*pokes fingers*
I like Pulp... especially when there is a chance for everyone to detonate explosively because the Heroic Antagonist cop poked something he shouldn't!
I for some reason thought of Ghostbusters the moment that came up.
*pokes fingers*
I like Pulp... especially when there is a chance for everyone to detonate explosively because the Heroic Antagonist cop poked something he shouldn't!
More likely they had a hard-on for Genius. Not rare, for all it baffles me. As a splat, they're a misplaced oWoD Mage faction, over-focused on lol pulp. It wouldn't surprise me if the kind of person who felt the need to include them in another fansplat would also want their princesses to be buddies with their cool awesumpunk gadgeteers, and together they fight crime el oh el.
The Ghostbusters are an explicit inspiration for Genius, I think.I for some reason thought of Ghostbusters the moment that came up.
Since this conversation is back on, I've been reading up a bit on PtH, and I've been wondering: Why are Princess' stereotypes of Mages so disparaging, especially compared to Geniuses?
You know, I bet you could could make some interesting implications with this if the books had implied/stated that the old Princess/Mage empires used to be at war.The reason that Princesses dislike Mages is the whole "This asshole reminds me of me" thing.
The successor of a lost empire from pre-history is a lot less special when a different faction is claiming to be the exact same thing, from a different empire no less.
You know, I bet you could could make some interesting implications with this if the books had implied/stated that the old Princess/Mage empires used to be at war.
They are delicious.
You know, I bet you could could make some interesting implications with this if the books had implied/stated that the old Princess/Mage empires used to be at war.
So what is your opinion on the God-Machine Chronicle Rules update? Good, bad, Unneccessary?
I ask because, after reading Broken Diamond and Soul Cage, I really feel like playing some Mage, but I'm not sure if I should use the 1st editon rules as they are, or update them to what is going to be the 2ed crunch.
The rules are, as a whole, basically unnecessary; 1st ed. World of Darkness works perfectly fine and is a far smoother system than 2nd ed., and the problems that 1E has are not ones that 2E actually fixes, unless you have an irrational hatred for being judged by a morality-system that considers theft and murder sins, and feel that having to pick a vice among "greed, overindulgence, impatience, envy, rage, vanity, and anger-management issues" is an unnecessary imposition of Christian morality upon you.
There's some legitimate criticism in how the 1E Morality system implied that doing bad (mentally traumatizing) stuff meant you could end up Schizophrenic or the alike, but 2E basically throws the baby out with the bathwater.
Anyway, my group and I, inbetween our current game (5ed D&D), have been discussing which game of the world of darkness to start off with.
I am the only one who owns the books outside of the 1st ed Core bluebook (here in Italy they are all hella rare), and despite my enthusiasm is principally for Mage, we also have discussed Werewolf.
Can anyone tell me anything about Forsaken, and what are it's strenghts and weak points?
Some of us would call the lack of the metaplot a plus . . .But at the same time I find it lacks the metaplot, inherent dynamism, greater scope and overall character of the OWoD.
Mortals were also capable of moving back and forth. The subtext is that humans would go to Hisil (the spirit world) to sleep (ie: die), and then walk right back into the physical world when it was time to wake up (ie: resume life). A seamless death/rebirth cycle without bothering with reincarnation.As for Werewolf: the Forsaken, what in particular would you like to know? There's plenty of material to talk about. The basic rundown is that during ancient, bygone age of Earth the spirit world and the material world were more closely connected, allowing spirits to wander back and forth between worlds.
The Firstborn are wolf spirits fathered by other spirits. Winter Wolf, Bone Wolf, Shadow Wolf, Red Wolf, Fenris Wolf, who would become the totems of the Forsaken werewolves who slew Father Wolf, and Dire Wolf, Rabid Wolf, and Silver Wolf, who would become the totems of the werewolves who refused (called the "Pure Tribes").He had a number of children with different spirits, among them being the first werewolves. They were children of Luna and beings of flesh and spirit, hunting alongside Father Wolf for many years.
It's less fickleness and more "What have I done?"The second was that Luna cursed the werewolves with a weakness to silver, though as the truly fickle spirit she is afterwards she has aided her children.
Which doesn't make a lick of sense. If the Pure outnumbered the Forsaken, even before counting the Forsaken's OTHER enemies, why the fuck are there still Forsaken left to play?
As with Earth Scorpion, I believe that one of the problems is that the Pure Tribes are more thoroughly detailed than the Forsaken Tribes... or rather, that the Forsaken Tribes should have been written as a SINGULAR Tribe of many intertwined colors. You're almost never going to see a player group choose to play a pack which all belongs to one Tribe, and it shouldn't be that much more common in the setting itself.The strengths and weaknesses of WtF are, in my eyes anyway, the same as the NWoD as a whole. Better mechanics than the Old World of Darkness, crossover-friendly, a more open, modular world, a greater emphasis on the local level. But at the same time I find it lacks the metaplot, inherent dynamism, greater scope and overall character of the OWoD.