Actually, as I recall, both Skinthieves and WAtP pre-date Changing Breeds, just making it even more completely unnecessary as a book.

Both late White Wolf and current Onyx Path seem weirdly convinced they absolutely have to let Brucato write books for them. despite the obvious evidence he's an incompetent madman. I wonder what blackmail material he has on them.
 
Both late White Wolf and current Onyx Path seem weirdly convinced they absolutely have to let Brucato write books for them. despite the obvious evidence he's an incompetent madman. I wonder what blackmail material he has on them.

Inertia, largely. He was one of the early Mage writers.

So long as he's safely confined to the cWoD, I'm cool - well, okay, not cool, but he has some ability to mesh over there. He + CoFD = problems.
 
Yeah, i've seen reviews for the Nwod changing breeds and stuff..
I kinda like the sound of the Owod ones better...

The oWoD changing breeds were only better than the nWoD ones by virtue of Werewolf the Apocalypse being incredibly fucked

It is notable that the antagonists for Werewolf the Forsaken are basically just "the protagonists of Werewolf the Apocalypse."
 
The oWoD changing breeds were only better than the nWoD ones by virtue of Werewolf the Apocalypse being incredibly fucked

It is notable that the antagonists for Werewolf the Forsaken are basically just "the protagonists of Werewolf the Apocalypse."
I mean, the other Fera that arent the Garou seem to be not so bad?
...at least most of them?
 
Talking about changing breeds one of the adventure I have in mind for hypothetical Slayer book involved them. As set dressing at best being blasted apart by the crossfire between or improvised bludgeon at worst.
 
Talking about changing breeds one of the adventure I have in mind for hypothetical Slayer book involved them. As set dressing at best being blasted apart by the crossfire between or improvised bludgeon at worst.
That is genuinely a little creepy and I'm not sure why you're sharing it.
 
Talking about changing breeds one of the adventure I have in mind for hypothetical Slayer book involved them. As set dressing at best being blasted apart by the crossfire between or improvised bludgeon at worst.

Why?

What is the entire purpose of this whole affair? Do they actually serve an actual useful plot purpose?

I don't inherently think the idea of changing breeds being mostly there to get killed is actually inherently unusable but if you're going to put in a bunch of supernaturals solely so they can get killed off they better be there for a reason. Like if they're actual credible antagonists.
 
Arbitrarily dividing your products into over a dozen separate rules systems and campaign settings is stupid. Pick a universal ruleset, add some point buy rules for creating monsters and superpowers, then write supplements for your campaign settings about your GMNPCs solving some metaplot that rivals comic books in its absurdity.

I don't give a crap about your camarillas, technocracies, god-machines, or whatever the hell else you ripped off from Anne Rice, Brian Lumley or H.P. Lovecraft. I just want to play a game about dark urban fantasy soap opera melodrama.

This sort of awful mismanagement is precisely what led to White Wolf being bought out by video game developers who are pimping out a thirty years old IP for more video games.

EDIT: I would like to apologize for my initial hostile post. I am still working through my antipathy toward Activision Blizzard for their (in my opinion) mishandling of their IPs and that resentment is spilling over into my interactions concerning different fandoms.
 
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Arbitrarily dividing your products into over a dozen separate rules systems and campaign settings is stupid. Pick a universal ruleset, add some point buy rules for creating monsters and superpowers, then write supplements for your campaign settings about your GMNPCs solving some metaplot that rivals comic books in its absurdity.

I don't give a crap about your camarillas, technocracies, god-machines, or whatever the hell else you ripped off from Anne Rice, Brian Lumley or H.P. Lovecraft. I just want to play a game about dark urban fantasy soap opera melodrama.

This sort of awful mismanagement is precisely what led to White Wolf being bought out by video game developers who are pimping out a thirty years old IP for more video games.

Whoa, careful with that hot take, bruh. You might burn yourself on it. And then cut yourself on its edge.

So, just to demonstrate that you know nothing about what you're talking about, White Wolf at its most successful did not have a universal ruleset, and in fact was a supplement treadmill which was entirely exception-based in its ruleset and certainly didn't have points-buy powers as its mainstay. It's also laughable that you claim not to care about "camarillas, technocracies, god-machines, or whatever the hell else you ripped off from Anne Rice, Brian Lumley or H.P. Lovecraft" when, again, when WW was most successful, it was running a metaplot that cared incredibly much about those first ones and was certainly stealing from all three. And again, when it was most successful (notice the running theme here) it was running a lot of incompatible universes that basically shared aesthetics and nothing else and attempts to cross over between them were a disaster.

So, basically, you know nothing and you just decided to dump nonsense on this thread. Which you have never posted in before.

You probably meant to post here, as it's the kind of ill-informed take that's at home in that thread.
 
@Leliel, @The Laurent, @TenfoldShields, I'd like to apologize for my borderline eruption in the thread. I think that Mage: the Awakening is too close to being a mythologized parallel to RL world issues, and thus when I'm particularly preoccupied by those issues, it's too easy to unconsciously project that into any attempted discussion of the game - and given how fucked the world is without the Koch Brother and Steve Bannon being literal demiurgic overgods, trying to analyze nMage through that lens quickly produces a death spiral of nihilistic frustration.
 
@Leliel, @The Laurent, @TenfoldShields, I'd like to apologize for my borderline eruption in the thread. I think that Mage: the Awakening is too close to being a mythologized parallel to RL world issues, and thus when I'm particularly preoccupied by those issues, it's too easy to unconsciously project that into any attempted discussion of the game - and given how fucked the world is without the Koch Brother and Steve Bannon being literal demiurgic overgods, trying to analyze nMage through that lens quickly produces a death spiral of nihilistic frustration.

Oh I'm cool! Because frankly, you're not off; Mage is fundamentally about privilege and how it alienates, that is the real-world analogue, especially since the Seers worship actual institutional oppression.

Here's the thing, though: Being powerful does not make you bad. Being part of a powerful organization is not being bad. Power does not corrupt - it clarifies. There's a reason Wisdom is a measurement of self-awareness and awareness of your own actions, with your Nimbus becoming more powerful and destructive as you come to care increasingly less, until at 0, you care about nothing but your own personal idiosyncrasies, Rapt by your own power. But power also gives you the chance to change things for the better.

What makes the Pentacle different from the Seers is that they don't want to gatekeep. They want people to join their club who aren't like them, and are frustrated existence prevents them from sharing it, even the Guardians (the Labyrinth both misleads and enlightens). And as much as the Seers would like it to, Awakening does not care what you are; if you listen, the Watchtowers will call. The meek will become mighty just as easily as the mighty shift sideways.

The Lion is one devil to the Silver Ladder, but there's a far more subtle one: the Stag, morality that enables the Lion. The most pernicious lie the Stag tells is that all power corrupts, there is no such thing as a hero who has power, or sought it. Far better to remain weak, peaceful...victimized. The Stag would have it that abolition never happened, because being humble servants would have softened the masters' hearts.

The Sage, the ideal person? Recognizes this for the bullshit it is, and slays any Lion who wants to force her to be just as much of a miserable jerk as he is. The Sage has power, and uses it to lead - which fundamentally means to elevate and to liberate, to help others become Sages, and recognizes the viewpoints of other Sages. The Sage, quite simply, is a superhero. That is what a good mage is.
 
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Oh I'm cool! Because frankly, you're not off; Mage is fundamentally about privilege and how it alienates, that is the real-world analogue, especially since the Seers worship actual institutional oppression.
Where things get dicey for me is that IRL, one man can't change the world because all the sources of power, all means of production, anything that could be of use to them is already firmly in the hands of those willing to lie and steal and kill for them. Given how easy it was for me to recast the Guardians as a protofascist death cult just by missing out on a few in-universe bits of context, it then becomes entirely too easy to envision the Diamond and the Seers as simply two sides of the same Neoliberal capitalist coin - two parties, one nakedly evil, the other allegedly better, but ultimately just as beholden to the forces which created that evil.

Another personal flaw to look out for, I suppose.
 
Arbitrarily dividing your products into over a dozen separate rules systems and campaign settings is stupid. Pick a universal ruleset, add some point buy rules for creating monsters and superpowers, then write supplements for your campaign settings about your GMNPCs solving some metaplot that rivals comic books in its absurdity.

I don't give a crap about your camarillas, technocracies, god-machines, or whatever the hell else you ripped off from Anne Rice, Brian Lumley or H.P. Lovecraft. I just want to play a game about dark urban fantasy soap opera melodrama.

This sort of awful mismanagement is precisely what led to White Wolf being bought out by video game developers who are pimping out a thirty years old IP for more video games.

Except the thing is, oWoD was legitimately three different games, set in three different universes which resembled each other but were not actually identical. And the settings were in fact largely self-contained, with the all but explicit intention that you would be, more or less, playing in one setting and its semi-coherent theme park, rather than playing some mixed-splat superfriends campaign.
 
That is genuinely a little creepy and I'm not sure why you're sharing it.
Blame the something awful forum review. It have a way of inspering a feeling of homicidal loathing in people.
Why?

What is the entire purpose of this whole affair? Do they actually serve an actual useful plot purpose?

I don't inherently think the idea of changing breeds being mostly there to get killed is actually inherently unusable but if you're going to put in a bunch of supernaturals solely so they can get killed off they better be there for a reason. Like if they're actual credible antagonists.
Yeah I admit I kind of made my post on impulse thus the idea is kind of half assed.
 
Whoa, careful with that hot take, bruh. You might burn yourself on it. And then cut yourself on its edge.

So, just to demonstrate that you know nothing about what you're talking about, White Wolf at its most successful did not have a universal ruleset, and in fact was a supplement treadmill which was entirely exception-based in its ruleset and certainly didn't have points-buy powers as its mainstay. It's also laughable that you claim not to care about "camarillas, technocracies, god-machines, or whatever the hell else you ripped off from Anne Rice, Brian Lumley or H.P. Lovecraft" when, again, when WW was most successful, it was running a metaplot that cared incredibly much about those first ones and was certainly stealing from all three. And again, when it was most successful (notice the running theme here) it was running a lot of incompatible universes that basically shared aesthetics and nothing else and attempts to cross over between them were a disaster.

So, basically, you know nothing and you just decided to dump nonsense on this thread. Which you have never posted in before.

You probably meant to post here, as it's the kind of ill-informed take that's at home in that thread.
White Wolf was most successful in the 90s, probably due to social and economic factors at the time rather than because their approach to setting and rules was better than their competitors.

(Boy, were there a lot of competitors. Nightlife, Nephilim, Immortal: The Invisible War, Nightbane, In Nomine, The Everlasting, C.J. Carella's WitchCraft, etc. And we still have indie competitors even now like Dresden Files, Strands of Fate, Vampire City, Monsterhearts, Urban Shadows, Feed, etc.)

The idiosyncratic approach to game design and world building did not save them from the tabletop crunch in the late 90s and early 00s. The Time of Judgement and Chronicles of Darkness were marketing ploys intended to offset the crunch. As we can see, that didn't work. (When Mage Revised was released in 2000, fans sent the developer tons of death threats by email, which I never understood because it was a marketing ploy intended to sell books because sales at the time were falling.) Despite the revisionist history being spouted in various places, that wouldn't have changed even if White Wolf didn't try introducing those marketing ploys. White Wolf was ultimately purchased by CCP, dissolved, scandalized, and then the resulting holding company sold to Paradox when CCP couldn't make a profit out of it.

And you know what Paradox has (or had) planned? Unifying the Worlds of Darkness into one World of Darkness. At least until another scandal convinced the higher ups to dissolve the newly revived White Wolf and hand off production of the tabletop to Onyx Path. Now they're focused on their video game implementations, which are making a ton of changes to the setting and rules. And will probably make way more money than the tabletop ever did.

I'm pretty meh about all this. There was a time when I fought vehemently in the edition wars, but that time has long passed. Now I'm the sort of person who thinks that all editions are fairly silly and arbitrarily restrictive in their rules and setting. I've probably been spoiled by studying up on D&D's bazillion campaign settings and studying up on the indie urban fantasy games that introduced their own innovations to the genre.

Like, Vampire advertises itself as a generic vampire toolkit sometimes, but it is anything but. You are restricted to partly Anne Rice-inspired mechanisms for vampirism, like vulnerability to sunlight and fire, drinking blood, etc. The various bloodline/clan/etc weaknesses and superpowers added on don't change the underlying chassis. You cannot emulate vampires from X work of fiction without either watering down your initial concept, using elaborate workarounds, or making homebrew. The ST rules themselves are messy in the extreme: there are numerous variants of the system and they all have their idiosyncrasies.

The lore... touching on that would be far and beyond the scope of this post. What I will say is that I'm not a purist at all. I was never invested in the lore and I always thought it was more of an impediment to play than anything else, what with fans apparently seeming more interesting in talking about it than ever playing the actual game. I would like to be able to mix and match elements from every iteration of the IP, but socially that makes me a heretic in this fanatical fandom and in practice it would require homebrewing everything anyway. I'd be better off playing Urban Shadows or another indie game.

Long story short, I'm an ex-fan who has been burned out, disillusioned by scandals and toxic fans, better educated on game design by being exposed to other games, and I don't buy into revisionist history and dishonest propaganda.
 
Long story short, I'm an ex-fan who has been burned out, disillusioned by scandals and toxic fans, better educated on game design by being exposed to other games, and I don't buy into revisionist history and dishonest propaganda.

So, what was this post then? Because you literally repeated a years-old myth that claimed that the One World of Darkness was merging Chronicles (it wasn't, it was a focus on crossover between Classic lines), then disproved your own point when you said that Paradox changing their mind and deciding that Onyx Path knew more about the tabletop side didn't count because something something.

And then you tried to say Urban Shadows was "soo much better than those dweeby goth kids, you guys". Thing is, I'm a fan of Urban Shadows too. That's the one where vampires are even more Ann Rice and the overall system is Powered By The Apocalypse, the one system even more grimdark than 40k (the whole thing is almost a corruption mechanic).

So, forgive me if this board seems really skeptical of someone who pisses in the cornflakes of something they're all fans of, and not with precise aim.
 
So, what was this post then? Because you literally repeated a years-old myth that claimed that the One World of Darkness was merging Chronicles (it wasn't, it was a focus on crossover between Classic lines), then disproved your own point when you said that Paradox changing their mind and deciding that Onyx Path knew more about the tabletop side didn't count because something something.
I didn't say that. I said... the terminology is confusing, so I'm going to phrase it like this: Paradox's marketing seems like it was saying that the Classic Worlds of Darkness were going to be merged into a single coherent continuity. I was quite skeptical of it at the time. I don't follow the news too often anymore, so if I was proven wrong when I wasn't looking then I was mistaken.

And then you tried to say Urban Shadows was "soo much better than those dweeby goth kids, you guys". Thing is, I'm a fan of Urban Shadows too. That's the one where vampires are even more Ann Rice and the overall system is Powered By The Apocalypse, the one system even more grimdark than 40k (the whole thing is almost a corruption mechanic).
I never said any of that. I said I find the elaborate distinctions between the various rules and continuities are arbitrary and unnecessary, but I would have to rely on homebrew or another ruleset entirely to mix and match them the way I imagined.

So, forgive me if this board seems really skeptical of someone who pisses in the cornflakes of something they're all fans of, and not with precise aim.
Uh huh. If I really wanted to hate on World of Darkness, then there are so many other and arguably better ways I could have criticized it in detail.

Like Werewolf: The Apocalypse being offensively preachy for promoting eco-terrorism especially in current times when support for environmentalism is at an all time high, Werewolf: The Apocalypse having many other offensive messages like criticizing the Abrahamic God for patriarchy alone rather than the many crimes against humanity committed by the Abrahamic faiths throughout history, Mage: The Ascension inspiring pointless debates about process- versus results-based determinism, Mage: The Ascension 4e (or whatever) books complaining about the internet changing the world too much for the authors' tastes, the New World of Darkness supposedly being less interesting because it doesn't have the same world-spanning ninja clans as Classic (despite global conspiracies being added in later books anyway), Wraith: The Oblivion writing its setting as a needlessly bleak slavery nightmare when being a ghost alone is sufficiently bleak (to say nothing of the shadow mechanic), the 2e New World making bizarre or unnecessary changes or additions like changing the Daeva nickname to "serpents" or introducing the God-Machine as an omnipotent invincible Azathoth-expy responsible for all the miscellaneous paranormal stuff, the GMC being arguably bland and overly complicated in comparison to 1e, the Classic World of Darkness metaplot progression ruining the setting in some way because it killed or restructured your favorite clan, the sheer amount of globe-spanning conspiracies in either Classic or New easily breaking any suspension of disbelief, the generally arbitrary nature of the rules and settings meaning that certain character concepts are impossible without workarounds or homebrew depending on what you play (like no wraiths or fallen in New World, no prometheans or lost in Classic World), etc.

If you want any more of my fan credentials, then feel free to ask.
 
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I would like to apologize for my initial hostile post. I am still working through my antipathy toward Activision Blizzard for their (in my opinion) mishandling of their IPs and that resentment is spilling over into my interactions concerning different fandoms.
 
Except the thing is, oWoD was legitimately three different games, set in three different universes which resembled each other but were not actually identical. And the settings were in fact largely self-contained, with the all but explicit intention that you would be, more or less, playing in one setting and its semi-coherent theme park, rather than playing some mixed-splat superfriends campaign.
At best you can say that the oWoD games resemble each other because they run on a d10-based dicepool system, but saying that they are the same system is like saying that D&D and Paranoia are the same because they use d20s.
Then again a company using the same underlying dice system for all its games looks good sense to me; if nothing else it makes a going from one product line to another easier for players.
 
At best you can say that the oWoD games resemble each other because they run on a d10-based dicepool system, but saying that they are the same system is like saying that D&D and Paranoia are the same because they use d20s.
Then again a company using the same underlying dice system for all its games looks good sense to me; if nothing else it makes a going from one product line to another easier for players.
Even if you are only intended to play one character type in a given game, using universal basic mechanics is still an effective measure to save time and effort. For a system advertised as the "storyteller/ing system", there are a lot of rules to keep track of. Perhaps too many.
 
Why?

What is the entire purpose of this whole affair? Do they actually serve an actual useful plot purpose?

I don't inherently think the idea of changing breeds being mostly there to get killed is actually inherently unusable but if you're going to put in a bunch of supernaturals solely so they can get killed off they better be there for a reason. Like if they're actual credible antagonists.
The non-werewolf shapeshifter types have always had their weird problems. Is there any compelling reason why we cannot adapt the Lunars into a dark urban fantasy setting? They could fight pollution, aliens, spirits, and whatever just fine.

Speaking of which, I wanted to run something like American Vampire and Lost Girl. They are essentially variations on the vampire archetype but the White Wolf games are ill-suited for emulating any other fiction. I would need a lot of homebrew (like B.J. Zanzibar levels) or switch to a different/toolkit system. Pretty big oversight in my opinion.
 
Speaking of which, I wanted to run something like American Vampire and Lost Girl. They are essentially variations on the vampire archetype but the White Wolf games are ill-suited for emulating any other fiction. I would need a lot of homebrew (like B.J. Zanzibar levels) or switch to a different/toolkit system. Pretty big oversight in my opinion.

The bolded part is is just malarkey. Lost Girl is the prototypical melancholic Changeling: the Dreaming story (20th Edition, because they finally figured out how to do Changeling in 20th, but still), and it doesn't take much rejiggering to make it work for Vampire. Simply "you don't drink blood, just life force, and you're still alive - you can walk in the sun, but if shot, you die." Hell, you don't even need to hombrew in Chronicles of Darkness, just play a Psychic Vampire who inherited her powers.

However, there's a very important thing I've noticed; those fiction bits you're citing? They don't involve weaknesses. The whole thing about American Vampire is being able to walk in the sun...the defining vampiric weakness overcome. That's not melodrama. That's a power fantasy. A lot of the points you're making seem to involve the supernatural beings having weaknesses being a bad thing.

I mean, earlier you said that you didn't like the fact that in Vampire, you're vulnerable to the sun and fire, when not all vampires are like that. But - if vampires didn't have weaknesses, why aren't they in the open?

If I'm right, that's...not an opinion I agree with, to say the least. It hurts more than it helps if the protagonists don't have weaknesses; that's not a source of good conflict or challenge, so bad from both a dramatic and mechanics perspective.
 
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