More seriously, yes, I'm willing to possibly run a play-by-post game. Might make a big convo for all involved, though right now I'm busy planning out how a Changeling with ghost powers will be mysterious and threatening...but not too threatening. While talking to a magic woman, in the presence of two powerful ghosts.

That is the deep quandry of life! How to accurately portray super-intelligent ghost-calling Changelings who interact with a pious Actual-real-life-through-eating Sin-Eater about the nature of ghosts.

It is a problem I'm sure we have all felt keenly, laying in bed at night, staring up at the stars beyond.

****
Starting question to all involved: you're interested in a modern game, correct? Rather than setting it in a weird fantasy world or doing old-west Changeling or Changeling Shadowrun or...post-apocalyptic Changeling or...whatever else.

Just asking since some people have weird ideas, and Tenfoldshields, well, you never know what they're thinking!
 
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However, @Malkavian , I'm willing to be sold/unsold on it by anyone who wants to come along and make arguments at me.
Since I'm not too good at making persuasive arguments and this has done it better than I could, I'll just settle for listing the major changes.

It's a game about the hunt, with packs identifying and taking down prey on a very regular basis because they have to -- it's part of what they are, and is necessary for their continued existence. It's a game about duality, with characters having to find their place between the realm of man/flesh and wolf/spirit. It's a game about inherited duty, with characters needing to step up to defend their turf against threats only they can fight.
They're the same mostly except for a "Hunter's Aspect", which is analogous to a limited form of the Predatory Aura of vampires -- make an opposed roll and, if successful, inflict a condition on the target.
Cutting back on the isolation inherent in 1e, Packs now include Wolf-Blooded and mortals. To make a Pack, each character creates their own werewolf (or Wolf-Blooded, as above, if they want to try that instead) to represent the pack's leadership, using the basic character generation rules. Then, using a simplified generation, they each create one Wolf-Blooded character, and finally, identifying only a handful of important dice pools, they each create one or two normal mortal characters. Following that, they create the pack's Totem, using both Merit points from the main PCs and up to one Merit point from each of the Wolf-Blooded in the pack. The total number of points invested determine the strength of the Totem and give the players a pool of Experience they can use to determine what bonuses are gained by all members of the pack, including the Wolf-Blooded and mortals.
Each Tribe now has a favored prey which they hunt.
Red Talons - Pure and others who have "lost the way"
Bone Shadows - Non-physical spirits
Hunters In The Darkness - Trespassers on sacred ground
Iron Maters - Humans who have gone "wrong" and human-like supernaturals
Storm Lords - Spirit-ridden and -claimed
Ghost Wolves - Undefined (Determined by the experiences of the individual)
All characters begin with two dots worth of Rites and Gifts have been heavily reworked, with only Moon Gifts retaining the tiered format. All of the Shadow Gifts have a facet associated with each of the five Renowns, and characters can only learn facets for which they have dots in the associated Renown (the character's reputation in the spirit world). Now, you unlock a Gift and first facet through an Experience expenditure (reduced, of course, if your, Auspice or Tribe favors the Gift) then either spend a lesser amount of Experience to buy new facets. You also get one facet in a Gift you've unlocked for free when you raise the associated Renown. Moon Gifts remain tiered, but characters automatically gain the next level of their Auspice gift when their Auspice Renown is increased. Finally, Wolf Gifts are always considered unlocked, and as they're not Renown-focused, they can be picked up as the character desires.

It may, however, also give werewolves a bit of a power boost compared to the other supernatural splats, so be careful when mixing.
Virtue and Vice, here with "Blood" and "Bone". Blood represents who the character is while on the Hunt and is associated with rage and the more animalistic aspects of the character. Bone is a description of your character's "normal" identity, representing more human thinking. For Touchstones each Werewolf now has two Touchstones -- one Physical, one Spiritual. The Physical touchstone works most like Vampire touchstones, serving to keep the character in touch with their normal human life. In Werewolf, these are almost always people, examples including the Ex, the Parents, Old Gangs and Religions. Spiritual touchstones, meanwhile, might include tagalong spirit friends (even dangerous Lunes!), places such as Loci, or abstract concepts like the Call of the Wild.
Harmony is the biggest departure yet, as it presents a system in which either of the extremes, low or high, comes with problems. High Harmony characters are more Flesh than Spirit, finding shapeshifting difficult and painful, but always able to find their way back to the Physical realm if otherwise lost in Shadow. Low Harmony, characters, meanwhile, have to struggle to avoid changing forms to fit the needs of the situation, and can pop into Shadow even without a Locus...though they increasingly have problems coming back, and they start picking up Bans, just like the spirits they increasingly resemble. At both ends of the spectrum, Death Rage is only a moment away, as both can be affected by very common triggers and have a hard time controlling themselves once it sets in. The effects lessen the closer the character gets to the "sweet spot" at Harmony 5, where the character is completely in control of when his Rage triggers, and hasn't yet started picking up spiritual limitations. There are, likewise, a spectrum of "sins", meaning that it's possible for a character who refuses the call of the spirit to suffer breaking points upward, increasing their Harmony rather than decreasing it -- a first for the New World of Darkness.
Primal Urge still determines Attribute and Skill maximums, as well as the character's maximum Essence pool and expenditures per turn, but it doesn't pose the Social penalties it did in the first edition. It also doesn't cause characters to automatically bleed Essence, although certain other factors have been added to replace that. Added to the stat, though, are time spent in Death Rage, feeding restrictions (high Primal Urge characters only gain sustenance through meat, then raw meat, then the flesh of carnivores, then only Essence, either through devouring spirits or...yipes...humans or other werewolves), penalties to characters experiencing Lunacy triggered by the werewolf, a tracking bonus, and the maximum amount of time the character can go without being involved in a Sacred Hunt. The feeding restrictions and hunt requirements have, as mentioned above, replaced the Essence bleed, as failing to eat right and hunt properly costs the character an Essence point per day of failure. Furthermore, characters who go without hunting longer than their Primal Urge allows suffer a breaking point toward Flesh, as they ignore the increasingly strong call of their spirit side.
Same five forms and Hishu (human) form reinforces that by penalizing attempts to locate the werewolf in a crowd by an amount equal to his Primal Urge. The three "middle" forms also get to apply their Defense versus Firearms attacks, and each form also grants a unique ability, from the intimidating prowess of Dalu to the speed of Urhan allowing the character to interrupt actions. This gives each form a specific purpose, meaning characters will have reason to shift between them on a fairly regular basis rather than just picking their favorite and sticking with it.
Tl;dr: Werewolves are now play up the hunter aspect with their powers and changes made rather than essentially being spirit cops walking the beat that is their territory.
 
More seriously, yes, I'm willing to possibly run a play-by-post game. Might make a big convo for all involved, though right now I'm busy planning out how a Changeling with ghost powers will be mysterious and threatening...but not too threatening. While talking to a magic woman, in the presence of two powerful ghosts.

That is the deep quandry of life! How to accurately portray super-intelligent ghost-calling Changelings who interact with a pious Actual-real-life-through-eating Sin-Eater about the nature of ghosts.

It is a problem I'm sure we have all felt keenly, laying in bed at night, staring up at the stars beyond.

****
Starting question to all involved: you're interested in a modern game, correct? Rather than setting it in a weird fantasy world or doing old-west Changeling or Changeling Shadowrun or...post-apocalyptic Changeling or...whatever else.

Just asking since some people have weird ideas, and Tenfoldshields, well, you never know what they're thinking!
I am fairly open there but would prefere modern one, it can be historical but better victorian changeling then dung age ones. ....

On the other hand landsknecht summer court..
 
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Starting question to all involved: you're interested in a modern game, correct? Rather than setting it in a weird fantasy world or doing old-west Changeling or Changeling Shadowrun or...post-apocalyptic Changeling or...whatever else.

Just asking since some people have weird ideas, and Tenfoldshields, well, you never know what they're thinking!

Modern yeah.

And lewd things mostly. :V
 
Huh, so, just curious: how much do you know about Changeling, and if you do know some about it, what sorts of stories/campaigns do you like/what do you like most about Changeling? I mean, any of the nwod Splats can be made to play very weird/different things. You can play spy games in Vamp, or political thriller, or gangland serial, or all sorts of things.

Changeling, similarly, is very open, and so knowing the *kinds* of stories that people like is often very good.
Personally I lean towards the political intrigue and mystery bits, with some hedge adventures on the side. Honestly haven't played it much but those are the bits that especially caught my interest.

I just generally love some of the thematics of Changeling, catches especially help keep powers from just getting into the rut of just being generic stat boosters, and each line of Contracts has a decent spread of thematically linked effects instead of just being a linear progression. The various innate abilities also lead to interesting situations, while they're amazingly useful pledges and talecrafting are likely enough to backfire that you don't just spam them willy nilly.

Character wise I tend toward Autumn Court, because they're the ones most likely to go into full on investigation mode.
 
Personally I lean towards the political intrigue and mystery bits, with some hedge adventures on the side. Honestly haven't played it much but those are the bits that especially caught my interest.

I just generally love some of the thematics of Changeling, catches especially help keep powers from just getting into the rut of just being generic stat boosters, and each line of Contracts has a decent spread of thematically linked effects instead of just being a linear progression. The various innate abilities also lead to interesting situations, while they're amazingly useful pledges and talecrafting are likely enough to backfire that you don't just spam them willy nilly.

Character wise I tend toward Autumn Court, because they're the ones most likely to go into full on investigation mode.

Also the fact that a high level character can stack bullshit Contracts to get sixteen strength and lift a bus...but not for violent purposes because then their strength would flee and they'd be crushed by it. That, too, is a fun thing. :V As is randomly making people afraid, dancing on top of water, etc, etc.

Seriously, there is plenty of cheese as well as weird effects and odd combinations and angles to be had with Contracts. It's why they're so fun.

Okay, time to admit one thing though: I homebrew the shit out of Changeling.

So, that's a thing. Like, one thing I'd definitely do: detach Seeming and Kith unless someone finds something so very cheaty that I forbid that particular combination (but that's unlikely).
 
ng.

So, that's a thing. Like, one thing I'd definitely do: detach Seeming and Kith unless someone finds something so very cheaty that I forbid that particular combination (but that's unlikely).
isn't that something that most games already do as a semi house rule or at least allow everyone to get the dual/different kit merit if one wants to?

Why not during the Golden Age of Piracy? Playing as a pirate does sound pretty fun and it'd be a simple way for us to all work together.
Yeah bt being regular humans prior is easier for imersion and also quite a bit more easy on the GM.
 
isn't that something that most games already do as a semi house rule or at least allow everyone to get the dual/different kit merit if one wants to?


Yeah bt being regular humans prior is easier for imersion and also quite a bit more easy on the GM.

Also Goblin Vow Sorcery is unrecognizable and I do a lot of weird stuff with Hedgespinning and Talecrafting.
 
Who needs that when you can do pledgecrafting ?:p

Talecrafting is both love and life. You can make yourself into a Secret Agent. I mean, you'll also make yourself into an amoral murderer as long as you're taking up the 'role', but sometimes people need killing, don't they?

...Just watch out for clarity loss when you come up and realize all the shit you did while taking up the role. But it does come with free stat-boost/skill rearrangement, so that's a plus.

You can also turn other people into villains/comic figures, if you put enough juice into it and are an expert.
 
Talecrafting is both love and life. You can make yourself into a Secret Agent. I mean, you'll also make yourself into an amoral murderer as long as you're taking up the 'role', but sometimes people need killing, don't they?

...Just watch out for clarity loss when you come up and realize all the shit you did while taking up the role. But it does come with free stat-boost/skill rearrangement, so that's a plus.

You can also turn other people into villains/comic figures, if you put enough juice into it and are an expert.
Considering how a FBI job and the involved licences are also a merit that means you can grant it with a Pledge..
Okay talecrafting is better at raw opportunity/skill boosting also.
 
The thing that interests me most about changeling is the cool magic systems, and the societies that it enables to exist. So maybe a game where we try to understand these strange powers we now have, and see what sort of things we can do with them. Try to come up with new powers, recover forgotten ones, and the like.

Perhaps a hedge-based adventure game, where we have some question we want to answer, and go running around the hedge trying to answer it. It would enable us to both learn and fiddle with the magic of the setting, and to see different court, goblin towns, and other cool things.
 
More seriously, yes, I'm willing to possibly run a play-by-post game. Might make a big convo for all involved, though right now I'm busy planning out how a Changeling with ghost powers will be mysterious and threatening...but not too threatening. While talking to a magic woman, in the presence of two powerful ghosts.

That is the deep quandry of life! How to accurately portray super-intelligent ghost-calling Changelings who interact with a pious Actual-real-life-through-eating Sin-Eater about the nature of ghosts.

It is a problem I'm sure we have all felt keenly, laying in bed at night, staring up at the stars beyond.

****
Starting question to all involved: you're interested in a modern game, correct? Rather than setting it in a weird fantasy world or doing old-west Changeling or Changeling Shadowrun or...post-apocalyptic Changeling or...whatever else.

Just asking since some people have weird ideas, and Tenfoldshields, well, you never know what they're thinking!


If you're going to make a game, I'd love to be a part of it. I'd be fine with basically anything.
 
I would also be interested in a Changeling: the Lost game.

Though I've never actually played an actual 'tabletop' RPG. The closest I've come is quests I guess.
 
If you're doing a CtL game, I would advise you rework a little the rules so that Clarity doesn't cost so much to raise/recover from, or that at least you cannot lose Clarify from stuff you cannot control in any way (the thing about "sudden changes in your life damages your fragile psyche" sounds good in theory, but IMO gameplay-wise is annoying). Also, ensure that explosives do lethal damage instead of automatic and unblockable aggravated damage (which they do in NWoD 1st Edition IIRC), unless you wish to see a player emulating Caleb and watch how he obliterates True Fae by throwing bundles of dynamite at them (although the idea sounds funny).

In any case, I believe it will be something fun to watch.


Scribd is hate. got a copy i can actualy access?

A bit late to the party, but have this: Download Digimon Tamers: in the world of Digital Darkness - Documents
And this, because the Dark Gods saw fit to reward your patience: Digimon: Digital Adventures - 1d4chan
 
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