-quote="Kae'Yoss" data-source="post: 2875198" data-attributes="member: 4134"><p>I'm not exactly a friend of Lovecraftian role-playing, especially not in the Realms. And a Glabrezu isn't really the power player to pull this off (This would take at least a god or similar entity, maybe nothing less than Ao himself). But let's get back on topic:</p><p></p><p></p><p></p><p></p><p></p><p>By all what is dear and holy, get out! And don't leave your nadgers behind! (a cookie for the first person who gets this <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>While the whole giant dungeon thing is fairly ridiculous, it seems to be the smallest problem. That could be explained somehow (elder vampire, vast powers and a lot of time - even though in Requiem, Vampires won't be awake for that long), though I doubt that she thought about it. Playing favourites is far worse. And cheating it past the players like this adds insult to injury.</p><p></p><p>And the butchering of rules without notice, making players sit there for hours without doing anything. That's not how you play any roleplaying game.</p><p></p><p></p><p></p><p>Yeah. It seems that she really wants to play D&D. WoD isn't made for dungeon crawls. If you don't plan to use any social interaction (I don't count any interaction with the Deus-Ex-Machinegun-wielding uber NPC here), you're better off with D&D. </p><p></p><p></p><p></p><p>The new WoD works a bit differently. For example, there is no such thing as generation, since the origins of vampirism are lost in the mists of time. Instead of have blood potency. This builds up by one every 50 years. Higher potencies can use more than one point of vitae per round, can get more than 5 dots in attributes, skills, disciplines, and the like. But they also need a higher palate: Only the first couple of tiers (up to blood potency 2 I think) can get by with animal blood, later you need human blood. Starting with 6 or 7, you need vampire blood (this does not incur vinculum, though, and isn't diablerie). This, of course, can cause problems. Vampires might not be willing to give up their vitae, and before this gets out of hand, the elder can voluntarily enter torpor. This is the long sleep, and your potency decreases by one every 25 years then. If you lose access to higher dots (6+), points invested in those will be lost. If your blood lost enough of its potency, you can return to the "living" without having to prey on your fellow kindred.</p><p></p><p>But the torpor isn't a dreamless sleep - far from it: You relive your memories, and not only that: They start to change. over the years, or even centuries, your memory will be warped beyond recognition. You return to a world you don't know anything about, and even the past is not your friend: Did that other vampire really slight you or is that your imagination going wild? Some vampires take notes of all they think important, but how can you be sure your enemies - or even those who called themselves your allies - haven't messed with these notes?</p><p></p><p>So there are few if any really old vampires around. I don't know too much about relative power level, but something like the op has described isn't likely.</p><p></p><p></p><p></p><p>Well, if you decide to play a mortal here, you probably still won't have a chance against very experienced vampires - or werewolves or mages. On the other hand, I don't think that you're supposed to take on those as a mere mortal. Playing a mortal here is for ghost stories, maybe some light "shadow hunting" (going against vampires, werewolves, mages, or other supernatural creatures), some X-Files like game and stuff like that.</p><p></p><p>So far, the flood of different RPG's within the new WoD was held off. There's the core book (World of Darkness - containing the common rules and all the information needed to play mundane mortals. Much like the core rules in D&D) and 3 additional "Races" - Vampire, Werewolf and Mage (comparable to a D&D campaign setting, as it allows a differend kind of game), with rules supplements for all of them.</p><p></p><p></p><p></p><p>I do see something wrong: Apparently the players don#t want and endless Dungeon Crawl, especially not with WoD rules.</p><p></p><p></p><p></p><p>Can't agree with that. It may be okay if said character only appears sporadically. I confess about having my own god-like NPC, which was in part a test ("What does a character with an ECL of 50 look like?") and in part a policy for them to play fair. It was an evil campaign, and in the past we had tons of infighting in evil campaigns with a group that had a lot of the same players as this one, and I'm not a fan of this (especially after hearing the stories of some over-powered character single-handedly destroying the whole campaign because the DM wasn't really strong enough to intervene). So I told them in-game and out-of-game: "You're a team. Plunder, pillage, rape, whatever, I don't care (but remember that this can provoke reactions), but if you start fighting with one another - which usually leads to bad blood here - your characters are toast. The The Mega-NPC was the in-game insurance for decent party behaviour. He sent them on their mission, showed up one or two times, but was far from omnipresent. And I'm way off topic again.</p><p></p><p>What I want to say: Stuff like that might be okay - let the DM get it out of the system - but if this character gets any significant amount of screen time in the campaign - or even in a single session - it's not funny any more.</p><p></p><p></p><p></p><p>Damn right! If one of them can do stuff like that for his amusement, I guess a cabal of powers like this can just take over the world and openly rule mankind (along with the other vampires), and there's nothing mankind can do.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 2875198, member: 4134"] I'm not exactly a friend of Lovecraftian role-playing, especially not in the Realms. And a Glabrezu isn't really the power player to pull this off (This would take at least a god or similar entity, maybe nothing less than Ao himself). But let's get back on topic: By all what is dear and holy, get out! And don't leave your nadgers behind! (a cookie for the first person who gets this ;) ) While the whole giant dungeon thing is fairly ridiculous, it seems to be the smallest problem. That could be explained somehow (elder vampire, vast powers and a lot of time - even though in Requiem, Vampires won't be awake for that long), though I doubt that she thought about it. Playing favourites is far worse. And cheating it past the players like this adds insult to injury. And the butchering of rules without notice, making players sit there for hours without doing anything. That's not how you play any roleplaying game. Yeah. It seems that she really wants to play D&D. WoD isn't made for dungeon crawls. If you don't plan to use any social interaction (I don't count any interaction with the Deus-Ex-Machinegun-wielding uber NPC here), you're better off with D&D. The new WoD works a bit differently. For example, there is no such thing as generation, since the origins of vampirism are lost in the mists of time. Instead of have blood potency. This builds up by one every 50 years. Higher potencies can use more than one point of vitae per round, can get more than 5 dots in attributes, skills, disciplines, and the like. But they also need a higher palate: Only the first couple of tiers (up to blood potency 2 I think) can get by with animal blood, later you need human blood. Starting with 6 or 7, you need vampire blood (this does not incur vinculum, though, and isn't diablerie). This, of course, can cause problems. Vampires might not be willing to give up their vitae, and before this gets out of hand, the elder can voluntarily enter torpor. This is the long sleep, and your potency decreases by one every 25 years then. If you lose access to higher dots (6+), points invested in those will be lost. If your blood lost enough of its potency, you can return to the "living" without having to prey on your fellow kindred. But the torpor isn't a dreamless sleep - far from it: You relive your memories, and not only that: They start to change. over the years, or even centuries, your memory will be warped beyond recognition. You return to a world you don't know anything about, and even the past is not your friend: Did that other vampire really slight you or is that your imagination going wild? Some vampires take notes of all they think important, but how can you be sure your enemies - or even those who called themselves your allies - haven't messed with these notes? So there are few if any really old vampires around. I don't know too much about relative power level, but something like the op has described isn't likely. Well, if you decide to play a mortal here, you probably still won't have a chance against very experienced vampires - or werewolves or mages. On the other hand, I don't think that you're supposed to take on those as a mere mortal. Playing a mortal here is for ghost stories, maybe some light "shadow hunting" (going against vampires, werewolves, mages, or other supernatural creatures), some X-Files like game and stuff like that. So far, the flood of different RPG's within the new WoD was held off. There's the core book (World of Darkness - containing the common rules and all the information needed to play mundane mortals. Much like the core rules in D&D) and 3 additional "Races" - Vampire, Werewolf and Mage (comparable to a D&D campaign setting, as it allows a differend kind of game), with rules supplements for all of them. I do see something wrong: Apparently the players don#t want and endless Dungeon Crawl, especially not with WoD rules. Can't agree with that. It may be okay if said character only appears sporadically. I confess about having my own god-like NPC, which was in part a test ("What does a character with an ECL of 50 look like?") and in part a policy for them to play fair. It was an evil campaign, and in the past we had tons of infighting in evil campaigns with a group that had a lot of the same players as this one, and I'm not a fan of this (especially after hearing the stories of some over-powered character single-handedly destroying the whole campaign because the DM wasn't really strong enough to intervene). So I told them in-game and out-of-game: "You're a team. Plunder, pillage, rape, whatever, I don't care (but remember that this can provoke reactions), but if you start fighting with one another - which usually leads to bad blood here - your characters are toast. The The Mega-NPC was the in-game insurance for decent party behaviour. He sent them on their mission, showed up one or two times, but was far from omnipresent. And I'm way off topic again. What I want to say: Stuff like that might be okay - let the DM get it out of the system - but if this character gets any significant amount of screen time in the campaign - or even in a single session - it's not funny any more. Damn right! If one of them can do stuff like that for his amusement, I guess a cabal of powers like this can just take over the world and openly rule mankind (along with the other vampires), and there's nothing mankind can do. [/QUOTE]
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