Oh I think Early Supernatural will give you some inspiration for hunting monsters in the 2000 alongside Hunter: the Parenting
 
Horror Recognition Guide is always a good shot for some ideas on re-flavouring monsters for your game, but that's 1e.

Mortal Remains is not a great book, but if you've not got any of the other gameline books then it gives you an overview of all the various gribblies and how they effect people, plus how Hunter conspiracies might react to them and a few extra mechanical bits, like some more conspiracies and a few rules updates.
 
After playing mostly Spelljammer, Star Wars Saga and Stars Without Number (lots of space games for some reason), my group is pivoting back to the world of darkness, this time for some Hunter the Vigil, which puts me once again in the ST seat since I'm the resident advocate for all thing WoD/CoD related.

I am curious if anyone here has read Vigil 2e and what they thought of it. The only thing I remember hearing about it was that they changed VASCU from being FBI to being a private agency or something. While I am unlikely to run it as a full 2e game for multiple reason, if there's something worth checking out as material for inspiration or rules changes that people think are legitimely good I could consider it.

Related to that, I have the opportunity to get some copies of a few of the nWoD bluebooks, including Mysterious Places and Midnight Road. Any of those I should look out for as sources of good plot ideas or material?

I've read it; I haven't actually read 1e, but the impression I got from reading the forums was that the core game hadn't changed a whole lot. (The consensus was that Vigil was one of the best 1e games so there wasn't much to actually fix). VASCU went private and international, The Barrett Commission got rolled up in TFV which realised it had been compromised and is trying to reorganize and talking to other groups on the sly, there are a number of other shakeups among the Compacts and Conspiracies. But the differences are mostly pretty subtle. I think Ashwood Abbey and the Aegis Kai Doru got dropped, and we got a Compact that focus on keeping Native communities safe in North America (SWORN) and a clandestine group of Hong Kong police (Nine Stars). We also got a new Conspiracy of necromantic ghost-hunters called the Council of Bones.

I thought Mysterious Places was a bit hit-or-miss, it depends on how much you like the mysterious places it has. I really liked the Empty Room and the living University but those are also the only ones I really remember. Midnight Roads might be useful if you were planning to run a road-trip campaign, otherwise less so. I remember liking it when I read it though.
 
But the differences are mostly pretty subtle. I think Ashwood Abbey and the Aegis Kai Doru got dropped, and we got a Compact that focus on keeping Native communities safe in North America (SWORN) and a clandestine group of Hong Kong police (Nine Stars). We also got a new Conspiracy of necromantic ghost-hunters called the Council of Bones.
Aww I liked AA as antagonists. SWORN sounds cool do.
 
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Presumably the freehold is in the Hedge and so normal physics don't apply.
 
How do they breathe? Because I think Changelings need to breath
Depends on the GM. Either handwave it as changelings can just breathe in space or make up custom kiths.

Edit: Extending on this, you need to use the Wishing Roads/Outer Hedge to go to space. There's Hedge gateways invisible to mortal eyes/telescopes in space at suitably impressive places for changelings in space looking to enter the hedge. Entering a wishing roads gateway necessitates the sacrifice of a precious memory representing a wish, hope, or dream. Passage rights remain for 1 chapter of narrative time but further entry is highly detrimental to willpower/clarity.
 
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Using the 1e Changeling rules (which are the only ones, as far as I'm concerned :V), it would probably be doable via a communal pact where the benefit is "being able to survive in space", and the costs are things like "do not reveal the freehold's existence to others without a quorum from the other freehold members", "provide such-and-such goods or services to the freehold's upkeep and overall functioning per year", etc.

You could probably also cobble something together just by putting enough time and effort into scouring the goblin markets and cutting the right deals.
 
That seems like such a high cost for a portal you go through regularly.

I heard that Changeling 2E is bad. Why is that.
I think the point is to establish a gulf between Earth and space, so if a changeling finds their way into space its a big deal.

As for issues with 2e, people on this board had issues with the initial interpretation of Huntsmen as unstoppable terminators forcing Motleys to sacrifice one of their own but that was from an earlier draft that didn't make it into final release due to changes in developers(Huntsmen are now coerced servants of the Fae who can be freed), also there's people who like the 1e pledgecrafting system more.

There's other critiques like people having issues with the new seeming/kith arrangment, contract organization in regalia instead of concepts, etc. Pick a change and somebody somewhere probably has an issue with it.
 
I think the point is to establish a gulf between Earth and space, so if a changeling finds their way into space its a big deal.

As for issues with 2e, people on this board had issues with the initial interpretation of Huntsmen as unstoppable terminators forcing Motleys to sacrifice one of their own but that was from an earlier draft that didn't make it into final release due to changes in developers(Huntsmen are now coerced servants of the Fae who can be freed), also there's people who like the 1e pledgecrafting system more.

There's other critiques like people having issues with the new seeming/kith arrangment, contract organization in regalia instead of concepts, etc. Pick a change and somebody somewhere probably has an issue with it.
Changeling is one of the most beloved Chronicles game so I get that any change is disliked.

Especially in flavor since the Lost had the best flavor ever.
 
The prose is gone. There's some stuff in the Fairest writeup which is like...similar in intent, but I think somewhat less incredibly self-impressed, but that's subjective.

The clarity break became this:
In addition to your character's other breaking points, she risks Clarity damage with a dice pool equal to half her Wyrd (rounded up) whenever her action — or inaction — leads directly to misfortune for her allies.
 
I've read it; I haven't actually read 1e, but the impression I got from reading the forums was that the core game hadn't changed a whole lot. (The consensus was that Vigil was one of the best 1e games so there wasn't much to actually fix). VASCU went private and international, The Barrett Commission got rolled up in TFV which realised it had been compromised and is trying to reorganize and talking to other groups on the sly, there are a number of other shakeups among the Compacts and Conspiracies. But the differences are mostly pretty subtle. I think Ashwood Abbey and the Aegis Kai Doru got dropped,
Why would they get rid of the Abbey!

Those guys were great and made for excellent villains that everyone could agree about killing. They also provided some of the best flavour text and outside lore
 
Why would they get rid of the Abbey!

Those guys were great and made for excellent villains that everyone could agree about killing. They also provided some of the best flavour text and outside lore
They get used as the example in the tutorial on compact creation in 2e, with Aegis Kai Doru being the tutorial example for conspiracy/endowment creation.
 
Changeling 2e is very little like the previews. Please do not take anything from that very old, very deprecated material as in any way representative of or relevant to the current addition. It would be for the best if people just sorta forgot about it at this point, tbh.
 
Having a ton of fun in my Mage Awakening game. Entire party got together and purchased some cool Mansion in The Loop of Chicago on character creation. Its lowest floor is actually the first floor of a building that burnt to the ground during the Chicago Fire. Occasionally the 'Hallow' section of the basement bursts into non harmful flames that roars across the room. Burning everything to ash and forming Tass Ash. Then it when the clock strikes midnight it all reforms back to what it was once was.

I admit my biggest contribution so far has been having Resources 4 and throwing money at issues. Sugar Mommy Resource Procurer of the little Mage club. I been playing a Matter Mage and just abusing the absolute hell out of Shaping and Wonder Machine. Shockingly easy to get into anything by yelling at locks to behave. I've been itching to write up sessions from her point of view and post them on A03.

Couple of things that make me giggle. Turning a gun into a liquid and hiding it in a bottle on my person, threatening to buy Chickens to explode with Life magic testing, and turning a Clothing loom into a Fire Hydrant Loom. And then proceeding to forget the Fire Hydrant Loom and just fucking left it there. Can't wait to get a call from the Guardians of the Veil over that one.
 
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And now I'm reminded about when one of my friends who is a chemist stated they should not be allowed to use the Matter Arcanum in a Mage game, as they would get up to all kinds of shenanigans with it.

They're also one of the most Mage-y people I know IRL, as their reaction to finding out that a book on Kabbalah they wanted to read was only available in medieval Hebrew, and the one Hebrew learning course they could find was in ancient Hebrew. So they decided to learn ancient Hebrew, and then start working their way though later and later texts to adapt to the changes in Hebrew until they could read medieval Hebrew and thus, the book they actually wanted to read.
 
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