Is there anyone here who would at least be willing to consider STing a request? This one has gotten a fair number of players interested, but so far no-one has shown any interest in running it...
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Is there anyone here who would at least be willing to consider STing a request? This one has gotten a fair number of players interested, but so far no-one has shown any interest in running it...
Volley ball, video games and differing opinions are natural laws? Science can use these to divine the workings of the universe? Try again.
I do actually. He was last chastising me for mistaking weak nuclear force for being an operable component of Forces 3, when it's not really a factor of inertia as such at all. But sure! I'm always one for a challenge. I'll bring it up when I can.Quote:
Talk to an actual scientist at some point, seriously.
"just because they made the system and the world in it doesn't mean their statements hold weight because I have semantic opinions"? Really? Sure.Quote:
Just because WW doesn't know how the premise operates doesn't mean it operates like they think it does. Within the confines of the nWoD, Fae Contracts are as much a part of natural law as gravity.
Science as you know it has no bearing on literary points which aren't rooted in science. And everything you've been declaring science has been pedantry and sophistry. Science is the Intellectual and practical Activity encompassing the systematic Study of the structure and behavior of the practical and natural world through observation and experimentation. It is also the body of knowledge achieved thereby.Quote:
Learn how science works. Or just keep declaring points for yourself based on incomplete understanding, it doesn't make a difference to me.
Scientific application within the setting points to Fae contracts not being natural phenomena; despite the mechanics always manifesting in the end in a similar fashion within the confines of dice, each contract is personal, and an explicit exception to the laws of nature. Using the meta level understanding of, say, all two dots contracts of mirror granting the same +3 bonus as justification for contracts being natural laws (which is dumb anyway; they are systemic functions enacted by use of laws, except they are laws which can be, unlike natural laws as science understands and defines them, broken) is functionally the same as saying guns, knives and matches are all the same because they all inflict 1L damage when you're grazed.
Seriously. The defining points of the universe say "this is supernatural". Decrying them as wrong because that doesn't match reality – along with, according to your own belief, vampires, werewolves, fae and wizards – is hypocritical to the point of absurdity. "I don't consider them supernatural because of questions inherent to te definition of supernatural" is a valid opinion, sure. It's not fact though.
False equivalency. I'm not declaring the existence of such a teapot vociferously as though it were fact and you were dumb to doubt me.Quote:
I'll get right on that, right after you prove there isn't a teapot orbiting the earth that is too small for our current telescopes to pick up.
*shrug* I don't discuss religion on the forum. But you'll note that unlike all these examples, the flat earth has conclusive proof one way, instead of just an absence of proof for the opposite.Quote:
There's no evidence for leprechauns, unicorns, vampires, mages, werewolves, or anything else generally referred to as 'supernatural' RL, so there's no reason to believe they exist.
FYI: The Kickstarter for the Deluxe Edition of Mummy: The Curse is now live. The game itself is hopefully soon to follow. :)
Ah, I see. Thanks just the same for the link!
The Kickstarter says it'll still be a few months after the closing. With the generally portentous events that have followed this project, I expect that the campaign closing will be followed by a single backer-only update reading "IT IS DONE 3-13-13," and then the Onyx Path website will be completely replaced with a countdown timer. We were fools to give them our money, fools to buy into their promises of a game where you become immortal and all-powerful, fools to believe that we would still be of any use to them once their project was complete...
It will be a few months for the deluxe copies. PDF and POD versions will be available well before then.
I have a question World of Darkness related.
Or, more specifically, vampire related.
How do you people run your games without making them at worst, incredibly bleak? My problem is that the source material seems to lend itself very well to Bleak: The Angstening, which is difficult to play for long.
And where could I go or read or scoop around to discover good ideas for plots and tales?
Its whats the game is meant to be about. Your a monster, either fighting a slowly losing battle to keep hold of your humanity, or you gave up an embraced the beast long ago.
If you want to remove that, custom roads help. Allow your players to come up with their own based on their character concept so you don't have to worry too much about degeneration. Apart from that, just change the Camarilla's attitude. Make the infighting less resource consuming, and have vampire elders and princes be genuinely interested in developing their domains social and economically. You can have it as a mark as status, or it could just mean they can better finance your longterm plans. Not sure how much of the angst you want to remove. Is that enough?
New or Old?
Old Vamp...the bleak angst is pretty much most of the point in the game's theme and the entire metaplot, so it's more work there.
New Vamp, being more sandboxy, has a lot more freedom for de-angstification, but can be more work without a setting to build from.
*Raises eyebrow, and cocks head inquisitively*
Might you elaborate on that, please? I've been considering which book to get next, and that sounds like it could be something that I wouldn't particularly enjoy having to deal with, so it would be good to know more about what you mean.
Vampires, because of the state of their souls (dead), are unable to truly feel emotions. At best, they can feel echoes of the emotions they once felt while alive. A vampire might see a girl he had a crush on, or someone that reminds her of the husband who died decades ago, and feel some pang of "love," but it is only an echo of the love that vampire felt while alive. They are static creatures, unable to experience new emotions, just as they are principally unable to change their bodies. The exceptions are rage and fear, because the Beast gives them these. That is why the Dead Julii made a deal with the Strix to gain the Beast, that all Kindred might have some motivation in their eternal Requiems.
Don't tell the Sin-Eaters that.
This discussion does raise an issue that I've been wondering about for a while with Vampire. Even if you do without the "woe is me what have I become" angst, you're left with the fact that you're playing a character who is a parasite on human society, everybody in Vampire society is a hateful and backstabbing **** towards each other and are pathologically incapable of being otherwise, and you're an emotionally muted sociopath.
Where, exactly, does this get fun?
Mage appeals to me a lot more because mages have positive, grand-scale long term plans (and appropriately grand-scale screw-ups). Geist appeals to me because it's sort of inherently light ("I'm not dead and I have freaky powers? Sweet!"). Not to mention I like their powersets more from a mechanics perspective.
Mage has a lot of dark potential, and Geist far more, but yeah. If you don't like Byzantine politics, or horror, I'm not sure what all is in Vampire for you.
Eh. You start with Humanity 7. Lose the I have no soul and I must scream angle and you're doing okay in that regard, at least.
So we're getting both DC and Rio for Mummy which is exciting. I am actually really looking forward to Mummy, I think it may turn out to be my favorite splat yet by the way things are sounding.
FYI, the Kickstarter for the deluxe version of Mummy: The Curse, the latest and greatest New World of Darkness game, is down to its last 30 hours. If you might be interested in the full color version with all the deluxe features and free bonus material, but not have not ordered yet, now would be the time. :)
Ok, I have a question for any of you guys who are familiar with high-level Geist powers. I will soon be acquiring Marionette 5, and in particular Stillness Marionette 5. My question is regarding the Skills the zombie has. The book never explicitly says anything about Skills, though at earlier levels it implies that it uses the Sin-Eater's Mental and Social Skills (since the Sin-Eater controls it completely). But it never says anything helpful about Physical Skills, or what skills the semi-sentient super-zombie has.
My assumption would be that it has no Mental or Social skills. It can't make any Mental skill rolls if the Sin-Eater is controlling it (Marionette 1-4), and even at Marionette 5, it's still only quasi-sentient, which presumably isn't good enough to perform Mental tasks. Social skills would seem to fall under the same rule, with the additional note that Intimidation rolls get a bonus equal to the activation successes. It's visibly a rotting corpse - why are you trying to make it do anything social anyway? A Humanity 1 vampire is still more human in appearance than that thing.
As for Physical skills... That one I'm not so sure about. The text for Marionette 4 says that the zombie has the same Physical traits it had in life, less 1 dot from each for every 6 months of decay to a minimum of 1. Because they specifically used the word "traits," as opposed to Attributes or Skills, I believe they mean that a zombie raised this way has both the Physical attributes and Physical skills it possessed in life, less the penalty for decay. I think there's a sidebar on zombies elsewhere in the book; let me go check that and see what it says.
Good point, Intimidate is really the only Social or Mental Skill that a zombie could really need. Though it is worth pointing out that while the zombie can't have a Presence or Manipulation higher than 1, there is no such cap on Mental Attributes. So it is possible for it to have, say, 5 Intelligence.
Which actually brings me to another point: what do you think the cap is on raising your zombie's attributes?
At Marionette 4, it's two higher than the zombie's lowest trait. If you raise a zombie that only has 1 Dex, you can't raise any of its stats higher than 3. As for Marionette 5, I believe the upper limit is 5 dots in each attribute, same as for anyone with a Power Stat of less than 6 or without a Power Stat to begin with.
Is it bad that I'm picturing zombie!Michael Jackson and his zombie army recreating the Beat It video now?