Crazy sexy sax man.

Jan 31, 2010 19:27

Freyja's day I couldn't do anything besides whimper & pass out. Saturn's day the most I could accomplish was a few blog posts & some movie watching. Today I was a lot better, but I still canceled my game on account of, well, if I had some bad situation go down, I'd rather it was here & not elsewhere. I'd been sleeping on the air mattress (so my ( Read more... )

sick, television

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primroseport February 1 2010, 01:53:38 UTC
So how do you deal with "powers" and supernatural abilities in your NWOD homebrew game? I'm going to run one soon, using NWOD, but in the whole The Fall/The Cell/Dark Tower-style setting that we both fancy. And I'm being real generous about what kind of characters they can be (namely, anything). But Now I'm not sure how to handle anything that isn't basic traits. What kinds of powers do you PCs have and how do they work? In general

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mordicai February 6 2010, 02:30:19 UTC
I think part of what turned off my players was the notion that it would be something on their character sheet-- like a point they could spend or something.

Also I should confess that I'm a high maintenance worldbuilder with a hard time sharing. I'm like "no, I put in the anthropological detail, ignore it at your peril!"

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primroseport February 6 2010, 02:52:31 UTC
I don't see why it should turn anyone off. I mean, willpower use (or an action point, or whatever) is a point on your character sheet that influences the story. Merits and background stuff like retainers, contacts, allies, mentors, (and equivalent things in other systems) all have the power to make large changes in what happens. I don't see why Effervescence is fundamentally different

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mordicai February 6 2010, 14:44:58 UTC
Yeah, but (as they argued) Willpower is also internal to the character-- it was the internal/external nature.

I'm with you though; at least, I was when arguing. I've sort of reconsidered only because: less rules. I should try a test run with it though.

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primroseport February 5 2010, 22:41:35 UTC
Yeah, vice is the path of least resistance, but why should it be? For Players who make flawless characters, I can understand it. So far, my groups think flawed characters are fun... /too/ fun sometimes, such that they do shady, selfish, questionable things just because there are no real life consequences, and they enjoy watching their characters go wrong and lose their grip. They have no real pronounced "Noble" streak to balance it out, so its much more likely that they cheat, steal, lie, or seduce, than the opposite ( ... )

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mordicai February 6 2010, 00:19:35 UTC
Weird-- I feel like I like the Virtue/Vice because it rewards the players for both facets. Heck, I sometimes think that getting Willpower back for sleeping is too easy.

I also like the "delayed, but max" reward for Virtue compared to the immediate pay off of Vice. Not just because Yoda said the Dark Side was quick & easy, but because it allows different strategies-- a PC who think's he's filled his Virtue can go on & be brave, blow the rest of his WP that session.

I do like Nature/Demeanor, too-- I also miss Conscience & Self Control to be fair.

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primroseport February 6 2010, 01:04:07 UTC
Huh... so much to consider.

What's Consience & Self-Control? I don't remember that

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mordicai February 6 2010, 02:31:50 UTC
In the oWoD you had Conscience, Self Control, & Courage. Courage was rolled to fight off stuff like Fear Frenzies, Self Control to resist Hunger Frenzies (or stuff like it) & Conscience you rolled if you violated your Humanity-- a success meant that you didn't lose the dot.

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primroseport February 6 2010, 02:38:38 UTC
Ohhh damn that brings me back. I totally forgot about that stuff.

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mordicai February 6 2010, 14:49:02 UTC
I liked it! Then the various Paths would mix n' match-- replace Conscience with Conviction or whatever. I have mixed opinions about Paths of Enlightenment...

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