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A question: if 5 successes is an exceptional success, should 10 successes come with its own epic soundtrack? Or 15?
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It's a game which is harmed by its association with the World of Darkness where weird spooky stuff happens for no reason because the God Machine should be doing weird spooky stuff for a reason so the protagonists can figure out something is up.
There's a lot of potential in Demon about the alien clockwork god and its alien clockwork angels.
Yes. But that's the thing.
That's potential it stole from Promethean.
Demon takes things which were cool in Promethean and makes them lame through over-exposure, bad mechanics, and missing the point.
Demon: the Descent said:The God-Machine is neither cruel nor kind. It uses whatever it calculates as necessary force in any situation, with a preference toward subtlety.
The God-Machine has biases toward self-preservation, secrecy, and the maintenance of the status quo.
Never reveal the God-Machine's decisions or opinions to the players. Let them discover its intent through its projects, the same way everyone does.
The God-Machine is slow to react but implacable when roused.
The God-Machine doesn't think like a human, doesn't show any emotions, and doesn't get frustrated.
The God-Machine thinks of people as roles and only very rarely as individuals.
The God-Machine never speaks, not even to angels.
The God-Machine is not a discrete being. You can't go somewhere and look at "the God-Machine."
As terrible as the God-Machine is, many demons suspect that it's necessary for human civilization — either because it does do some good with the bad, or because it's so deeply embedded into reality that tearing it out causes greater injury.
No, it also is bad game design - at least as I see it. Put bluntly, it increases ST workload and forces them to keep a lot more information in-memory. People don't have perfect memory and people are playing the game, so forcing people to try to emulate people with perfect memory makes everything much more difficult all around to very little gain.
Games should be designed to minimise that kind of intrusive GM workload increases. This puts it in for no good reason - and actively works against the genre, because spy stories have the vagueness of memory as an important thing quite often. Just another trait of how Demon really wasn't designed for easy GMing, quite apart from the bad advice it gives on how to run spy stories (as @Eukie has mentioned).
I think you're looking at it from the perspective of "I should be able to directly quote everything" which I think is technically a valid way of using it, but practically speaking most players and STs won't be seeing it that way. It means if you remember a fact, you don't ever have to go "I remember this, but does my character do so?" and there's a fairly large number of potential plot hooks because you can have any Demon remember that five different people mentioned this one product and this seems weird when there's no real commonality between them, is this a mysterious Plot Hook? (Yes).
I mean, there's no reason you can't do the first-and the book really should point out that both players and STs should take it easy about eidetic memory-but I think that it's not that much work if everyone goes in with the idea that it's the second mode of using it.
Then even if we charitably give it that much (I don't, because I'm not inclined to be charitable towards people who think there's 'no such thing as game balance' although the shoddy failure to make something like that clear is entirely in line with the general quality of Demon), it's still a poor idea.
Providing plot hooks and remembering things that no human player playing once a week should remember is precisely what the existing "Roll Int + Composure, or Int + Applicable Skill" mechanic for memory is for. This is the nWoD - you only need one success to succeed on a roll. The standard memory mechanic does exactly what is needed, and even better gives it an "earned" thing so players feel that they're getting plot hooks because of things that the character did, rather than having them handed to them.
To put it another way, why the fuck should your Demon who's dump-statted the Attributes involved in memory get to auto-remember everything?
(And that's before we get into the problems caused by perfect memory and the knock-on effects, like the capacity to effectively ignore skill limitations by remembering things that you didn't pay the XP for the skill - and if you don't want them to do things like that, well you shouldn't have given them perfect memory)
I can entirely believe that Demon's designers went "Hey, they should have perfect memory because, like, they're machine-angels and machines are good at remembering things! And, like, that way they can remember random details!". However, given their other design decisions and general lack of good thought and shoddy implementation, I don't see why we can assume the ramifications or the consequences or how it actually worked in play were at all thought out.
The likely reason for this is because prior to GMC, eidetic memory was literally, "you remember everything, you require no roll to recall anything at any time.""Your character recalls events and details with pinpoint accuracy. You do not have to make rolls for your character to remember past experiences. When making Intelligence + Composure (or relevant Skill) rolls to recall minute facts from swaths of information, take a +2 bonus." Nothing in the mechanics of the Demon eidetic memory imply that you need to keep a record of every little thing that's said and done. It just means that if you go "wait a minute, didn't you say X back when?" the Storyteller doesn't go "does your character remember? Roll for it" and you get a reasonable (+2, I mean, that's fairly decent) bonus to the exact roll you're saying to use when you're sifting for small details.
It should certainly have some pretty long term effects. Yet another reason to be jealous of our fetch, I guess.A question: if 5 successes is an exceptional success, should 10 successes come with its own epic soundtrack? Or 15?
Both in power level and how they interact with the "you can critically fail any roll you want," when some of the failure states are inherently desirable. Their core framework is reasonably workable.
Yeah, though to be fair, any ST that allowed you to get away with that is a bad ST. Botch results should very much be 'suggestions' rather then 'strict guidelines.'
If the ST needs to step in and override the rules when they're used as-written, I'd say it wasn't a very good rule in the first place. (Though I believe the voluntary Dramatic Failure rules say you can only do it once per scene... or that you can only get the 0.2 XP once per scene. I don't remember which.)
You generally want to provide a link, either in your post or your signature, so that people can easily find it.So, I started my very first quest thread, based off of the Classic World of Darkness setting, specifically Dark Ages: Vampire. Check it out if anyone's interested.
You generally want to provide a link, either in your post or your signature, so that people can easily find it.
nHunter - as a game where you hunt supernaturals - is the only gameline that necessitates "crossover", and you know how it does that? By completely ignoring the actual gamelines it's supposedly involved with. In part this is to offer Hunter Storytellers greater freedom, as an extension of the nWoD's toolbox attitude - maybe werewolves are infectious? Maybe they're demon-possessed dogs? Maybe they're fascist ecowarriors? - and in part it's because running trying to run NPC monsters with the full range of options and powers and detail given to player characters is generally a bad idea, and in part it's because actual genuine witch-hunts against the Mages presented in Mage: The Awakening ends with the pitchfork-armed mortals in question finding their livers spontaneously combusting last Tuesday
I think that the people in that thread need to remember that despite whatever else they may believe, or what they do in their own games, the nWoD is not written with the assumption of crossover.
I could say more, but Revlid said it best in this very thread:
I also feel rather uncharitable towards those that argue for Hunter's ability to bypass the Sleeping Curse through "hard work and guts", mostly because to me it stinks of the tendecy I've discovered in WW/OP's fans to make Mages "be wrong", just because, or to interpret their gameline into the worst possible light[1].
[1] Even among Mage fans the Diamond order seems to suffer the same thing, in comparison to the Free Council, which doesn't help my now rather rooted dislike for the Libertines. It's also wierd, because it's not like their Orderbook lies on the fact that the Atlantean orders have some pretty big flaws.
This goes back to a lot of arguments I have seen while going through the archives of the old WW forums and old rpg.net threads.
How does the mask work regarding the True Fae in Changeling? Do the Fae have a mask similar to those of changelings, or are they just shapeshifters who assume human form. If the latter are there any non-magical means of telling them from perfectly ordinary humans?
Also, because I haven't been able to find it, what are the mechanical benefits for a changeling merging with their fetch?