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What would YOUR World of Darkness look like?
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<blockquote data-quote="GreatLemur" data-source="post: 3764058" data-attributes="member: 28553"><p>First thing I'd do is scrap the dozens upon dozens of huge, ancient, powerful secret organizations of supernatural beings.</p><p></p><p>Then I'd break down the class-and-race-system-in-disguise character generation and go completely point-based. There'd be rules for how to build vampires, werewolves, mages, and--ah, what the hell--changelings, but there'd be room in both the fluff and the crunch for stranger and more unique things.</p><p></p><p>Reams of stultifying metaplot and game fiction would be replaced with sketchier outlines of the way to world is (or might be), supplimented with a large array of flavorful, potentially-accurate (but often contradictory) rumors, all Unknown Armies style. Also, quite a lot of suggested campaign and adventure ideas. (Just because people are being given the tools to make a heterogenous group of random supernatural beasties and have them hang out together like a superhero team or D&D adventuring party doesn't mean the game should imply that that's really the only way to play.)</p><p></p><p>In <em>my</em> World of Darkness, you could play as a Frankenstien's-monster-type created being, without having to be part of some huge, generations-long "legacy" that completely ruins the point of the whole bit. There'd be a lot more emphasis on a world that's full of unseen forces--a world of <em>darkness</em>, not a world of Mary Sue fanfiction--and the default assumption would be that the PCs (mortal or supernatural) are quite alone in it.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3764058, member: 28553"] First thing I'd do is scrap the dozens upon dozens of huge, ancient, powerful secret organizations of supernatural beings. Then I'd break down the class-and-race-system-in-disguise character generation and go completely point-based. There'd be rules for how to build vampires, werewolves, mages, and--ah, what the hell--changelings, but there'd be room in both the fluff and the crunch for stranger and more unique things. Reams of stultifying metaplot and game fiction would be replaced with sketchier outlines of the way to world is (or might be), supplimented with a large array of flavorful, potentially-accurate (but often contradictory) rumors, all Unknown Armies style. Also, quite a lot of suggested campaign and adventure ideas. (Just because people are being given the tools to make a heterogenous group of random supernatural beasties and have them hang out together like a superhero team or D&D adventuring party doesn't mean the game should imply that that's really the only way to play.) In [i]my[/i] World of Darkness, you could play as a Frankenstien's-monster-type created being, without having to be part of some huge, generations-long "legacy" that completely ruins the point of the whole bit. There'd be a lot more emphasis on a world that's full of unseen forces--a world of [i]darkness[/i], not a world of Mary Sue fanfiction--and the default assumption would be that the PCs (mortal or supernatural) are quite alone in it. [/QUOTE]
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