I still have no idea why people like Worm, it seems very edgy, very long, intensely triggering, and it fits into the "Superheroes but they're DARK and COOL and DECONSTRUCTED" thing that I thought we didn't really do anymore?

IDK, maybe I'm missing something.
Eh I just think power interaction and usage of multiple power in tandem for devastating result is interesting.

As for the setting as a whole. Just like 40k Grimdarkness does have it appeal. I won't pretend that the work is perfect of course. But there are reason people like it.

Any how that is beside the topic of thread so i will drop this discussion.
 
As thread tax, about dark superhero fiction being nothing new, even White Wolf got in on it with Aberrant
Yes, and yet nearly every time this gets mentioned multiple people will vehemently claim that Aberrant has nothing to do with Supers.
Eh I just think power interaction and usage of multiple power in tandem for devastating result is interesting.
Worm had powers that haven't been used very often before, if at all, even the Flying Bricks weren't just flying bricks.
That's one of the big things it had going for it.
 
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Eh I just think power interaction and usage of multiple power in tandem for devastating result is interesting.

As for the setting as a whole. Just like 40k Grimdarkness does have it appeal. I won't pretend that the work is perfect of course. But there are reason people like it.

Any how that is beside the topic of thread so i will drop this discussion.
it doesn't help that "Dark and edgy Superheros" is something that has been done a thousand times.

like superheros but they are mental fucked up? that hasn't been original for like ever.

fine it's not this thread for me to bitch about dark superheros.

so rereading the old WOD sourcebooks and notice the umm less then sensitive portrayal of issues.

like using a real world to refer to a mixed race ethnic group to refer to the discriminatied spirit incest babies.
 
Oh, jesus. Details on this one???
Metis are the product of a garou having sex with a garou. Natrual form Crinos, loads of other stuff, etc etc, bad incest juju, spiritual prohibitions and prophesy saying they're bad.

Metis are also, uh.
en.wikipedia.org

Métis - Wikipedia


It's ambiguous if that's what the Garou Metis are named after, as there's also a Greek Goddess called Metis, but it's not a good look regardless.
 
After reading the Wikipedia article about her, I find the Greek goddess option... unlikely.

Oh yeah, it's very probably the tribals, especially given the consistent indigenous themes of Wulf, but Warewolf is built upon stupidity, and so them managing to arsebackwards their way into this wouldn't entirely surprise me.
 
Metis are the product of a garou having sex with a garou. Natrual form Crinos, loads of other stuff, etc etc, bad incest juju, spiritual prohibitions and prophesy saying they're bad.

Metis are also, uh.
en.wikipedia.org

Métis - Wikipedia


It's ambiguous if that's what the Garou Metis are named after, as there's also a Greek Goddess called Metis, but it's not a good look regardless.
It's produced differently but yeah it's very gross to name the giant spiritual incest babies after a real life ethnic group.

That isn't the only way White Wolf fucked with indigenous culture. Basically everything about the Pure Tribes.
 
I still have no idea why people like Worm, it seems very edgy, very long, intensely triggering, and it fits into the "Superheroes but they're DARK and COOL and DECONSTRUCTED" thing that I thought we didn't really do anymore?

IDK, maybe I'm missing something.
In my case, I'm not terribly fond of the original story but have gotten a great deal of enjoyment from other people writing fanfiction that involves it. For me, Worm is definitely just waaaaaaaaaaay too grimdark (especially with Wildbow's WoGs tending to make things even grimmer and bleaker) and worthwhile for the derivative fanworks born out of it more than its actual quality as a piece of fiction.
 
Metis are the product of a garou having sex with a garou. Natrual form Crinos, loads of other stuff, etc etc, bad incest juju, spiritual prohibitions and prophesy saying they're bad.

Metis are also, uh.
en.wikipedia.org

Métis - Wikipedia

At best, a massive Did Not Do The Research Or Even Care moment. An especially ironic one given that the Issue with that particular Breed... is very much contrasted with the ethno-genesis of the RL Métis/Michif.
 
At best, a massive Did Not Do The Research Or Even Care moment. An especially ironic one given that the Issue with that particular Breed... is very much contrasted with the ethno-genesis of the RL Métis/Michif.
it was probably meant as a mythological reference but yeah they should have changed the name.

it's not the first time W:TA failed indigenous issues hard.

i sometimes wonder why Vampire: the Masquerade is the most popular game. it always struck me as the most boring of the games.

like unlike the other games you can't really track into another dimension to fight the abstract concept of parental abuse to weaken it in the "real world." it always read to me as the most boring game. fixed strictly on material realties.
 
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Because it is the most grounded and in some ways the easiest to prep for. I can grab google maps, make some notes and wikipedia my way to having a functional system, rather than having to figure out how punching the concept of parential abuse works.
i don't know i think being able to work on fantasy rules is pretty easy.

then again i consume many fantasy fictions
 
Because it is the most grounded and in some ways the easiest to prep for. I can grab google maps, make some notes and wikipedia my way to having a functional system, rather than having to figure out how punching the concept of parential abuse works.

Its also arguably more open in terms of the types of stories you can tell and it be fun and interesting for almost everyone at the table regardless of what sort of character they made. Whether you want to play Lost Boys, Interview with the Vampire, or Breaking Bad except its Vampires; Masquerade has you covered. WTA can kind of handle personal scale drama but it takes a skillful ST and an engaged table to do something other than D&D but make it hairy: which is not me being derisive, its a valid and fun playstyle.

I really would someday though like to orient a game around establishing and protecting a territory, managing relationships with the humans in it and trying to build a world in which the consequences for this or that action or inaction is reflected through the NPCs and quality of the territory. I've only ever gotten to play two WTA/WTF games that went longer than a couple sessions and one was definitely cosmic horror and the more terrestrial game didn't really ever get a chance for meaningful consequences in the setting.
 
Because it is the most grounded and in some ways the easiest to prep for. I can grab google maps, make some notes and wikipedia my way to having a functional system, rather than having to figure out how punching the concept of parential abuse works.
It's also the easiest to sell people on since it stays pretty close to the popular conception of vampires. You can tell people "this is a game about being vampires" and they'll know basically what they're in for. You don't need to give a big lore dump before people can start thinking up what kind of character they want to play. Compare that to WtA ("this is a game about being werewolves, if werewolves lived in secret tribes of xenophobic, genocidal ecoterrorists, and also there's lots of spirits") and oMage ("this is a game about being wizards, but the wizards are at war with an all-powerful conspiracy of mad scientists for complex philosophical reasons, and the mad scientists are also wizards"), which both really demand that you understand and engage with a pretty idiosyncratic setting.
 
It's also the easiest to sell people on since it stays pretty close to the popular conception of vampires. You can tell people "this is a game about being vampires" and they'll know basically what they're in for. You don't need to give a big lore dump before people can start thinking up what kind of character they want to play. Compare that to WtA ("this is a game about being werewolves, if werewolves lived in secret tribes of xenophobic, genocidal ecoterrorists, and also there's lots of spirits") and oMage ("this is a game about being wizards, but the wizards are at war with an all-powerful conspiracy of mad scientists for complex philosophical reasons, and the mad scientists are also wizards"), which both really demand that you understand and engage with a pretty idiosyncratic setting.
With Mage, I can say "this is a game about being wizards. Don't worry about the lore, I am doing my own thing with them."
 
Yeah, while there is Deep LoreTM​ for Vampire stuff all you really need to say is 'have you consumed any vampire fiction? yes? it's like that but mixed with stereotypical US high school, go buck wild' and everyone's set.

Compare to oChangeling which is 'have you snorted the line of ground-up new age mysticism books I provided? yes? have you dropped the three tabs of LSD? yes? are you totally detached from both reality and common sense in what manages to be the most boring and (ironically) banal way possible? you're ready.'
 
I would go beyond that and say that for Vampire, a lot of the Deep Lore is stuff that the player should generally not know. Like, starting off their vampire existence, the players should know how to roll their abilities and that is about it.
 
Yeah, that's one of the strong points of both versions of Vampire - being a clueless newbie with no idea how the world works is diegetically appropriate.
 
That also kinds of works for some oMage games - one of the ones I'm in is just a bunch of Orphans screwing around working out how much deeper the world is.

My character, uh, hasn't realised Paradox exists yet. With a very vulgar paradigm. Fun times ... are honestly happening, I've had like three botches in the sessions.
 
So, I've just double-checked the WtF book and I think I've been misunderstanding how buying Gifts is meant to work in terms of Experience for the last few years. That said, I'm not really sure how to parse this section, and the process more broadly. Would someone be able to explain this succinctly?
Unlocking new Gifts takes Experiences. Characters can also use Experiences to purchase additional Facets. Buying the first Facet of a Shadow Gift that your auspice or tribe has an affinity for (per their description in Chapter One) costs three Experiences. Buying the first Facet of any other Gift costs five Experiences. Having bought that first Facet, the character has unlocked the Gift, allowing the werewolf to buy additional Facets with Renown or Experiences. A character learns a Facet of the appropriate Renown when she gains a dot in that Renown; this costs no Experiences. If she wants to buy additional Facets, each one costs two Experiences.
 
So, I've just double-checked the WtF book and I think I've been misunderstanding how buying Gifts is meant to work in terms of Experience for the last few years. That said, I'm not really sure how to parse this section, and the process more broadly. Would someone be able to explain this succinctly?
So in order to buy a Facet of a Gift, you first need to "unlock" the Gift. This costs 3xp for Gifts you have an affinity for (from either auspice or tribe) and 5xp otherwise. Unlocking a Gift gives you your first Facet in that Gift. Afterwards, subsequent Facets of that same Gift only cost 2xp a piece. Additionally, whenever you get another dot of Renown, you can learn a new Facet of a Gift you've already unlocked for free, so long as the Facet you're learning is of that Renown.

Note that this whole thing only applies to Shadow Gifts. Wolf Gifts always count as unlocked and the Facets only cost 1xp, while Moon Gifts are... a little weird. The Moon Gift matching your Auspice you get for free, and you automatically learn the next Facet in that Gift for free when you gain a dot of your Auspice Renown. Moon Gifts outside your Auspice cost you 5xp to unlock (which gets you the first Facet), and you can be the subsequent Facets for 2xp.

So as an example, let's say I'm playing an Irraka Boneshadow. I have 1 dot in my Auspice Renown (Cunning), so I have the first Facet of the New Moon Gift. I decide I like the Gift of the Elements, so I buy the Wisdom Facet of that Gift. Since this is the first Facet I'm buying of the Gift of the Elements, I have to pay the xp surcharge to unlock it. Since I'm a Boneshadow, I have an affinity for this Gift and so I only pay 3xp total to learn the Facet and become a waterbender. I like this new Gift so much that I eventually decide to buy the Purity Facet and become a firebender too. Since I've already unlocked the Gift, the Purity Facet only costs 2xp.

Later, I earn a dot of Cunning Renown. This lets me learn a Cunning Facet of an already unlocked Gift for free, and since I'm so close to being the Avatar already I decide to use that to learn the Cunning Facet of the Gift of the Elements. I also learn the second Facet of the Gift of the New Moon for free, since Cunning is my Auspice Renown.

Finally, I decide to learn the Wisdom Facet of the Gift of the Pack on a whim. Even though this is the first Facet of that Gift that I'm learning, it still only costs 1xp since it's a Wolf Gift.

Does all of this make sense?
 
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