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<blockquote data-quote="Tony Vargas" data-source="post: 7092225" data-attributes="member: 996"><p>Ironically, not all that differently than you might run an early D&D game: just make stuff up. The rules are borked so just use rolling those hand-fulls of dice as a placebo to keep the players engaged and describe what happens. </p><p>It really was almost literally 'Storytelling.'</p><p></p><p>Hunt nexus crawlers (seriously, there are critters in W:tA that can not only challenge, but annihilate a pack of werewolves).</p><p></p><p>Actually, when I ran WoD it was a Werewolf/Mage crossover, so it got pretty weird. Between 'sense wyrm' and all the extrasensory perceptions mages got with even 1 dot in a sphere, plot hooks were dead easy. Someone just notices something. That building is black and creepy in the umbra. The person you're talking to is actually a ghost. The police officers that drove past you reek of the wyrm. The patients leaving that clinic have much less life-energy than they did going in. That character on the TV screen is a co-located nephandic spirit... (At one point they raided a technocracy construct called Network 6 and killed Barney. The Network sent color-coded fomori 'rangers' after them to exact vengeance. They fled to Pangea where they recruited dinosaur-spirits to help them fight their pursuers. That was probably peak campiness for that campaign.) </p><p></p><p>There were entwined story arcs, Destinies, umbral quests, True Love, technocracy plots, Pentex plots (not always that easy to tell 'em apart), Evil Twins, Malpheans, Nephandi, Black Spiral Dancers, Marauders, but I stopped short of actual time travel (though a botched umbral jaunt dropped them into a re-play of the fall of the White Howlers).</p><p></p><p>Anyway, it went for years, concluding with the Apocalypse. (And there was a little mini-campaign coda set 20 years in the future... ...said future, depressingly, is only 3 years away, now.)</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7092225, member: 996"] Ironically, not all that differently than you might run an early D&D game: just make stuff up. The rules are borked so just use rolling those hand-fulls of dice as a placebo to keep the players engaged and describe what happens. It really was almost literally 'Storytelling.' Hunt nexus crawlers (seriously, there are critters in W:tA that can not only challenge, but annihilate a pack of werewolves). Actually, when I ran WoD it was a Werewolf/Mage crossover, so it got pretty weird. Between 'sense wyrm' and all the extrasensory perceptions mages got with even 1 dot in a sphere, plot hooks were dead easy. Someone just notices something. That building is black and creepy in the umbra. The person you're talking to is actually a ghost. The police officers that drove past you reek of the wyrm. The patients leaving that clinic have much less life-energy than they did going in. That character on the TV screen is a co-located nephandic spirit... (At one point they raided a technocracy construct called Network 6 and killed Barney. The Network sent color-coded fomori 'rangers' after them to exact vengeance. They fled to Pangea where they recruited dinosaur-spirits to help them fight their pursuers. That was probably peak campiness for that campaign.) There were entwined story arcs, Destinies, umbral quests, True Love, technocracy plots, Pentex plots (not always that easy to tell 'em apart), Evil Twins, Malpheans, Nephandi, Black Spiral Dancers, Marauders, but I stopped short of actual time travel (though a botched umbral jaunt dropped them into a re-play of the fall of the White Howlers). Anyway, it went for years, concluding with the Apocalypse. (And there was a little mini-campaign coda set 20 years in the future... ...said future, depressingly, is only 3 years away, now.) [/QUOTE]
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