
Tinkergoth |

Honestly I've never disliked any of the OWoD stuff.
I just really really really hated the way people played it.
Their was angst and hoplelessness, and then there was people who tried to act angsty and hopeless. Or act like Malkavians. Badly.
But I don't get that with Exalted. I love playing with old exalted players because they are constantly pushing the envelope on s*!$ they can pull. New players are a treat too as they start to slowly come to the realization of "holy s!~! I can do that!" dawns upon them.
It's the game where I can say "You are agents of heaven appointed by the fates to ensure that things go smoothly. Bill Murray is stuck in a time loop and you must solve this problem by judo chopping the very concept of causality." with a straight face.
Yeah, the biggest issue with WoD for me has always been finding the right players to stop the game from reaching terminal levels of wangst. You need a balance of hope and so on even in a game of existential horror, because if there's nothing but horror, it ceases being interesting and just becomes boring.
Don't even get me started on FishMalk players...
Also that game does sound pretty awesome.

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I hate the kidnapping aspect of ravenloft and planescape.
None of the people that have played at my table through the years have ever had a problem with that.
But then, how it should work (at least IMO), is, the characters get to Ravenloft, have an adventure or two, and then return home (unless the players like the new environment, and want to stay longer).
Most of the modules for Ravenloft offered a way to leave the demi-plane once the adventure was over (hence the term, "Weekend in Hell"), so it's not like going to Ravenloft was a one-way trip unless the DM made it so...
And Planescape, well, Planescape had portals everywhere (to everywhere), so getting home often just meant you had to do something for someone (i.e. an adventure or two), and they'd send you home. So again, the stay was not permanent, unless the DM made it so...

phantom1592 |

phantom1592 wrote:i...see....Scythia wrote:
Also, there's a WoD: Innocents? I don't think anything I've heard about nWoD has given me reason to doubt my choice to stay with oWoD.I LOOOOOVE the way they redid Hunter. Instead of ordinary people granted superpowers the way they were in OWoD, they are ordinary people who gain tactic and tricks to stay alive. There are a few splats that grant a few divine/fiendish powers... but the vast majority is learning different teamwork Feats to help balance the power between monsters and humans...
That alone made me like NWoD better... Werewolf, I WANTED to like... but I really haven't like ANY version of Werewolf WOD... Vampire I didn't notice a big enough difference to care. Changeling was a fun concept, but I never read OWoD Changleing so I can't comment on the way it was. I like the new one though...
OWoD Werewolf had a major Ecological theme to it... NWoD Werewolf was something about protecting the planet from the Spirit plane or something similar...
Nethier really fit into what I was hoping for when I think 'Play as a Werewolf'...
I got the books to turn them into Antagonists for my hunters, but to actually 'play' the game... it didn't really interest me.
On a similar note of things that games I could do without...
SLASHERS!
NWoD actually released a game where Slashers were PC characters. YOU get to play as Freddy, Jason, or Hannible Lector and slaughter a houseful of innocent people...
Another one that I picked up for use as a DM but MAN... NOBODY I know would have EVER been psyched to be in THAT game...

Tribalgeek |

Honestly I've never disliked any of the OWoD stuff.
I just really really really hated the way people played it.
Their was angst and hoplelessness, and then there was people who tried to act angsty and hopeless. Or act like Malkavians. Badly.
But I don't get that with Exalted. I love playing with old exalted players because they are constantly pushing the envelope on s&+! they can pull. New players are a treat too as they start to slowly come to the realization of "holy s!%~ I can do that!" dawns upon them.
It's the game where I can say "You are agents of heaven appointed by the fates to ensure that things go smoothly. Bill Murray is stuck in a time loop and you must solve this problem by judo chopping the very concept of causality." with a straight face.
Exalted the only game where defending the earth from a meteor means knocking it back into space with your sword. Or better yet whacking it into an opposing empire.
I tried running it once, but my group just couldn't stick with it. I really want to play sometime.

Tinkergoth |
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I absolutely, positively hate fishmalks.
I think the only people I've met who don't are the fishmalk players.
Utterly insane Malkavians have their place but that doesn't meant every single one has to be like that. I don't want to play them as completely realistically mentally ill, but at the same time I'm not going to spend the entire game hamming it up and acting like a loon. It all comes back to balance.
NWoD did it a little differently, there was a Ventrue Bloodline that were similar to the Malkavians, the Malkovians. No Dementation discipline, they got Dominate, Auspex, Resilience and Obfuscate along with a permanent Derangement. You could still get Dementation, but it relied on the GM using an optional rule from the Ventrue clan book that reintroduced the Malkavians as a supernatural disease called Malkavia that primarily afflicted Ventrue as they got older, and had recently mutated to not only affect non-Ventrue but also to be communicable as part of the Embrace.

Tribalgeek |

I've got a great idea for a game
These games start out great and then they disappear. They are usually run by good gms, who for some reason just can't stick with the game. They either have to many great ideas or are a bit flaky. You hold out hope and try it each time, but every time you end up with just another char that got used once and no more.
Had a Gm that did this so f!@~ing often. His games were great, but usually he would only run a game a few times max before he couldn't make it, needed time to build stuff, or had another idea. It was a pain in the ass.

TarkXT |
2 people marked this as a favorite. |

Exalted the only game where defending the earth from a meteor means knocking it back into space with your sword. Or better yet whacking it into an opposing empire.I tried running it once, but my group just couldn't stick with it. I really want to play sometime.
That's at Essence 2-3.
At Essence 4-5 your eclipse caste convinces the meteor to go to another part of the wyld with a strongly worded letter.

Drejk |
1 person marked this as a favorite. |

Tribalgeek wrote:
Exalted the only game where defending the earth from a meteor means knocking it back into space with your sword. Or better yet whacking it into an opposing empire.I tried running it once, but my group just couldn't stick with it. I really want to play sometime.
That's at Essence 2-3.
At Essence 4-5 your eclipse caste convinces the meteor to go to another part of the wyld with a strongly worded letter.
That's exaggeration!

Tribalgeek |

TarkXT wrote:Tribalgeek wrote:
Exalted the only game where defending the earth from a meteor means knocking it back into space with your sword. Or better yet whacking it into an opposing empire.I tried running it once, but my group just couldn't stick with it. I really want to play sometime.
That's at Essence 2-3.
At Essence 4-5 your eclipse caste convinces the meteor to go to another part of the wyld with a strongly worded letter.
That's exaggeration!
** spoiler omitted **
Don't forget the Sidreal Martial Artist who simply makes the event not happen. It was never happening you were only imagining the meteor.
I really want to play Exalted again. Any game that makes anime actions look tame is worth playing.

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Don't forget the Sidreal Martial Artist who simply makes the event not happen. It was never happening you were only imagining the meteor.
I really want to play Exalted again. Any game that makes anime actions look tame is worth playing.
That's thinking small for Sidereal Martial Arts. Punch the meteor just right to turn it into a meteor of bounty that spreads health, prosperity, and happiness to the blast zone.

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To avoid derailing too much...
Sorry Pac-Man, You're Playing the Game of Thrones!
or
The Wrong Genre Savvy DM
Your DM informs you that he is playing a game of lets say, high fantasy and fun adventure. Kind of light fair is how he describes it. You get your characters together, ready for some dungeoneering, maybe a princess or two to rescue? Well, jokes on you! The DM actually wanted your naive brain flesh so he could fling you into a harsh deconstructionist world. Alternatively, you plop down to play Eclipse Phase and find yourself dealing with pastel pony-body sleeves and adventures involving cake instead of the terrors of a transhumanistic future.
Basically, the DM is dishonest with you with what you're in for. He's trying to mess with player assumptions by messing with the players.
The Minefield
or
Guide Dang it, DM!
Consistency is not your DM's strong suit. Today you encounter orcs and the proper response is to whallop them with a sword. Tomorrow an identical group of orcs appears but this time, with no new information, sword play is wrong.
You were right to talk to that nymph, she gave you help. And two encounters later, you shouldn't have talked to that nymph because it made a beneficial NPC develop horrible jealousy and summon the Dark Lord of Fire Ants.
This campaign is one where the DM fails, continually, to 'teach' his players the appropriate narrative. He has no consistancy in outcome, and so it ends up feeling disjointed and disconnected, as the only one sufficiently privy to the info, is the guy behind the screen.

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Eclipse Phase Ponies Edition? Uh... I think I would find a number of players for that.
I remain neutral on ponies and people's pony-enjoyment or pony-disdain.
I was more talking about the bait and switch aspect of it. If I come expecting trans-humanistic nightmares, and get Canterlot well..
Basically imagine you were going out to dinner. Chinese food! Egg rolls! Yum! You think about it all day.
And then you find you're getting kielbasa at the polish place.
Is the kielbasa bad? Nope. Its also pretty delicious.
But you were promised Chinese.

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Playing Mortals was very difficult in OWOD. At least in NWOD it's not only possible it does not lead to almost instant death. Besides the metaplot in OWOD. It was how each different rpg was not meant to mixed together imo. Werewolves hated each other and mages and Vampires. It was the same with Vampire and Mage. I get that the OQOD devs wanted to go for a dark feel. But still. Unless the players and Storyteller came up with good backgrounds. It was very hard to do a mixed group of characters.
As for the metaplot I don't think it was so much having a mataplot. So much as one that painted them into a corner. No matter what. No matter which core book was used the world was going to end. The players could do their damn best to stop it. To no avail. Yes I know it's possible to play without. Except the company get building and releasing new material centered and built around the metaplot. I'm just glad that they removed the GO GO Eco-Rangers element from Werewolves with NWOD.
As for Exalted and the complaint about it's power level. That I never understood. They pretty much tell your from the start. That if your expecting to play a character beginning with nothing but a rusty dagger and codpiece to look elsewhere. I don;t know about anybody else but if a game advertises itself as being fantasy where players begin as being very powerful. Well I expect it to be just that imo.

Scythia |

Playing Mortals was very difficult in OWOD. At least in NWOD it's not only possible it does not lead to almost instant death. Besides the metaplot in OWOD. It was how each different rpg was not meant to mixed together imo. Werewolves hated each other and mages and Vampires. It was the same with Vampire and Mage. I get that the OQOD devs wanted to go for a dark feel. But still. Unless the players and Storyteller came up with good backgrounds. It was very hard to do a mixed group of characters.
This was my usual setup for White-Wolf games. The players would start as mortals, and either awaken to or have their powers/natures thrust upon them. The earliest way to make a crossover game work despite cultural prejudices was to have the characters know each other as mortals, so that they thought of the each other as a person, rather than a type of thing.
It was a surprisingly telling game setup sometimes, as I was disappointed to learn that some people were more than willing to give up their own identity and opinions in order to fit in with a group.

phantom1592 |

It was a surprisingly telling game setup sometimes, as I was disappointed to learn that some people were more than willing to give up their own identity and opinions in order to fit in with a group.
That happens in most RPGs though. Some stranger walks up to you in a tavern... you see him with suspicion, look out for traps, and never EVER turn your back to him or trust him with your life...
Unless he's run by a player at the table, then he fits into the group like he was born there...
There's a point when 'treating the character like every other character' becomes 'disrupting to the game'. People usually make concessions if they know the game doesn't get started till everyone gets along, whether the new guy is a werewolf, vampire, or obviously misunderstood drow ...

Seppuku |

Styles I could do without...
It has been a few years now, but I was involved in a game where many of the styles you have all mentioned were combined into one disaster campaign. It was one of the worst games I've ever played in. It broke off a friendship (with the DM) and I got kicked out of the group all in one. Shell-shocked. If there ever was an EPIC fail, this was it:
DM's homebrew sandbox:
The DM created the entire world homebrew and described it as being a sandbox where we could do anything we wanted. As backstory we are a crashed space-faring colony who has crashed on a Pathfinder type planet and has had to build from the remains of our ruined spacecraft. Some people from our spacecraft have discovered special abilities and magic on this world. Our characters are from the first generation born here on the ground. There are no high level casters anywhere as magic is new to us and as an ex-space going colony our people have had difficulty adapting until now. The problem? We weren't supposed to do anything. After being given a mission (escort the important NPC across unknown wilds where no encounters happened) the NPC started acting fishy and hiding things from the PCs. We were instructed by the fishy NPC to not be curious and do nothing about it. This caused trouble, because now I'm curious...
Which leads to DM's Amazing Girlfriend (Boyfriend) playing a !!$#*PALADIN!@#!! This Paladin is used to bully the new players (3 of us, of which 2 are newbies who have never gamed before) who have also not played in the homebrew world before. The Paladin (who has played in this game world with DM before) is content to sit and do nothing in the face of any danger or suggestion of a plot hook until told directly by an NPC that it is time to be curious and take action. Paladin for the first 3 sessions is not curious and mostly sits where is told to sit and is thus rewarded by NPCs for not doing anything on his own initiative. Curious PCs who try to find out what is going on or explore the unknown world are punished and humiliated. For example of punishment for taking action:
DM Teaching dungeon: Since we have new players the DM wants to cultivate (close friends of the DM who we curious about D&D/Pathfinder) we are waylaid as very low level PCs (3rd?) by a pair of never seen before creatures called displacer beasts. Party kills one and chases off the other but our horses have fled from the massive beasts out into the surrounding forest. Being assertive, I directed the two new players to go get the horses while the Paladin and NPC wandered off together for Paladin/NPC reasons while my Bard type character investigates the corpse of the "new monster" which has never been seen by our isolated sandbox society. This brings a prompt ambush. While my Bard does biology samples and drawings of this new found animal corpse, the returning 2nd displacer beast devours the lone Bard. It kills him after multiple (10) rounds of frantic combat with the Bard pulling out all defensive stops and resources, including many rounds of running and screaming for help. Moral of the story told from DM to new players after this 1 on 1 combat: Never be caught alone in the wilderness.
This leads to:
DM's Amazing Girlfriend disallows new character concept of a summoner (of any kind) because summoning is harmful to other beings tormented by being pulled from other planes by evil casters. This is not a discussion, just something enforced by the player as a matter of opinion based on the Paladin's "concept". It does not matter right or wrong, just that this particular Paladin would never allow it. Sigh. I'll make something else which brings us to:
DM's Secret Race of Loathing: Gnomes. I created a gnome wizard. Never should have gone there. How would I have known that every NPC encountered would either insult Gnomes or consider them a delicacy to be bartered over? Yes, I found myself locked in meat locker filled with Gnomes on meat hooks. The torment from NPCs was so constant (with multiple hints from the DM that we would find out later in the campaign why Gnomes are so abused) that the newbie PCs caught on that this was just how Gnomes get treated and in character started abusing the wizard as well. Boy is that fun.
This moved on to:
The Please Hold game (or another DM Teaching Moment):
A slight variation of player abuse not listed above. The Wizard goes on a supply run for the party and is arrested back in main city due to doppelgangers having run amok while looking like the party members. The wizard could easily leave, but being at home decides to allow the arrest so he can help the home town figure out what happened. Is interrogated for a few days until home town figures it out. In the mean time, the party adventures on with multiple random encounters attacking the camp taking hours upon hours upon hours of actual game time while I sit on the sideline watching (because the wizard doesn't know and is sitting in jail doing paperwork). Moral of the story told from DM to new players: Never split the party as the game and encounters continue without you.
Mind you, this is in a game where we could not buy an encounter for the 1st 24 gaming hours of sitting at the table.
The grande finale is another:
DM's Amazing Girlfriend. The Wizard returns to the party and tells them about the delay due to the doppelgangers and what was happening at home. The Paladin jumps into action to waylay the Gnome Wizard as he may actually be a doppelganger as described by the Gnome Wizard himself. WTF??? Much arguing goes on and discussion of how the Gnome has or has not proven that he is who he says he is. When the Paladin (who has been trying to instigate party conflict in every phase of the game) announces that he moves to flank the Wizard, I declared that I am not going to just let him kill my character and that if he tries I am going to lay him out with XYZ spell. BAMM. Ban hammer. DM declares that I am ejected from the game and thrown out for threatening another player's PC. After I left, I found out that my PC was moved to helpful NPC status. OMG.
There is more but I'm sure you are all already shaking your heads and wondering why I didn't just leave earlier. I've never played in a worse run game.

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Might & Mutilation: A Roleplaying Game of Tactical Butchery
or
A Fistful of Entrails
You rolled a decent attack roll, you swing your mighty greatsword and bring the dragon down to 0 hit points-- wait, "describe how you finish off the dragon?" Well, uh, okay, as the blue dragon rears back to unleash its lightning breath I pause then use my full iterative attack to chop through its neck--
...What do you mean, "that's not metal enough?" You want me to describe my fighter tearing through dragon skin with his bare hands and taking a massive bite out of its jugular, drinking its blood like wine? God, that's terrifying. It's bad enough you made Serena talk about how her monk tore apart three dragonborn like they were flypaper before, and Ed... oh God, you made Ed talk about "the goblin centipede" he made. He spent ten minutes throwing up. Remember? You made me roll a d20 and look at his character sheet to do his initiative roll in the next combat because he was still throwing up.
What to do about this:
There is nothing wrong with this game. This is awesome.
What to actually do about this:
Talk to your players, and discuss whether you want a testosterone-fueled gore-fest when you finish off an opponent, or just describe combat as "All right, I swing into the orc and fell him with one cruel blow; my cleave catches his goblin buddy off guard!"

thegreenteagamer |

My GM doesn't hesitate to kill his gf's PC if she does something stupid (although he does generously give her the coveted GM "are you sure?" when she considers something damning), doesn't let her play or do anything we can't do, and pretty much treats her like any other player.
We're a very fortunate group. I've been in one of the groups you're talking about. It isn't fun.

Scythia |

Scythia wrote:
It was a surprisingly telling game setup sometimes, as I was disappointed to learn that some people were more than willing to give up their own identity and opinions in order to fit in with a group.That happens in most RPGs though. Some stranger walks up to you in a tavern... you see him with suspicion, look out for traps, and never EVER turn your back to him or trust him with your life...
Unless he's run by a player at the table, then he fits into the group like he was born there...
There's a point when 'treating the character like every other character' becomes 'disrupting to the game'. People usually make concessions if they know the game doesn't get started till everyone gets along, whether the new guy is a werewolf, vampire, or obviously misunderstood drow ...
One slight difference, the games I'm talking about the characters were the players.
I noticed that sometimes new players would have trouble if you asked them "what does your character think/do?", but they could always answer what they would think or do. So I had the idea to have people make themselves as characters. That was a pretty good way to overcome the cultural enmity between groups, by having people who were friends before they were supernaturals. We had groups with vampires, werewolves, and mages all coexisting, and cooperating as need be. It worked because they thought from the perspective of they were themselves who happened to be supernatural. They identified with their own identity more than as a member of their supernatural species.
We eventually got a player who bought completely into the werewolf views, and spurned the non-werewolves. Eventually it became clear that he was thinking from the perspective of being a werewolf who happened to be him. He was identifying more as a member of that supernatural type than with his item identity.

Arbane the Terrible |
I actually much prefer NWoD in general. The werewolves from OWoD used to really annoy me with their unbelievable stupidity. Stupid Wars of Rage, where they managed to wipe out almost every single breed of weres that could have actually helped them save the world.
OWoD Werewolf was like an NC-17 version of Captain Planet. And every bit as STUPID.
Edit to add:
One thing that annoys me about the WoD books is that they simply take themselves WAY too seriously. It's very dark and very scary and massively angsty and they continually beat you over the head by telling you exactly how dark and how scary and angsty they think they are...
Oh yeah. And then the players just shrug and play Trenchcoat: The Katanaing in them anyway.

Arbane the Terrible |
I admit I've always had trouble with seeing what people get out of games of Aberrant, Exalted, Godlike or WoD at all.
To me its like living a bad Russian novel. Everything you fight for will collapse horribly, all of your accomplishments mean nothing, and your essentially philosophically boned.
I get enough existential angst just doing my daily life, without having to pretend to be a pointy toothed/ghostly/undead/mummified/frankenstein angster (most WoD), or a guy who has phenomenal power who can't use it (godlike)or a guy who's destined to go bugnuts one day (aberrant/exalted).
I'm sure people like them, and have valid reasons for it, but not my cup of tea.
As an (former) Exalted player, I have two answers to that:
1: It's not guaranteed. Yes, curing the Great Curse and saving Creation is probably impossible, but doing the impossible is literally what the Exalted exist for.
2: Maybe, but on the way I get to punch out Cthulhu! And that tentacled twerp has it coming....

Scythia |

There was definitely a balancing issue with the weapons and equipment in oWoD. Hunter made some necessary adjustments, but that's not saying much.
There really was no balance in oWoD. At low power levels, a werewolf could mulch everything. At mid power levels a vampire could solve nearly any problem with the right disciplines. At high power levels, the only way to deal with a mage was "get next to them undetected and win initiative", or bring another mage.
Did I mention I brought Aberrant and Exalted characters in as well? Balance wasn't something I was worried about.

Sissyl |

I remember the Charmed Existence bug in oWoD... I had a werewolf with this, in crinos form, with dozens of dice in the pool for attacks. If you split the dice pool into single dice, CE will protect you from botching that die (which would stop your attacks) and allow you dozens of attacks... each doing dozens of levels of damage... ahhh, good times.

Scythia |

I remember the Charmed Existence bug in oWoD... I had a werewolf with this, in crinos form, with dozens of dice in the pool for attacks. If you split the dice pool into single dice, CE will protect you from botching that die (which would stop your attacks) and allow you dozens of attacks... each doing dozens of levels of damage... ahhh, good times.
Dice pool splitting was so abuseable. I remember the first Vampire game my group had, the older book didn't specify that you couldn't use Celerity and split your pool in the same round... I saw a Toreador make 12 attacks in a single round (4 difficulty knife for the stab).

DM Under The Bridge |

Freehold DM wrote:There was definitely a balancing issue with the weapons and equipment in oWoD. Hunter made some necessary adjustments, but that's not saying much.There really was no balance in oWoD. At low power levels, a werewolf could mulch everything. At mid power levels a vampire could solve nearly any problem with the right disciplines. At high power levels, the only way to deal with a mage was "get next to them undetected and win initiative", or bring another mage.
Did I mention I brought Aberrant and Exalted characters in as well? Balance wasn't something I was worried about.
Yeah, as I'm thinking of running hunter this balance is a bit of an issue. I know the hunters should be able to be mulched pretty easily (and I am not throwing in all the magic rules of reckoning to make the hunters bloody mages), but the fantasy dm in me doesn't want to grind them into paste too early.
I guess they will have to get inventive, or we can try an investigative game not a combat game.
But if a hunter sets a vamp on fire and they frenzy and kill their own side, well that is going to be a serious cheer out loud event. Especially if the vamps ATE a few groups of hunters previously.

Drejk |

Freehold DM wrote:There was definitely a balancing issue with the weapons and equipment in oWoD. Hunter made some necessary adjustments, but that's not saying much.There really was no balance in oWoD. At low power levels, a werewolf could mulch everything. At mid power levels a vampire could solve nearly any problem with the right disciplines. At high power levels, the only way to deal with a mage was "get next to them undetected and win initiative", or bring another mage.
Meh. Cabal of medium Arete, Correspondence 3, Anything 3+, burning through Willpower on extended casting could fry anything from anywhere. Or themselves if the dice was less than generous. Absolutely no need for coming close.

Freehold DM |

Scythia wrote:Freehold DM wrote:There was definitely a balancing issue with the weapons and equipment in oWoD. Hunter made some necessary adjustments, but that's not saying much.There really was no balance in oWoD. At low power levels, a werewolf could mulch everything. At mid power levels a vampire could solve nearly any problem with the right disciplines. At high power levels, the only way to deal with a mage was "get next to them undetected and win initiative", or bring another mage.
Did I mention I brought Aberrant and Exalted characters in as well? Balance wasn't something I was worried about.
Yeah, as I'm thinking of running hunter this balance is a bit of an issue. I know the hunters should be able to be mulched pretty easily (and I am not throwing in all the magic rules of reckoning to make the hunters bloody mages), but the fantasy dm in me doesn't want to grind them into paste too early.
I guess they will have to get inventive, or we can try an investigative game not a combat game.
But if a hunter sets a vamp on fire and they frenzy and kill their own side, well that is going to be a serious cheer out loud event. Especially if the vamps ATE few groups of hunters previously.
hm. I don't agree entirely- werewolf punished dice splitting in a way that vampire did not. Mulching was a fairly equal thing in werewolf as everyone and their cousin was doing aggravated damage, at least in the games I played. Humans hunted werewolves so rarely it wasn't funny, as it was almost always related to a breach of the veil, which had real consequences in my games. Still, everyone plays differently. The main reason I hated exalted was because all the players I knew were a#*$##%s when they weren't rules laywers, save for one.

Tribalgeek |

Oh yeah it would be rough no matter how you look at it. You could reasonably approximate the sheet, but initiative tracking would be a pain. You would need a ton of macros built to be any sort of quick about your turn with all the different charms you can use. Then you add in the different combos. So much to try and track.
I really want to see Exalted 3.0 but it keeps getting pushed back

Scythia |
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All this talk of crossovers reminded me...
All the kings's horses
The DM has been playing awhile, through multiple editions and multiple systems. They liked something from each one of them, and now they can't pick just one. Maybe they run D&D with a first edition chassis, incorporating systems and elements from AD&D and 3rd edition like limbs grafted onto Adam. Maybe they try to fuse multiple systems that cover similar topics, like the West End d6 Star Wars, and the d20 Saga Edition. The result is a confused mess where you have to ask how to do anything because there's no continuity of mechanics, even between skills.
Suggestion: Introduce the DM to GURPS or abstract art.

thejeff |
GURPS is solution to most game mechanic issues. Unless one finds rolling 3d6 too complex. Then Amber is the last solution...
Amber is a really lousy solution to finding rolling dice too complex.
It's much harder to play or run well than any mechanically heavy game I've ever played. Worth every bit of effort when it works, though.