Showing posts with label vampirethemasquerade. Show all posts
Showing posts with label vampirethemasquerade. Show all posts

Tuesday, 24 December 2013

Darker Days Radio #54


Mike, Chris and Chigg bring a holiday special. In this show we delve into the subject of True Faith and it's appearance and application in Classic World of Darkness.

In the Secret Frequency  we look at a snow themed mystery, the Devil's Footprints.

Finally we look at the latest book for New World of Darkness' Mummy the Curse - Guildhalls of the Deathless.

And finally listen to find out how you can enter our competition to win a copy of Vampire the Requiem - Blood and Smoke.

Be sure to check us out at http://www.facebook.com/DarkerDaysRadio or our Google Plus Community athttps://plus.google.com/communities/104221086985174488220. Be sure to subscribe through iTunes! 


  

Also guys if you can spare some money, David Hill and Filamena Young, who have written for many, many, World of Darkness books, were recently burgled and had their computers stolen. That is their livelihood. Plus they were meant to be moving country soon. Help them out! 



Wednesday, 13 November 2013

Darker Days Radio Presents - Forgotten Lore #5



 
Contains - a Vampire: the Requiem short story by Sam Handley, Promethean: the Created NPCs by Travis Wilson, and a Vampire: the Masquerade essay by Mike Andryuk.

If you want to submit articles for our next issue, the theme will be "Demons".

Join us on FacebookGoogle+Twitter, and follow our blog.

Monday, 14 October 2013

Darker Days Radio #51

Darker Days Radio #51


A Requiem For the Dreaming

In this explosive episode of Darker Days, Mike, Chris, and Chigg kick off the night with a discussion of their latest gaming. After some World of Darkness news, the crew discusses a phenomenon of calcified animals in Tanzania. Chigg then walks the listeners through the complex politics and history of Changeling: the Dreaming. Following that, Mike presents a secret frequency on De Ogen, "The Eyes" of Sonian Forest. Finally, Chris presents the state of kindred affairs in the Dark Ages and Crusades period of Vampire: the Requiem.
Be sure to check us out at http://www.facebook.com/DarkerDaysRadio or our Google Plus Community at https://plus.google.com/communities/104221086985174488220. Be sure to subscribe through iTunes! 


Thursday, 21 March 2013

The One Shot


The One Shot is a game that last typically for one or two sessions, and is a self enclosed story. For White Wolf games these often present a great opportunity for trying out a new game, or system hacks, or, of course, introducing new players to the game, to the gaming group, or to roleplaying in general. So in this brief blog I am going to look at the types of things that you can do in a One Shot that often a chronicle is not the place for.
One of the things that players often enjoy about ongoing games is that they get to see their character grow and evolve and overcome many different struggles. But in the horror genre, be it slasher films, stalker monsters, or survival horror games like 'Silent Hill' and 'Resident Evil', the excitement is that your character - or the one that you are invested in, in the case of a film - could die at any moment.
In the case of a tabletop game this scenario is a perfect bit of short run fun. The players go into the game knowing that their character can potentially die before the end of the story. This foreknowledge allows for players to not worrying about 'winning', but instead focus on the story, the roleplaying, and just having fun and watch the story unfold.
For new players this is a great ice breaker. The playing field is level, and if they mess up, then it doesn't matter in the long term. It can also be a learning experience that fun can be had in putting their character into danger. The same lesson can also be important for more experienced players. Often players can be too careful when playing, leading to prolonged moments of indecision. A one shot is certainly not the time and place for that type of play, and so it is the perfect chance to teach players about 'playing to lose', and being proactive, even if that means the player knows their character is going into danger. What do i mean by this? Well it is something that Eddy Webb has discussed in relation to LARP, and for tabletop games it is similar as well. Essentially 'playing to lose' means that players should be come to a sort of agreement, that if they put their character into danger, knowingly, a danger that is obvious to the player but for the story would push forward the plot and add drama, then in return they will be rewarded with some chance to roleplay something dramatic, and in turn get the limelight or some form of in game reward. Such dangers could involve the character getting possessed, haunted, seeing visions and driven mad, suffering a gruesome injury, or, if the time is appropriate in the story, then death.
Now that we have considered the way the players of these games can run their characters, how should the ST for this game run the story?
I would suggest a story that has a slowly growing tension. A ever growing threat that leads to an intense few scenes where many, if not all the player characters die. The initial scenes should establish the characters quickly, and their reason for being involved in the story. Perhaps they are the tenants of the block of apartments they are now trapped in, or for some reason they are all drawn to a quiet rural town in the wilderness of Wales. But it is critical that almost all the characters have a reason for being there. The next key scene should establish the threat. Either it is done directly, such as shadowy attack by the slasher, or the monster tries to attack from above before slinking off. Or the threat is done indirectly, to a character's loved one, friend, or group of people that parallel the group (another group of campers is found dead or missing).
With the threat established then the next few key scenes heighten the tension. The characters are allowed to investigate, to be proactive against the threat, and then, at the right moment, remind the players of how dangerous the threat is. Given the scenes where information can be uncovered - and the trick here is not to hold back information that moves the players towards the final confrontation, but make it difficult for the information to be found that saves them - taken together this information will push the story to the finale, where a series of scenes now present the player characters mortal threats, where any number of them will die, and leaves us with a small number of player characters left for the final confrontation and conclusion.
The conclusion should be something nice and dramatic, and given the survival horror nature of the story then all the player characters can in fact die. But there must be some sort of conclusion, so sort of epilogue, that bookends the story.
With the above advice what books are out there that we can make use of for one-shots. Well ideally I would look at using mortal characters for the games. So for cWoD look at the Sorceror book for Mage the Awakening. That book is all about mortals, and mortals who use magic - but not Awakened powers. For there you have a great basis for these types of games. For nWoD, of course there is the main core rulebook, but then there are plenty of other great books to use. Second Sight can allow for the use of players being magic users or psychics. Ghost Stories, Mysterious Places, Glimpses of the Unknown, Reliquary, Midnight Roads, Book of the Dead, Book of Spirits, and Slashers, offer a whole host of options for games for simple mortal characters, perfect for one shots. Building upon this games like Hunter the Vigil, and Hunter the Reckoning, are easy for players to get into, as the game goals are clear and simple. For Vampire, in either incarnation, the classic scenario is playing newly embraced vampires and their first night of survival. For Changeling the Lost it could be the first few nights of escape from the hedge that provides the plot to a one shot.
What types of one shots have you run?


Friday, 1 March 2013

Darker Days Radio #44

http://darkerdays2.podbean.com/2013/...io-episode-44/

The Art of Death

Starring C. A. "Sleepless" Suleiman and Sam "Corpse-in-the-Fridge" Araya

Mike, Chris, and James sit down to chat about Mummy with developer CAS and artist Sam Araya. But before they get started there's plenty of Onyx Path discussion, shout outs to the listeners, and an update regarding Forgotten Lore #4. First the group tackles the storytelling elements and setting that Colin developed for Mummy the Curse, including a few player spoilers, so watch out! Next they discuss the hanging dolls of Isla de las Muñecas in the Secret Frequency. Finally, the hosts discuss Mummy's fine art with Sam, and learn a bit about gaming in Paraguay along the way.

Thursday, 9 September 2010

Just what were you expecting it to be about???

      Ever picked up a game and thought 'How do I run this game?' What is the first thing you do? Yes you read the setting material. You read the rules. You read the small short stories and the examples of play. And of course, if it is included, you watch films, read books and listen to music that are quoted as being inspiration for the game.

      So recently, in a very lengthy online discussion on forum (so yes it did get a little bitchy) I was confronted with problem. A person wanting to run Vampire: the Requiem, and his players, dislike the setting of the game because they found the Covenants too shallow, and that there was no 'ancient enemy', like in Masquerade, and that the exploration of what it means to be a Vampire was too boring (or too emo). What he, and his players wanted, was an in built purpose (i.e. I am this type of monster and this is what I do) more akin to say Hunter: the Vigil, or even the Forsaken in Werewolf: the Forsaken. He wanted clearly designed goals for the players, and in his terms, quests. In turned out he and his players wanted their game to be more like the PC game, Vampire: the Masquerade - Bloodlines.

     So I sat back and had a think about this, how he could play a game within the Requiem setting that also gave him and his players what they wanted. And what I realized is this. Some STs are really quite lazy and unimaginative. All the things present in Masquerade were easily simulated in Requiem. In fact you know had books that presented you a multitude of options that you could use. It was up to the ST and not White Wolf, to say what was fact, what was history and what was just a myth. The complaint this ST had was that he was not given a consistent origin for Vampires.

      You see, as stated in a recent White Wolf pod cast, Requiem replicates somewhat the experience of vampires in 'Interview with the Vampire'. The vampires are not gods, they have to fear humans, and they have no true clue as to their origin. Using this in a game, where the players and the NPCs are all for all intents and purposes immortal is important. It means myths and legends remain so. And that Vampires, due to the imperfect memories they retain by sleeping through the ages, have to rely on faith for their beliefs and codes of conduct. It means younger Vampires do not have to taken an elders beliefs as fact. This to me is exciting and means it is up to the players and ST to come to their own conclusions. Requiem is thus built on contradictions so that conflict arises due to conflicts of faith/belief/philosophy. And all of this is important to Vampires, as it up to them to believe what they want so that they can better understand their own place in the world and reconcile their monsterous nature. But, with such tropes so common in Vampire media, why is this such an issue? What was this ST and has players wanting from a game about Vampires? Ah, cool powers, things more darker than the player characters to kill, and some sort of higher calling. They wanted to be dark heroes.

     This left me wondering. Is it bad to think that people are really not running the game as intended by the designers? Now, you can say, and this is fair, that players can run the game the way they like it. It's their game after all. But when you run a game that is so against the grain of the game as it is designed, where many of the important issues of the setting and systems that reinforce those, are made moot by the 'collateral damage' attitude taken in the game, why even bother using that game to run what you want? Why not find something that caters for the action you seek but simulates the Vampires in a more action orientated way? Hell just play Masquerade if you want ancient evils, and forget about whining how Requiem does not have that in the setting? And if that is still not enough why not just make the modifications to the game yourself?All the tools and ideas are there. And failing that do your own research and make up your own setting material.

    I often feel like those that complain the most about the game are those who are too lazy to put in the hard work to make the game their own.

Monday, 5 July 2010

Masquerade to Requiem

???? ?? ??So the third rpg that I ever bought and ran was Vampire: the Masquerade 2nd Edition Revised. It was a revelation to me. Buffy was on TV and Angel had also just started to be shown. I had also just seen the first Blade film. So really the right mix for a geeky 16 year old with goth inclination. Previously I had run Star Wars 2nd Edition revised and D&D Classic 18th edition.

???? ?? ??Vampire blew my mind. First up the ease of the system, compared to D&D, and the similarity to West End Games D6 system. But really it was the setting. Centuries old conspiracies, various variations of undead, and of course all this wrapped up in a dark modern setting. I was hooked.

???? ?? Now lets be honest here. The first Vampire chronicle I ran was filled with cliches. Oh man where to begin. It was set in San Francisco, it played up to every clan stereotype going. There was some Mayan temple. Some form of blood demon. Hey I was 16! I'm allowed blood demons froma Mayan temple near the Golden Gate Bridge!

???? ?? When I finished playing Vampire I started on Mage: the Ascension, and by this point I had gotten out of my system all the typical tropes. Thank the gods! But that is not to say that I forgot about Vampire. I now wanted to run the game set in the UK. And I was also battling the issue of Clan vs Camarilla. I was trying to figure out why the hell a vampire would really always follow the line set by the Clan. Surely the needs of the Camarilla were more important. I was really beginning the question the very heart and soul of the political setup of the game, and the way it had been presented. I wanted more conflict, but my understanding of these things was limited. I guess that is where mage came in with the Traditions and sub Traditions and crafts. I realised that this type of political landscape is what I need in Vampire.

???? ?? ??Then I picked up the Player's Handbook and in there was absolute gold. A section dealt with Clans and it started along the lines of 'You can choose your friends, and not your family'. I think it even gave an example. Such as 'It is the will of Clan Brujah' and the response being 'Yeah what ever. Fuck off!'

???? ?? ??So while I cooked the setting for Vampire Manchester (my Mage chronicle taking place in that setting), and started to think more and more about factions, and factions within factions.

???? ?? ??And then something happened. Gehenna and Vampire: the Requiem.

???? ?? Requiem had me sold with just four things. More factions, less clans, clan bloodlines, no more generation. Finally a setting could be a balance of all these Covenants, and without any being considered the bad guys (something I love hate about Mage: the Ascension by the way). With less Clans clan actually becomes more important as they become larger power blocks, and well formed bloodline rules made bloodlines respected, and feared, rarities.

???? ?? So without much effort my Vampire: Masquerade Manchester setting became a Requiem setting.

???? ??I'm now going to summarise what I like about what Requiem changed.

  • Gothic Punk no more - It was fun to begin with but after a while there is only so much you can take. The mood of the game becomes too much of a joke. Requiem's Modern Gothic better reflects the world we live in now. It's like the difference between watching Batman (Tim Burton), and The Dark Knight (Chris Nolan). Both great but one is more relevant to our times.
  • Covenants - OK I love the Camarilla. I love the Sabbat. But there comes a time where being on one side or the other becomes tiring. The way Requiem did away with that and allowed for cities to be a fine balance of power between 5 (or more) groups, while removing the idea of cities being constantly under siege/at war, made the issues for each city individual. So what if two cities have both got Invictus Princes. The problems facing each are different. One may have a Carthian uprising to deal with while the other in fact needs his Carthian allies, and Lancea Sanctum allies, and Crone allies, and Ordo Dracul allies, to defeat an incursion of VII. In one fell swoop Covenants redrew the scale of the game to local politics, where being a member of a Covenant doesn't mean you have immediate allies half a world away.
  • Clans - Choosing clans was a bitch. So many choices made character generation tiresome. Now you know what you are getting when a player says, 'I'm a Gangrel', is a particular type of vampire. Unlike when a player would being choosing between the quite similar Brujah and Gangrel of Masquerade. But with small numbers of clans comes better roleplaying. Now you cannot just assume all Gangrel are exactly the same. You are encouraged to break the mould and bring something new to the Clan.
  • ??Bloodline rules - Bloodlines are something a player can in fact create or join. Plus a Bloodline is something that can be emphasized in game as part of a character's heritage. In Masquerade the amount of Clans would make Bloodlines seem unimportant.
  • Generation gone - Generation was great. It gave a sense of lineage (some thing that the importance of bloodlines reinstalls). But it also made players slide to the inevitable hungry hippos game of munching on elders, just to score more power. The blood potency rules still allow this, but of course now that you can increase in power without going that route, munching on elders is now a major faux pas, and a wonderful short cut to power, rather than a necessity.
  • Theban Sorcery + Cruac and Coils - I love these things since it adds another layer to Vampiric power. It means you can play character like the old school Tremere with out actually all being the same fucking clan. Once more it removes the need to diablerize just to get the kewl powerz! Instead just join the Covenant you like (or steal from them!)

???? ?? ??Things I miss. The original Vampire: the Dark Ages setting but really, all things considered, you just have to deal with the Crone, Invictus and Lancea Sanctum and their associated internal factions and heresies and pretty much all the clans from Dark Ages can be represented as a Clan/Covenant/Bloodline combo.So there are the things that sold me Requiem. Hope it is of interest.