| the Last Jedi |
mkk im a D&D fan but i would also like to expand my rpg horizon a bit more. and i usualy see vampire hanging around the book store along with the D&D books and i leaf through it, but i dont quite understand it. i know its in a mondern setting but whats the point behind it, what the combat like, and how could i make it interesting for my group who isnt a huge fan of RPing like i am. and for that matter could any one give me some info on werewolf as well please
| Valegrim |
Well, I dont know the newest ed; but consider that their are several races; ie vamps; weres, fey; mages, ect. and each are broken into several factions. Some of these factions could be considered good; and some could be considered evil and they war against each other. The game gives a world view and a short view from the players faction about most of the other factions.
Consider that many factions from one race have allies, though often they are not open about it; with other racial factions; and they also have blood enemies with diameterically opposed factions.
so; basically this is a very political game, sure, you hear lots of people talk about how tuff their character is, but while there do exist some real combat monsters in the game; much of the player concepts and magic is much more subtle.
Thing people fight about; ok; I mostly know the weres and the faire courts and dont know the new ed and what they have changed; but I heard it is horrible and a lot of peeps still play the old edition as they have not yet run out of stories.
nice thing about this game; is that you can play all of once race or you can have mixed groups if your a bit careful. This way you can make a very strong group that can both fight; solve riddles and enigmas, influence npc groups and designs, or just hide and stab out from the shadows; it is all in the game.
One prime feature of the game is that the world really is going to hell in a handbag - and fast. You can either play to push it over the brink or try to save it; or just try to build power playing each side off against the other.
Also, a lot more people dress up for WOD games and make it an event than they do for D&D games; this helps get people into character and really build at atmosphere for the game.
| crashmurdoch |
http://en.wikipedia.org/wiki/Werewolf:_The_Forsaken
http://en.wikipedia.org/wiki/Vampire_the_Requiem
The newer World of Darkness is a completely different spin from the first World of Darkness. There are some similarities, enough to make veteran's say "Hey that's like this in the old version" but not so much as to alienate new players.
I've spoken to the White Wolf folks at Gen Con SoCal, and the person I spoke to basically said that the new systems are all about shades of grey, that is, not being able to tell who is exactly right, and who is exactly wrong. This is especially true of the new Werewolf game, which steps away from the nature vs Corruption theme and adds a newer "Us versus them" theme.
They've also done a lot to get rid of the "Fantasy Roleplay" aspects of the game. I.E. no more Vampire modules that are basically a dungeon crawl.
| the Last Jedi |
Thanks for you help. but when i looked up the info. on vampire on wiki., it said that the got rid of the clan wars. so would that make this a more diplomatic game were there would be long sessions of talking instead of fighting, and would that make fighting few and far between. I would sure love to take part in a good urban vampire war, but in the new system it seems they got rid of that element. The Werewolf Wiki. explained a little more and so far im liking it better, it reminds me alot of the bleach anime.
Fatespinner
RPG Superstar 2013 Top 32
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Thanks for you help. but when i looked up the info. on vampire on wiki., it said that the got rid of the clan wars. so would that make this a more diplomatic game were there would be long sessions of talking instead of fighting, and would that make fighting few and far between. I would sure love to take part in a good urban vampire war, but in the new system it seems they got rid of that element. The Werewolf Wiki. explained a little more and so far im liking it better, it reminds me alot of the bleach anime.
Yes, the new Vampire system got rid of the Camarilla and the Sabbat, the two vampiric powerhouse factions that were constantly at each others' throats. Instead, it's been replaced with the five Covenants and their scheming and maneuvering to secure territory and prestige for themselves. The new Vampire is definitely a more political game, but that doesn't mean that there's no combat. Especially if you work the plot so that the in-fighting between Covenants isn't taking center stage. What if the plot centers around a group of vampire hunters who have come to town? Where did they come from? Why are they here? How much do they know? Your PCs will certainly have all kinds of fun thrashing hunters... until they find one that seems to be more than meets the eye! Is he a rival vampire who's taking revenge? A powerful Mage? It's all up to you!
| Teiflingman |
the Last Jedi wrote:Thanks for you help. but when i looked up the info. on vampire on wiki., it said that the got rid of the clan wars. so would that make this a more diplomatic game were there would be long sessions of talking instead of fighting, and would that make fighting few and far between. I would sure love to take part in a good urban vampire war, but in the new system it seems they got rid of that element. The Werewolf Wiki. explained a little more and so far im liking it better, it reminds me alot of the bleach anime.Yes, the new Vampire system got rid of the Camarilla and the Sabbat, the two vampiric powerhouse factions that were constantly at each others' throats. Instead, it's been replaced with the five Covenants and their scheming and maneuvering to secure territory and prestige for themselves. The new Vampire is definitely a more political game, but that doesn't mean that there's no combat. Especially if you work the plot so that the in-fighting between Covenants isn't taking center stage. What if the plot centers around a group of vampire hunters who have come to town? Where did they come from? Why are they here? How much do they know? Your PCs will certainly have all kinds of fun thrashing hunters... until they find one that seems to be more than meets the eye! Is he a rival vampire who's taking revenge? A powerful Mage? It's all up to you!
WOW now i like that, sounds more.....hmm subtle, nice ive also been taking a look at changeling ive read about it, but what are some player reviews,and would it be difficult to run a cross species group of vampire werewolf and changeling ?
Fatespinner
RPG Superstar 2013 Top 32
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Changeling is really cool (I haven't played it yet, but I've read the book) but it's a lot of information to take in. Vampire and Werewolf don't require a whole lot of detailed reading to get the general feel of the game right. Changeling and Mage (haven't tried Promethean yet, not really interested) require a bit of a delicate touch (and a lot of reading).
As for mixed groups, yes! The new World of Darkness fully supports mixed groups of supernatural creatures. You can have Werewolves and Vampires playing side-by-side and there's no reason it can't work. The only advice I would give you is this: Beware of mixing vampires with other types of creatures. Vampires cannot operate during the daytime, which means that your vampire players will likely miss out on a lot of scenes.
I'm currently running a mixed game of Werewolves and Mages on the weekends for my friends and it's working pretty well.
| Valegrim |
yeah, changling is great; the versitility of playable character races and the theme for them is really cool and very playable; from noble Trolls, probably the tuffest combatants in the sytem; to wild and crazy pooka; Changling the Dreaming is cool. ok; sure I know that mummies are the tuffest all out things in the game, but really, they should not be a player class. Another nice thing about changeling; is that it can be very helpful to tie other groups to an adventure since they deal with just about everyone; so you can have some changlings on a mission that bring in some lupus and vamps to help out and play peacemaker when needed; lupus like Children of Gaia and Fionna will work with Fey and most Glasswalkers will too; not to sure about the vamps; but Glasswalkers had nonaggression deals with a few vamp factions; heard this all changed in the new game; but the new game version doesnt sound to interesting; most of my friends are treating it like D&D 4e; read it; leave it.
| crashmurdoch |
If you are interested in running a mixed game I suggest you take a look at the Chicago supliment. It covers the city from all three angles (Mage, Werewolf, Vampire) and has all the info on how the various factions get along, and where the fighting is taking place.
If your party likes to fight in RPGs I would probably suggest Werewolf. If you have devious plotters who take over thieves guilds in your D&D campaign, I would suggest Vampire.
Benoist Poiré
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mkk I'm a D&D fan but i would also like to expand my rpg horizon a bit more. and i usually see vampire hanging around the book store along with the D&D books and i leaf through it, but i don't quite understand it. i know it's in a modern setting but what's the point behind it, what's the combat like, and how could i make it interesting for my group who isn't a huge fan of RPing like i am. and for that matter could any one give me some info on werewolf as well please
The combat is fast and deadly. It's a secondary point of most, if not all, of the World of Darkness games though.
I guess the main point lies within the title of the game: Vampire: The Requiem. It's about playing a mortal who became a Vampire. It's about turning the tables around compared to D&D. It's about playing the monster, or at least, a guy cursed to become, sooner or later, a true monster. It's about surviving the plots of other vampires (or worse) who want to control, manipulate or kill you. It's a game of influence, backstabbing, politics and self-discovery (for the character at least).
Now, if you would like to try a WoD game but your group is more into the action side of things, then Werewolf: The Forsaken is probably the way to go. Werewolves are sort of half-spirit, and half-human. They are the guardians of the barrier between the world of spirits and the "real" world. They are keeping one from crossing over to the other. They are policing spirits, keeping mortals from altering the spirit plane, and so on. They are also forsaken beings because their ancestors sacrificed their father, Father Wolf. They are opposed to the "Pure Tribes", the werewolves who had no part in this sacrifice. There's plenty of stuff going on in Werewolf, and potential for great epic games.
Fatespinner
RPG Superstar 2013 Top 32
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The combat is fast and deadly. It's a secondary point of most, if not all, of the World of Darkness games though.
I will echo this statement. If your players are especially bloodthirsty and combat-happy, this system could be a blessing or a curse.
Pros:
- Combat rolls are simple and easy to manage.
- Combat is fast and furious, like it should be.
- You can potentially end someone in a single lucky shot, no matter how tough they are (if you've got some serious hitting power).
Cons:
- Combat mechanics are very simple, leaving a lot of the description to the ST(GM). This is not a bad thing for me, IMO, but if you have combat monkeys who love to trip/disarm/tackle/etc., the system isn't really geared for it like D&D is.
- Combat is over very quickly, usually 3 rounds or less unless one or more combatants are especially tough (or capable of healing).
- The one-hit kill door swings both ways. A PC can be brought low by a single lucky shot.
| Grimcleaver |
Here's the very basics of Vampire and Werewolf (the above posts were at times a bit heavy, so I thought I'd chip in--granted my knowledge of the new game is somewhat fragmented and minimal compared with the old).
Vampire--
You play vampires in a darker horror version of our world. Predatory and instinctive, but social, vampires are driven by necessity to hide their existance from the world, an instinct enforced by the vampire lords (Princes) of various cities. A lot of the action is between more sedate, traditional vampires trying to hunt down crazy rogue vampires threatening the peace--or younger rebel vampires looking for some freedom and representation, yet constantly trying to avoid ending up a pawn of some dusty elder vampire. There are crazy groups of "evil" vampires--especially a terrorist group called VII. Also a lot of the vampire societies either don't get or else actively oppose each other. For example there's an organization started by the Roman centurian who became a vampire after stabbing Christ with the holy lance--who are all about converting all vampires to christian values or destroying them. Another was started by Dracula, detailing ways a vampire can evolve beyond human or monster to something greater. Needless to say they all fight plenty. On top of that you have conflicts with other supernaturals, ghosts, spirits, and of course mortal authorities.
Werewolf--
Same setting but you play werewolves, but not just any werewolves, a group of renegades responsible for the slaughter of their god the Father Wolf. Most other werecreatures hunt you endlessly and your existance is pretty pitiable, since most of the forsaken tend to feel pretty bad about what they've done and are forced to live spartan rootless lifestyles. There's a different type of werewolf depending on what phase of the moon you first changed under that determines if you're a sneaky scout/ninja type, a mystic, a judge, a burly buttkicker or whatever. Mostly the fighting here is trying to band together and survive against the pure ones, the werecreatures who didn't betray their god and who are coming to rend you to death. There's not as much infighing as in vampire and a lot more sense of common cause since there's not many forsaken werewolves and the world is a warzone for them in a big jyhad looking to see them all dead. Lots of reason to team up. Though there's still plenty of fighting with other supernaturals and normal folks too.
Hope that helps.
| Teiflingman |
Here's the very basics of Vampire and Werewolf (the above posts were at times a bit heavy, so I thought I'd chip in--granted my knowledge of the new game is somewhat fragmented and minimal compared with the old).
Vampire--
You play vampires in a darker horror version of our world. Predatory and instinctive, but social, vampires are driven by necessity to hide their existance from the world, an instinct enforced by the vampire lords (Princes) of various cities. A lot of the action is between more sedate, traditional vampires trying to hunt down crazy rogue vampires threatening the peace--or younger rebel vampires looking for some freedom and representation, yet constantly trying to avoid ending up a pawn of some dusty elder vampire. There are crazy groups of "evil" vampires--especially a terrorist group called VII. Also a lot of the vampire societies either don't get or else actively oppose each other. For example there's an organization started by the Roman centurian who became a vampire after stabbing Christ with the holy lance--who are all about converting all vampires to christian values or destroying them. Another was started by Dracula, detailing ways a vampire can evolve beyond human or monster to something greater. Needless to say they all fight plenty. On top of that you have conflicts with other supernaturals, ghosts, spirits, and of course mortal authorities.Werewolf--
Same setting but you play werewolves, but not just any werewolves, a group of renegades responsible for the slaughter of their god the Father Wolf. Most other werecreatures hunt you endlessly and your existance is pretty pitiable, since most of the forsaken tend to feel pretty bad about what they've done and are forced to live spartan rootless lifestyles. There's a different type of werewolf depending on what phase of the moon you first changed under that determines if you're a sneaky scout/ninja type, a mystic, a judge, a burly buttkicker or whatever. Mostly the fighting here is trying to band together and survive against the...
why yes yes it did thanks you very much. mmk i understand that does any one have any insight to Changleing: the lost because i have a feeling my friends will choose vamp. but im leaning more towerd werewolf or changleling. (and yes it will be a mixed group)
| Grimcleaver |
Changeling, huh? Well here's the short version:
Changelings are humans kidnapped by the ultrapowerful and mysterious fey and made to serve as their playthings in their home, Arcadia--but who have somehow returned from their imprisonment through a mystic barrier called the Thorns. Though they have returned, their time in Arcadia has altered them, making them not quite human anymore though not entirely fae either. Because of this, they tend to form courts and interact with each other more than their former mortal peers. Meanwhile they have to keep on the run from the various agents of the fey sent out to collect them.
Each changeling is individual, though each falls into one of a number of broad categories. Beasts have picked up animal traits (Bottom from Midsummer Night's dream, Beast from Beauty and the Beast); Elementals have picked up characteristics of some physical element like fire or earth; Wizened are the gnome/hobbit/dwarf types who look elderly and somewhat less, often in height than before; Ogres have become hulking brutes with nasty dispositions; Fairest are the achingly beautiful sidhe/elven types; Darklings are creepy, slinky black gothy ones who speak in whispers and look a bit gauzy and unreal like the creepy girls from asian cinema (The Grudge, The Ring, etc)
Most combat for changelings involve conflicts with the agents of their former owners sent to get them, usually changeling bounty hunters called privateers or the loyalists who are more like deep cover moles in changeling society. There are also fetches, basically magical automatons that take over the lives of the abducted humans. Hobgoblins are mythical creatures that seem native to the Thorns, things like manticores and other Monster Manual type critters that sometimes cause problems. Likewise the soulless are changelings who become truely lost on their way through the thorns, losing all of their human essence and becoming almost utterly alien--often becoming serial killers or other unsavory types.
| Grimcleaver |
Well heck I don't even use battlemaps and minis for D&D! Mostly it depends on your Storyteller though. I mean such things can be had. Vampire produced a line of cool vampire figures and certainly there are awesome werewolves and fey out there to be had.
Mostly though it's just evocative imagery and good description of your surroundings and what's happening. If anything I would say it's a good deal more fluid than a typical game of module style D&D, since there's really no set list of attack or defense manuvers. It's not like cleaving and bull rushing and tripping and charging. Things are a bit looser and more cinematic and you can pretty much do what you want so long as your character seems to have the ability and the dice pan it out. Then again, that's not too far off from how I run D&D. I would say this. In D&D you're likely to be penalized by a DM for describing what you're doing in a stylish way, in that such things often get called shot penalties or whatnot. In White Wolf, a lot of storytellers will reward things that seem cool or that are clever with some bonus dice or some nifty added effect.
On the other hand where D&D is very precise, White Wolf tends to be kind of murky, and you're much more at the whim of your Storyteller. In D&D it's pretty cut and dried. You're either enough squares away to do a charge or you aren't. If you're fighting two handed but don't have the feats you know what your penalties are. In White Wolf a lot of that is written in some table in some book somewhere, but as often as not the Storyteller just tries to adjudicate it as fairly as possible to keep the action flowing. It tends to be a lot more theatrical and dramatic, but the loss is some precision and security.
But yeah, on the whole there's a lot less maps and things. A whole lot less.
| swirler |
the thing about the new WOD stuff is, it's more of a "toolkit" than the old system, which was more metaplot.
You can basically make the game what you want it to be. The chroniclers guide for VTR has several ideas for different styles of game
like if yuou want a down n dirty more combat game its possible.
wod has forums and some of the people there are nice and helpfull, though like anywhere, some are not
| the Last Jedi |
Alright ive been looking at some dowladable game demo's on the White Wolf website, and werewolves who untill now were like allmost my choice, between that and a changleling. but looking at it they can change there forms, which grants them strength, etc. BUT during human form there arent that special. they dont have cool super human speed, and it doesnt say much about there strength. Vamps have celericy, vigor etc. werewolves are seeming to pale in comparoson to power and abilities. Dont get me wrong i love werewolves but i want to feel like i have awsome powers as well. am i missing some thing or over looking some detail that makes werewolves awsome ???
Fatespinner
RPG Superstar 2013 Top 32
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Alright ive been looking at some dowladable game demo's on the White Wolf website, and werewolves who untill now were like allmost my choice, between that and a changleling. but looking at it they can change there forms, which grants them strength, etc. BUT during human form there arent that special. they dont have cool super human speed, and it doesnt say much about there strength. Vamps have celericy, vigor etc. werewolves are seeming to pale in comparoson to power and abilities. Dont get me wrong i love werewolves but i want to feel like i have awsome powers as well. am i missing some thing or over looking some detail that makes werewolves awsome ???
Werewolves have Gifts which allow them to do all sorts of stuff: Turn invisible, kill all the electricity in an area, speak with ghosts, pop in and out of the spirit world, turn their teeth into silver, etc. etc. etc.
They can do plenty of stuff.
| Grimcleaver |
I think they're atoning for a lot of the sins of the past edition, in which werewolves were power inflated like crazy. Time was they could heal a health level a round just naturally, could spend rage (which they'd get for simple things like getting hurt or offended...or whatever) to get a free extra action per point at will. They could partially transform too so they could be a human with massive kill claws. Oh and all the damage they did in hand to hand was aggravatied (ie. unhealable) damage. Then they also got gifts, by breed (human, wolf, or crinos though this latter were forbidden mutant types), by tribe (which were a bunch of groups, like vampire clans with names like the Silverfangs or the Red Talons and their own special power lists) and yet more powers from their moon phase as they do today. Yarg. Then certain packs could get a totem background which gave them an animal totem which granted their whole PC group with yet MORE powers. I think most White Wolf players resented werewolves all to crud, hence their power cutback this time around.
Fatespinner
RPG Superstar 2013 Top 32
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I think they're atoning for a lot of the sins of the past edition, in which werewolves were power inflated like crazy....I think most White Wolf players resented werewolves all to crud, hence their power cutback this time around.
I couldn't agree more. Werewolves were pretty much the end-all, be-all badasses of the old World of Darkness. I'm glad they've been brought down a peg while still being pretty formidable opponents.
| Valegrim |
yeah, except for trolls built as combat monsters; nothing could really stand up to a werewolf and pack would just rip things to pieces; really pissed of a lot of combat built vamps that a non combat built werewolf could easily rip them to pieces. For all their combat power; there were lots of things that brought grief to werewolf players; and I dont just mean Black Spiral Dancers (who were exceptionally vile werewolves that all weres sought to kill on sight) so I was always curious why kind of enemies vamps and other books player types faces and what they would do against things that quite often rip werewolves to pieces; after all, werewolves were losing there war so I am not so sure that they should have been gimped and Mummies are by far, head and shoulders above every other thing in power level; I would not even let a pc play one written as they were; I played in a group with one and there was very little for we other players, four weres (two wolves, one werespider, one werecrock) and 3 vamps, and 3 changlings, to do.
I dont know all the player choices for the game; but werespiders are probably the most survivable and hardest to kill things in the game with that swarm ability they have which lets them break into a massive horde of little spiders that they can send out every direction and if any of those little buggers survives, the werespider survives and reforms.
| Valegrim |
yeah, back in the day the werewolves killed off many of the other weres, but I think like 8 of them still exist, though they dont like the wolves for obvious reasons; bears for certain hehe, if you think that wolves are tuff, then bears make us look bad, I do think foxes exits; spiders for sure, I dont have that book so I can't just look it up for you; I think if not foxes, then coyotes, and i am pretty sure there are aligators, I just dont know the rest; sorry, but there was a whole book devoted to other weres.
| the DZA |
could they hold there own ??
and do you know the source book i could possibly buy it and adapt it to the new rules
there were many other shapeshifters in W:tA. the Hengeyokai are from the book Hengeyokai: Shifters of the East. i have the book but it's packed. i think it had some general notes on shifters in the East and how the other groups of shifters were represented.
as far as holding there own, they were meant to be more like tricksters than warriors. if you're going toe to toe with a Gurahl (werebear) or a Garou you'll probably get your @$$ kicked. they could be fun, however, if you play in the more standard White Wolf campaign of group politics and ROLE-playing.
the other groups are as follows:
Ananasi (werespiders)
Bastet (werecats)
Corax (werebirds)
Gurahl (werebears)
Mokole (werereptiles) more than mere alligators
Nagah (weresnakes? i think)
Nuwisha (werecoyotes)
Ratkin (obvious)
Rokea (weresharks)
in classic White Wolf fashion, each of these groups had their own divisions of tribes or clans or what have you. Bastet could be jaguars, lions, tigers, and the like. Mokole had a special hybrid form unique to each person that combined memory traits of the ancient dragons (dinosaurs). so on, ad nauseum.
most of the groups had a tribebook titled as their name. i'm sure you could find them on ebay using these names. or as a downloadable file somewhere.
happy hunting.
| Grimcleaver |
I think in the new game most of the non-wolf types are from the pure tribes, which tend to be more of an NPCish group from what I understand. This is not to say however that a tolerant storyteller couldn't reverse engineer the antagonist listings to come up with some rules for playing them.
The biggest trouble with just porting in stuff from the old edition is that so much of the power scale has been shifted. Something relatively weak-sauce by werewolf standards in the old game might be hideously more powerful than the norm in the new game. Still if you got a hold of the old book and had a sit down with your Storyteller to work things out he might accomodate you (or he might get a migrane and tell you to play something baseline).
All in all I'd say it's about like trying to play a troll PC in D&D. Some DM's won't bat an eyelash and will just let you have at it. Some will give you some hammered out monster class from the Savage Humanoids book or hit you with the heavy ECL hammer. Some will stare at you crazy-eyed like you just killed their dog. It just depends.
Fatespinner
RPG Superstar 2013 Top 32
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I haven't seen anything in the nWoD that supports the idea of other werecreatures and, honestly, it would be pretty insanely difficult to rework the old ones into something functional simply because the mechanics and power balance of the nWoD are completely different from the oWoD. I mean, I'm sure it could be done, but it would require at least a few weeks dedicated to playtesting before you found a balance.
Then there's the problem of figuring out where these "new" creatures fit into the politics and history of the setting.
| Valegrim |
lol, would that be a D&D troll or a WOD Troll; I would like to play anything; every game I join get started all fired up; but then the GM has a crisis or something and the game goes into limbo, not the cool d&d setting limbo either, sigh.
If I remember right; those fox/coyote weres were not terrible combat guys, but heck; you can't ever find them if they dont want to be found cause they have all kinds of stuff to mislead you and stuff; like was stated; they are tricksters augmented by mysticism.
| swirler |
I think in the new game most of the non-wolf types are from the pure tribes, which tend to be more of an NPCish group from what I understand.
unless something new has come out Skinchangers was the only nod to non-wolf shapeshifters. I havent paid much attention to wod in the last several months, except checking out Changling some. Basically last I heard, as far as new wod, the Uratha Z(werewolves) are it. No other true shifter races. Skin changers gives some other options. I have it, and have read it, but I cant remember much from it atm except for "Patches". Yeah, thanks Jess Hartley for that memory burned into my brain.
| Teiflingman |
The book hasnt come out yet i was snooping around the white wolf fourms and some guy was complaining about it. But aparently its pretty much the same thing exept adapted for the Forsaken setting. Im not to sure though how it will work out, even though i didnt play Apocolypse it seemed that there was more of a chaotic feel to it. So that would be pretty easy to insert that kinda thing into it. Im not to sure how there going to make them playable to fit in with the forsaken mythos though.
| ZioKai |
Yes the nWoD is great. I never played the oWoD, but have read some of the books and gotten a great overview of the oWoD game.
Vampire - mostly a social game unless other supernaturals are around and making themselves noticed otherwise they just turn on each other to found out who can rule the rost for the longest.
Werewolf - good teamwork combat based game. If your group gets along well then this is the game for them.
Mage - very mental. metaphors everyway and esotric meaningss are ripe within in all things mage: the awakening. If the group doesn't like to think or be challenged with a vast swiping mystery that has far reaching implications and the whole 'victory but at what cost' theme then this game could be a bet of a let down.
Promethean - I have read some, but not a lot of this forth game within WoD. However what I have read is somewhat troubling. The ability to make uber-combat monkey PC's in this game is somewhat problematic to me, but I must not completely judge it for I have not read it through and through like the other three above.
Changeling - Magnificant. Thats it. Numerous character creation options and back story potential here. The combat and social aspect of the game are equally played in this fifth installment. It is by far the best that White Wolf has come with yet within the new WoD.
| the Last Jedi |
I've got some questions about mixed groups that include Werewolfs. First off im going to be the only were in the party of 2 vamps a changeling and myself, soooo how would i be able to form the pack bond would i make the vamps and changelings my pack and indulge in the blood Talon tribes ( thats the tribe i choose) polotics and use them as a big factor with my chracter role playing relations. Or would i have to sit down with the ST to make an NPC pack that i would go to if in trouble etc. Also would a lone werewolf in the pack be able to aquire a totem, and territory for that matter ??
Thanks
| Valegrim |
Well, werewolf is not all about combat; I played for quite a long time in a pack of pure werewolves and we did a whole lot of time doing detective work; tracking down leads, interacting with the elders; and such; lot of time talking to various movers and shakers in the world trying to get a clue. Fights, while not rare, where usually just a few skirmishes until we would raid the Pentax lair or something which would always have a big climatic fight. Thus, I think it has a whole lot of non combat interaction. Were's are much more than just Gias raging soldiers of butt kicking; well, except for the Get of Fenris; they really dont do much more than kick butt; and the Red Talons are so feral they are not worth talking to and dont really join packs of non lupus without a really good reason.
Fatespinner
RPG Superstar 2013 Top 32
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I've got some questions about mixed groups that include Werewolfs. First off im going to be the only were in the party of 2 vamps a changeling and myself, soooo how would i be able to form the pack bond would i make the vamps and changelings my pack and indulge in the blood Talon tribes ( thats the tribe i choose) polotics and use them as a big factor with my chracter role playing relations. Or would i have to sit down with the ST to make an NPC pack that i would go to if in trouble etc. Also would a lone werewolf in the pack be able to aquire a totem, and territory for that matter ??
Thanks
I don't think you can actually form pack bonds with non-werewolves. Spirits are the driving force behind those bonds and most of them don't tend to appreciate 'outsiders.' If you're playing with a mixed group, in my experience, you're pretty much resigned to being a loner without a pack. I don't know off-hand if a lone wolf can pick up a totem or not, but you could probably earn territory. You'd have to work really hard to keep that territory, though, because you'll have rival packs who want to take it from you. I don't see any reason why your vampire and changeling buddies couldn't help you with that part of it, though. It might be that your character gains a reputation as being allied with these creatures and thus nobody wants to mess with you.
| the Last Jedi |
thanks guys your alot more supportive than the white-wolf fourms, but i recently bought changeling to make a beastkin (similar to werewolf in a way....well not really) and every thing was going great story was really good and character creation was great UNTIL i got to the contracts, after reading them my blood ran cold, they are so underpowered as a race. i mean there contracts really only pertain to a savy thief like character. There lists are horrible for the contracts, ive allready decided to go return it and exchange it for vampire. but some one in the white wolf foums said it would be difficult to gain a locus, and i do agree. he said it would most likely be a weak one 1-2 essence. but thanks to fate spinner he opened my eyes to, hey if i found a decent locus my vampire buddies could help me protect it. I also have one last question, since im going to be the only werewolf, should i make a ghost wolf, would the tribes shun me for being allies with vampires and not seeking out a pack of my own.But instead makeing my vampire buddies my pack...in a sence?
sorry i lied THIS is the last question. since the weres setting is dominant aroung spirits, would vampires be able to percive them and help me fight them as well. i know they cant enter the shadow realm but could they aid me in spirit butt kicking back up ?
Fatespinner
RPG Superstar 2013 Top 32
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I also have one last question, since im going to be the only werewolf, should i make a ghost wolf, would the tribes shun me for being allies with vampires and not seeking out a pack of my own.But instead makeing my vampire buddies my pack...in a sence?
sorry i lied THIS is the last question. since the weres setting is dominant aroung spirits, would vampires be able to percive them and help me fight them as well. i know they cant enter the shadow realm but could they aid me in spirit butt kicking back up ?
The tribes wouldn't necessarily shun you, but you would probably have a hard time earning any of their trust due to your affiliations with vampires. Ghost Wolf would make the most logical sense.
As for vampires as spirits, there are not any powers I'm currently aware of that allow vampires to see or interact with spirits. There may be some werewolf gift that allows them to grant sight to others, but I'm not sure off the top of my head. A werewolf could always choose to pull his vampire buddies into the spirit world at a locus, just like he could with anybody else.
Personally, I don't think Changelings are 'underpowered' per se, but they are not the most suitable combat characters, certainly. Many of the benefits of being a changeling lie in the fact that you can perform many of your Contracts without needing to spend any Glamour (based on the 'Catch' for each power). Changelings also make really good 'bad guys' because of how sneaky and tricky they can be.
As for playing a Gangrel to get along better with your vampire buddies, mixed games are inherently more complex than non-mixed ones. If your group hasn't played White Wolf before, keep it simple and have everyone stick to the same type of critter (vamp, were, mage, whatever).