Showing posts with label white wolf. Show all posts
Showing posts with label white wolf. Show all posts

Tuesday, September 18, 2012

I survived the flight.

Back from Singapore.

Fun trip, lots of cozy moments.  Of course, took the obligatory shirtless pic in the bathroom which I'm starting to realize is part of my routines nowadays.

Currently have four jobs, so to speak.  Two ongoing gigs and two other freelance gigs.  Being the nice tax payer I am, I really find myself wishing my money was really helping make the country better.  It would be awesome if somehow the taxes made very visible developments in the Philippines.   But they're (mostly) creative work, which is awesome.  Most have something to do with writing, which kinda compels me to really ramp up on the plan to have a webcomic up and out again soon.  While I may have started with another project (http://duckandtigercritiquetheworld.tumblr.com/) called Duck and Tiger Critique The World, the comic I have in mind would be far more different in appeal.  I'm starting to toy with calling my comics  Abad Comic.  So there's a pun in there when you say it:  "Have you read Abad comic lately? They aren't as bad as you think!"
Rocky buried the book under the kids, who were here to welcome me home.

Rocky got me a hard cover copy of Habibi, which to be honest is one emotionally-charged book of storytelling glory.  When I was reading it on my iPad, I was absorbing every single page and rooting for the characters in more ways than I expected.  When the narrative took its turns and twists, I was frightened to turn each (virtual) page and honestly hating certain characters so much I wanted to scream at them.  To have this book by Craig Thompson in my hands is just utterly fantastic.  Rocky, thank you so much for this.  It really touched me in so many ways.

Got myself too a copy of Dr. Who Adventures in Time and Space, the role-playing game for the series.  A fantastic steal since it came with a lot of cool stuff including DICE!  Found myself too a second-hand hardcover copies of Mummy: the Resurrection and Circle of the Crone books, each at barely S$4.50 each.  Not a bad find frankly, for a guy who loves White Wolf books.    Grabbed a Triple-M pack of Nori sheets which Rocky loves to eat, and best yet, found a nice copy of Kylie's Aphrodite concert DVD.  Yay for more Kylie!

Yoshi is due for another trip to the Animal House, so I have to see if I can swing him by there tomorrow.  If not, Rocky may have to on his own.  I do want to though.  Caring for Yoshi feels very important to me.  I frankly find it hard at times to imagine how some people can so easily leave their pets at home.  They're the closest thing to having my own kid, right now, as far as I am concerned.

Man he's gotten stinky again though.  Gotta give him a shower soon.  But I love how he's always excited to see me.  Kita naman sa mukha, diba?

A friend shared this song too, which was nicely mellow and interesting in its lyrics.    The song does kinda reminds me of a chilled out Alisha's Attic, which is a good thing.
http://soundcloud.com/cocoon-music/flight-facilities-crave-you
I guess life goes on.  Happy to say it definitely has been getting better.

Oh and yes, belated Happy Birthday to you, Edward.  Hope you enjoyed the post Birthday gift!  Sayang di natin naubos ang pagkain :-P


Saturday, September 03, 2011

Have you heard of the Onyx Path?



Here's a sneak peek of what we White Wolf gamers can look forward to.
OH. MY. GOD.  I am soooo excited!

Sep. 2011: (VtM) Vampire: The Masquerade – 20th Anniversary Edition (PDF)

Oct. 2011: (VtM) Dust to Dust

Nov. 2011: (VtR) Strange, Dead Love

Dec. 2011: (MtAw) Imperial Mysteries

Jan./Apr./Jul./Oct. 2012: (nWoD) House Divided Series

Feb. 2012: (Ex) Masters of Jade

Feb. 2012: (WtA/WtF) Werewolf Translation Guide

Mar. 2012: (CtL) Victorian Lost

May 2012: (VtR) Secrets of the Covenants

Jun. 2012: (Ex) Shards of the Exalted Dream

Aug. 2012: (Mt?) Mummy: The [?]

Sep. 2012: (WtA) Werewolf: The Apocalypse SAS

Sep. 2012: (Mt?) Mummy Supplement #1

Nov. 2012: (Ex) Scroll of the Monk, Vol. II: Scattered Lotus Petals

Dec. 2012: (MtA/MtAw) Mage Translation Guide

Dec. 2012: (Mt?) Mummy Supplement #2

We also announced our Onyx Path (Classic World of Darkness) products for the next year:

Winter 2011-2012: (VtM) V20 Companion

Spring 2012: (VtM) Children of the Revolution

Summer 2012: (MtA) Convention Book: New World Order and Convention Book: Progenitors

Fall 2012: (WtA) Werewolf: the Apocalypse 20th Anniversary Edition

Winter 2012-2013: (cWoD) Hunters Hunted 2



You can read more about this at White Wolf's forums:
http://forums.white-wolf.com/default.aspx?g=posts&t=52168
http://forums.white-wolf.com/default.aspx?g=posts&t=51358

Check out the four page flier about this here: 


http://rpg.drivethrustuff.com/product_info.php?products_id=93846

Tuesday, August 30, 2011

[RPG Update] Scion:Hero

Rocky and I just got back from Singapore and thanks to my good friend Gabriela, we found this lovely gaming shop called Paradigm Infinitum.  To quote Gabriela Lee, "It's at this dinky little shopping center called Midpoint Orchard.  It's squashed between a construction site and Courts along Orchard Road.  The nearest MRT is Somerset."  With Mina, Rocky's sister, helping us, we found the shop at the third floor, sandwiched between hairdressing salons.  

The shop was a geek haven deep within the shopping storm that is Orchard Road.  

There were role-playing game books, board games, card games, Warhammer miniatures, dice, and so much more lovely things a non-geek would probably struggle to understand.  There were some people playing while we were there, and admittedly I was tempted to check what was going on.

The two male store clerks clearly knew their stuff, which was a godsend.  While I failed to get their names, the two guys were really helpful sharing information on any games we found interesting.  It is always nice to have clerks who can really talk shop when it comes to gaming stuff.

Among the books that tempted me were the boxed set of Exalted: Dreams of the First Age and the complete set of Scion books which looked just beautiful seeing them laid down beside each other.  The Exalted box was around S$80.  The Scion books on the other hand were at around S$50 each.  Knowing the errata mess that Dreams of the First Age was, I decided to get the first book of the Scion line instead.  I might never chose to complete the set physically, I can easily run games with the main book and the pdfs supplementing it.

Needless to say, the book was just beautiful.

With a lovely dramatic cover, pages that were rich with color, and nicely written fluff, the book was definitely a good purchase.  I couldn't help but start reading through the pages once we got back from the shopping trip, and even stole moments reading more pages while in the bathroom.   I got a stab running a Scion-lite game for Rocky and Urim based on the Luna Brothers' comic, The Sword.  
Comparisons to White Wolf Gaming Studios' other game, Exalted, are clearly there.  The stunt system is still present, as is the power (and detrimental effects) of having powerful Virtues.  I still feel slightly sad they stuck to the Defense Value approach in the game.  I always felt a more active approach to defense seemed appropriate for games that emphasized on over-the-top fight sequences.  I guess that was something that I felt Weapon of the Gods and first edition Exalted accomplished far better than the 2nd edition of Exalted.

The book was quite robust, with lots of system and crunch mixed with healthy helpings of story and fluff.  Even more, the book had a large section devoted to antagonists and sample characters, which nicely gives new players to the game more ideas to approach creating characters.  And add to that the introductory story that can be used as a jumping point for a chronicle, which reminds me of the wonderful direction that was accomplished before with the limited arc Orpheus line.
 
I wonder though when I will be able to run this game.  And more interestingly which gaming groups would be the ones to experience it.  Comparisons to Neil Gaiman's American Gods and Mike Carey's Lucifer series would be evident for those who try the game.  I plan to spend more time to read the rest of the books to get a better grasp at what direction they took the game.


But yeah, there is definitely a nice warm feeling knowing I have a whole new game system to eventually run for my players.   In as much as I can get the pdfs of games I like, there's something very personally fulfilling about having a new book to add to our shelf.

Welcome to our gaming book shelf, Scion: Hero.

Friday, August 19, 2011

Ongoing Tobie Games

I currently have three ongoing role-playing games.  There's something to be said about being able to have more than one ongoing game chronicle at a time.   Currently they are the following:


TABULA RASA
With Paolo, Kristine and Baki as players.

Inspired by the works of Warren Ellis (Planetary, Global Frequency) and the unexplored myth of the Machine God in the new World of Darkness system, Tabula Rasa explores the lives of three individuals who find themselves part of a global, and perhaps even beyond global, conspiracy.  

Marcus Helvig has discovered he has the ability to empathically read the hidden meanings in people's words.  Natalie Straffon has become the ultimate cipher, comprehending as well as speaking in languages she has never learned.  Jacob McCalister has become an psychometrist with the capacity to gleam impressions of strong emotional events from things.   And Emiko Lee, a cibopath, who can perceive impressions on the other hand through any chemical traces mingling in anything she eats.

The four have become investigative agents under the Tabula Rasa and have discovered the existence of something known as The Cult of the Machine God.


Faeredoom
With Dennis and BJ as players.

As a foray into the Changeling the Lost game system, Faeredoom is a mind-blogging modern horror tale of lost freedoms, faerie folk mischief, and the foreboding echoes of eventual doom.

Martin Gray, a help-desk operator who had lost the use of his legs after a rock-climbing accident, and Mike Laird, a struggling horror-writer who once was a teenage celebrity, find themselves gaining the attentions of things that watch in the darkness.    Gray finds himself stalked by a misshapen creature with vicious yellow eyes.  Laird finds himself constantly visited by tiny creature with a thing for human teeth.   Are they just nightmares?  Or something worse.


The Forsaken Kingdom
With Rocky, Mahar, Victor and Urim.
Game site here.

Changeling the Dreaming remains one of my favourite games.  It is with great joy that I get to re-explore this game setting with my partner and our friends.  Set in the Kingdom of Apples, the four kithain quickly discover that only by working together than they overcome the darkness of the coming Endless Winter.
Lady Songbird ap Fiona, Rendsever the Steel Gnasher, James McTaggert and Flynn Wordweaver must find a way to rescue the missing High King before Concordia tears itself apart.   And before the oathcircle tears itself apart as well.


Monday, March 14, 2011

This time, I kill people.

Anyone who knows me knows how much role-playing games is one of my passions.  Being lucky enough to have a partner that shares that interest, our weekends tend to have one or two days of gaming.  Saturdays occasionally has our ongoing old World of Darkness Vampire: The DarkAges' Giovanni Chronicles game.  Sundays on the other hand is the day with the campier and funnier games with Mahar and Urim.  When we started the Sunday group, we had a game called Once, which had new World of Darkness Changeling the Lost and a Promethean the Created dealing with an incursion of Gentry onto the real world.  This game was then followed by an epic wuxia romp called The Twelve Zodiac Ministers, which used the Weapons of the Gods gaming system of EOS productions.  After all the flying heroes and crazy martial arts, we then dipped our toes into new World of Darkness' Mage the Awakening with a healthy influx of systems from Mirrors and other lines for what I then named as Singularity, a game which drew a lot from the Planeswalkers of Magic the Gathering and the Endless of DC's Sandman.

Occasionally, we dip our toes into one shot sessions too.  There was one night Rocky and Urim were able to get a taste of Scion after I adapted the Luna Brother's story Sword for a one shot game.  Another weekend, we had a chance to explore Psychosis, a unique game experience where not even a character sheet is required.   We even took a stab at playtesting my friend Eloy's upcoming role-playing game Part-Time Gods.

Up next?  The Sunday group is about to take a dive into Exalted.  To make things even more interesting, I've warned my players that I'm going to try to push the dangers of every session even bigger by allowing the dice to dictate if death comes a calling.  Typically in my games, I hold the importance of story and narrative up high.  Just like movies or novels, the main heroes are expected to live to reach the end of the saga.  Typically only key side characters and important cast extras are the ones who pay the price.  Occasionally, one major hero might fall, a testament to heroism or sacrifice.  This time, however, I was thinking of upping the ante.  While story and narrative remain important, I realized there is great gains to be found if I were to allow the dangers in the game to retain their lethal edge.  While normally I only kill Player Characters if the player insists on really doing something absolutely stupid (say, choosing to reach for the gun instead of surrendering even if fifty policemen already have their pistols trained at the cornered character), this time I've come to the realization that the decision to do something heroic would feel more serious a choice to make if the possibility of testing the character's morality is there.  The fear can be great, but the pay-off... oh the pay-off.  Imagine choosing to dive into a fight where the odds are clearly stacked against you, knowing you do have a chance of losing the character you've helped develop over real-time months of gaming, and succeeding!



I still have my reservations, admittedly.  The idea of actually killing off Player Characters sounds sacrilegious to me.  After all, it seems tremendously hard to be happy for any game where your character dies before the story ends.  But on hindsight, I realize that the fear of death becomes a driving force for the players to push themselves and make the difficult choices necessary to survive if not save other lives.


Exalted is a game after all about epic heroism and going against the impossible just to tell it, "Sorry, for me, you're actually easy to do."  Parrying mountains, training farmers into expert soldiers overnight, and stealthily moving across a hallway unseen by darting through the moment the guard blinks his eyes are staple things the Exalted can accomplish.  To play this game without the threat of death looming might make the heroism feel... too typical.  I want the players to know they can leap into a wall of spears, run across the pointed ends faster than the sharp edge breaking the skin, and throw a dagger into the enemy captain's eye, but a miscalculated move and a too impulsive stunt can lead to broken bones, torn limbs or death.


So the plan is to have the players choose a Caste that they will be playing in time.  For those familiar with Exalted, there are five kinds of Solar Exalted.   In brief, there are the Dawn warriors, the Zenith priests, the Twilight sorcerers, the NIGHT assassins and the ECLIPSE diplomats.  Each have their own advantages and areas of specialization.    But since I want the players to have a better grasp of the Exalted setting and how much the Solars are reviled, I will reuse an old approach from back when I first got a hold of the Dragonblooded book and have them start out as Dynast students in a new university.  Though the school they can get a first hand experience of life in the Blessed Isle, and I already foresee a radical point in the story arc where they will have to escape the very place the Solars are hated the most.  I will require the players to consider making their characters best friends though.  The last few games had a LOT of inter-PC conflict.  Maybe this time, they would want to try a game where the fellow PCs are their most trusted allies.

Oh yes, so much to look forward to in this coming game.
I wonder how many will die.

Friday, February 11, 2011

White Wolf Gaming Studios website has a new look!

Nice new website look, White Wolf.
Here's hoping this means more games and books this year.

Definitely a look that I highly approve of, in the sense of it giving the website a fresh shot of energy.
But I do hope it will be more than just a new "look".
I want more content!

Wednesday, October 27, 2010

So hard to choose one every month...

The Serenity game was a success.  To my surprise, the game actually had two people who never ever played a role-playing game before, and one person who wasn't even familiar with the show, and yet all three were spectacular in portraying members of the Serenity crew (Jayne, River and Mal to be precise!)  Even better, though the game started later than I had planned (6:00p.m.) I was actually able to maintain my 4 hour maximum running time and finish the game with every player having a coherent and satisfying storyline (somehow I sense the most satisfying one was Jovan's Kaylee story which had her tearing Simon's shirt off to save his life.)
Yes Jovan.  Something like this.

The upcoming November and December Open Gaming Meets should be even more fun, thanks to the article  our beloved Rej wrote for GMA 7.  It is such a sad fact that way too many people think the only fun gaming to be experienced requires an internet connection and a computer.   I do hope more people opt to join us and realize how much fun one can have even if the power is out!

Oh glorious dice.
For those interested in attending, 
the next few Open Gaming Meets are scheduled on the following dates:
2010 • November 27 • December 11
2011 • January 15 • February 19 • March 12

I have yet to decide what games to run in the succeeding ones.  There are just to many options to choose from.  While it is easy to just use the World of Darkness system and come up with anything the players want (since the system is that flexible.) I feel tempted to run more games using other game systems just to be able to get gamers to try more new things.  Not that many know of the fun Method in Madness' Children of Fire can bring.  Others might not even be aware that there was a Street Fighter rpg!  Or explore a world where Lovecraft's Mythos meets Science Fiction in Cthulhutech.  Scavenge in the wild world of Summerland.  Perform acts of heroism in D.C. Heroes.  Master the Shai Hulud in the DUNE rpg.  Or deal with the darkness as children in Little Fears.
Imagine being able to make your own fighter, and going head-to-head with Chun Li.
And by head-to-head, I don't necessarily mean combat!
On the flip side, the World of Darkness system has been more than adequate to run games based on one's favorite fandoms or movies.  Inception can easily be done with Mage: the Acension rules (especially with help from the Technocracy book).  Pirates of the Caribbean is child's play to recreate with the Sorceror's Crusade book.  Vertigo's Sandman can be achieved with Changeling the Lost.  Even Machete can be done using the infamous Dudes of Legend book.
Baaaauuuuuuhhhhmmmm!
If anything, the trick is finding a way for players to be willing to experience the game.  As I observed in the Serenity game, even long-time gamers can be greatly intimidated to try a new game if they aren't familiar with the setting.  Or system.  And this is a case that will happen more than 50% of the time with new people.  The beauty of a role-playing game is that you can even bring back franchises that are over (like Lost) and allow the fans to experience it again!  And that is one of the  selling points to new players who've never experienced a role-playing game before.
Oh poor Wash.  That's why in my game, you were cloned and brought back by Blue Sun!
Anyway, here's hoping the next one will also be a success.  Maybe even with more attendees!  

Wednesday, October 13, 2010

World of Darkness MMO: If it were up to me

Now that it has been announced that the coming World of Darkness MMO will be based on the Vampire: The Masquerade game line and not the Vampire: The Requiem line, many fans such as myself are extremely excited to see how they will make it happen.  I, however, found myself thinking of different ways I would rather the game would be approached.  


Memories of the other White Wolf video game, Bloodlines, easily comes to mind as how the feel and approach to the powers may be.  In most typical Massively Multiplayer Online games, role playing takes a huge back seat to the act of grinding away at "creeps" to collect drops, rare items, experience points and the like.    For some reason, there is an ever present need to give a false feeling of accomplishment in leveling up, when all leveling up is really doing is giving you  access to a new location where you once again become the lowest rung on the ladder.

I hate games like that.  In fact, as wonderful as World of Warcraft may be, it was that grinding fact which made me truly loathe the idea of playing the game.   One would have to spend hours attacking all these unnecessary critters to keep gaining levels up to hit the next needed skill point.  Other MMOs like Guild Wars on the other hand try to remove the "grinding feel" by introducing the idea of instances where a mission is played out by a group as an experience of their own.   However ultimately, these games feel flat for me since they never really allow a person (or a group) to have a larger effect on the massive game world.

Here are some thoughts I would like to share on what would make a good White Wolf MMO:

1) Everyone starts out Mortal
The entry point for everyone, including during Beta testing (save for the game developers, the authorized Storytellers, and perhaps premium members who pay for the premium accounts) is to play a normal every day mortal.  The game world itself is a virtual representation of the real world, with certain areas of course left for future development.  Maybe in beta test, the game first opens up three major cities:  San Francisco, New York and Toronto.  In all settings, new players join the game as mortals who choose from a list of twenty job concepts that determine their starting key skills.  You got policemen, prostitutes, gang bangers, media people, church members, bar owners, clubbers, politicians, and the like.  Every job class gives characters a key set of skills which include a primary skill only they can do (examples: Only policemen can legally access weapons in police areas, and  legally enter locked places, while clubbers can automatically identify nightlife people such as prostitutes or gang bangers, media people can affect people's fame ratings, etc) as well as two sub skills which cross over with other job classes (ex: Policemen and gang bangers get ranged weapon skills.  Church members and Media People get "Can't hurt me in public" skills.   Something like that.)

It is only through in-game interaction that a player can eventually become supernatural.

So if you play your cards right, you might have some vampire find you worth its time and get embraced.   Or maybe your Church member's meddling too much with the casino downtown has the Brujah owner come over to threaten you bad.  With the initial batch of supers being part of the Storyteller team, this ensures all new embraces have a nice story reason to be embraced.  This also quickly encourages the idea that being a ghoul might be sought by some, and rejected by others.  This also makes the idea of being embraced both exciting scary and not just a "class" to choose.

2) There are no Character Levels
Instead, there is an in-game economy which truly rises and falls like the real world.  There are the increase of access to new skills, or the increase of efficiency of existing skills.  (ex:  New cops can fire a gun, older cops can fire more accurately and opt to disarm with trick shots, etc)

This in many ways will also encourage the temptation to commit Diablerie for vampires, since it easily scores you new levels of Discipline points.  Without "levels" after all, the only other way you will get new Disciplines is to let time PASS.

3) Age however should have an effect.
As mentioned above, time does pass.  It affects economy.  It affects stats.  Age does give you more skills, or enhances existing ones, but can also impair you.  Slower.  Smaller field of vision.  Longer healing times.    Even times when you log in you discover you are "sick" and can't play properly.  Why?  Because this makes the idea of the Embrace once again tempting.  Makes you think about "growing old" and avoiding it.

On the flip side, being a mortal should have a perk, and this is:  Being able to play during the day time hours of your location (yes, Vampire players can only play at night based on the real time of the location of the player) and the chance to have children.  If a player finds another player, and the two have a child, both have a 50% of keeping the child, which means: you have a free character ready to be used once your existing one dies.  Vampires?  No such thing.  Their immortality is forever... unless someone offs them and throws them Final Death.

Yes.  Its painful.  But damn, it makes Diablerie again so much worse.  (and Tempting) And forces players to support going against it.

4)  Stories have three kinds
The first are your generic missions.
Typically these are based on your job choice.  Policemen have minor crimes to stop.  Bar owners have a little economy resource management jobs to fulfill.  You get the idea.  Even Clubbers have their own little missions (ex: hang out at this club before it closes,  locate where Rockstar NPC has gone).   These give minor benefits ranging from more in-game resources, chances to build more contacts, allies, or even fame.  And in some instances, even access to job alternatives.  Policemen can become Investigators.   Clubbers can either become Bar Owners or Groupies.  Groupies eventually can become Entertainers.  You get the idea.
But ultimately the best thing about these is it allows you to explore the city, meet more people, and possibly get the notice of the supernaturals.

These can also be player generated.

A Bar Owner might post job openings for his bar.  All other players who apply can earn some resources, and possibly gain an Ally if the Owner or the other applicants are willing.    A Gang Banger might sell some drugs. Earn money on the side.  Or need to hide from the law.

Weekly Events are your Storyteller missions.
Every day, a Storyteller hosts a mission which players can join in.  Clearly some missions are easier to do for certain jobs than others.   Monday might have a Storyteller hold a Concert in the City Square at midnight.  All attendees see the concert unfold.  The Vampire Rockstar might pick two in the audience to flirt with.  Maybe an attack ensures.  Mortals tend to be victims or crowds who basically want to avoid getting hurt.  Vampire players can be from one or the other side.   The players can run, hide, help or hinder.  Their actions of course have consequences.  And resolutions.   Embraces may happen.  So too may deaths.  But maybe in Weekly Events, deaths are temporary.

And finally, Monthly Events are your Big Events.
Here more than one Storyteller is involved.  At many times, these would be culminating stories that have been seeded all month.   Maybe all month, players noticed mentions of something or someone called The Fallen in the city.  Rumors of a man who kills people.  Beheading them without moving.  Maybe players notice strange symbols on the walls.  Vampire players hear rumors.  Learn of others being found dead.

These stories unfold during a Monthly Event.  Maybe in this one, the Fallen is a big boss.  All Kindred can join forces to stop it, but of course, only after sending their mortal pawns to soften it up.    Or maybe it was just a false rumor.  One intended to scare certain players away to move to a different city.

But one thing is for sure, Monthly Events are Huge.  They affect major change.  And they grant skills.  Because when one survives a Monthly event, they leave it with a bit more than they had before.

5) I would really love it if the game permitted User Generated Content
Perhaps not something as wholly expansive as Second Life.  But imagine if you were allowed to design your bar.  Or if, as a Church Member, you could literally form your own secret vampire hunting group.  Entertainers upload their own music (and yes, pirated music will lead to banned accounts).  Artists can upload their own works (same clause on piracy.)

Suddenly a mortal player who makes artwork would be even more interesting to embrace into the Toreador clan.  His works can clearly be part of the game world.    You'd have people coming up with their own things to do.  One creates a drag racing course.  Another designs a supermarket with a hidden haven.  A third might try to expose the Masquerade, only to be ignored by the rest, and eventually murdered by some crook who was Dominated by a Cainite.

User Generated Content would allow the World of Darkness to literally become OUR World of Darkness.

Can't you just imagine someone releasing word of an event:  The Book of Nod Unearthed.  And players amassing to attend only for Vampire players to easily see its a fake User Generated version and not the Real thing?

6)  I would have the canon characters present
And by that I mean the big wigs.
Vykos should be somewhere in Toronto.
Victoria Ash should be clearly seen in some posh club.  Her Majesty would make hurting her very difficult.
Boy would I love to bump into Anatole.
No really, I would.



And yes.

New York would have something scary in the sewers.


7) And since this is the old World of Darkness
A huge part of the charm before was how much it did feel like it was part of the real world.  So this would be something I would have exist in the game as well.

How would I do this?

First of all, Vampires in the know in the game realize the world SHOULD have ended.  The portents of Gehenna were visible years back.  A blood red moon was visible.  India went media silent for some time.  Elders recall dreams of a red mist descending over everything.

But the world hasn't ended.  The clans are still there.  The blood still hungers.    Anatole still lives.
And more frighteningly, there are rumors.  Some speak of it in whispers.  Think of it as blasphemy.  But there are rumors.

An Annex.  A last chapter.
A new one.

That speaks of Gehenna being staved back.  That whispers Caine made one last challenge to the Almighty.  That Lilith laughed.  That the Antedeluvians in their fitful sleep squirmed in fear.

And that the Almighty said yes.

Gehenna was halted.
For now.

And now, we are all living in borrowed time.


That's how I would do the World of Darkness MMO.
A pity I don't work for them.


(yet?)

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