I recently determined exactly what I like, and don't like, about the different clan banes. I want a clan's bane to reinforce their stereotype when a clan member avoids that bane. I want vampires specifically to NOT have to actually suffer the penalties of their banes, and I want the actions they take in avoiding that bane to define them to a degree.
Case in point: I like the Daeva flaw because it causes Daeva to be "promiscuous" with their Kiss. They can't maintain a herd at all (either you never drink twice so you don't suffer Dependency, or you drink exactly twice and then can't anymore without constant Humanity 3 breaking points for causing harm to your regnant), so, they become, metaphorically, whores. That's perfect. So, they can totally avoid the curse by fulfilling their stereotype.
The Mekhet, too. They have a weird, unique bane. It's a quirk they have to avoid triggering, and avoid letting anyone else know about it so they can't use it against you. This makes Mekhet secretive and quirky. Boom, perfect.
The Daeva, Mekhet, and Nosferatu flaw all work "correctly" in this regard. I have another thread about touchstones and a stop gap solution for Ventrue. So, that leaves Gangrel. The Gangrel flaw is just not to my preference. The Gangrel are supposed to be wild and bestial, but their flaw, the way you avoid it, is by doing exactly the opposite of that, by maintaining humanity, avoiding anger and anger inducing situations, being extremely polite and nice to everyone to avoid provocations, feeding carefully to keep from hunger, etc., etc. It's everything a Gangrel shouldn't be.
So, how do we fix this? Well, I'm hoping for some help in that regard. Most suggestions I've seen on the forum for a Gangrel fix are to give them a penalty to resist frenzy, rather than their humanity as a cap, usually at the same rate vampires suffer social penalties from having low humanity. This is definitely better than the book's version, but it still doesn't address my specific problems. Can we do better?
I was thinking I had to do something that penalized not acting bestial, so they chose to act that way to avoid it. Unfortunately, anything on that front I can think of is problematic. I don't want to penalize them for maintaining Humanity--I want high humanity to remain a pure positive. I considered somehow giving them the Tempted condition in situations that didn't necessarily call for a frenzy check (say, when they had to be excessively patient or something, I don't know), but then, I realized the only way to clear that was to frenzy, and frenzy is kind of a loss condition and isn't fun for all players, so, that's no good.
I considered maybe playing with the three lashing out conditions. I already remove the month time limit on them, though removing that from just the Gangrel could also be in order, but, nothing I came up with on that front was satisfying, either, because, again, you basically clear those conditions by losing, by facing a breaking point, or for Bestial, hurting someone, which is probably going to be a breaking point anyway.
I don't want to drive them to frenzy, exactly, but I want them to be aggressive, to prefer the outdoors, to stalk prey, act quickly, that kind of stuff. I don't know.
Maybe something with willpower, where they can only spend it in certain ways or they have to spend it to do certain things (long term planning?).
Does anyone have any other ideas? I would appreciate it.
Let me give some quick parameters on the fix, though, so people don't get frustrated. If you don't know me from my other thread on touchstones, I don't like what we'll call, for lack of a better term, story-game mechanics. I remove or seriously downplay in my games touchstones, Mask/Dirge, aspirations, the way beats are handed out, and the door-based social system, so, please don't root the fix in those systems or make it another directly story altering system in and of itself.
Case in point: I like the Daeva flaw because it causes Daeva to be "promiscuous" with their Kiss. They can't maintain a herd at all (either you never drink twice so you don't suffer Dependency, or you drink exactly twice and then can't anymore without constant Humanity 3 breaking points for causing harm to your regnant), so, they become, metaphorically, whores. That's perfect. So, they can totally avoid the curse by fulfilling their stereotype.
The Mekhet, too. They have a weird, unique bane. It's a quirk they have to avoid triggering, and avoid letting anyone else know about it so they can't use it against you. This makes Mekhet secretive and quirky. Boom, perfect.
The Daeva, Mekhet, and Nosferatu flaw all work "correctly" in this regard. I have another thread about touchstones and a stop gap solution for Ventrue. So, that leaves Gangrel. The Gangrel flaw is just not to my preference. The Gangrel are supposed to be wild and bestial, but their flaw, the way you avoid it, is by doing exactly the opposite of that, by maintaining humanity, avoiding anger and anger inducing situations, being extremely polite and nice to everyone to avoid provocations, feeding carefully to keep from hunger, etc., etc. It's everything a Gangrel shouldn't be.
So, how do we fix this? Well, I'm hoping for some help in that regard. Most suggestions I've seen on the forum for a Gangrel fix are to give them a penalty to resist frenzy, rather than their humanity as a cap, usually at the same rate vampires suffer social penalties from having low humanity. This is definitely better than the book's version, but it still doesn't address my specific problems. Can we do better?
I was thinking I had to do something that penalized not acting bestial, so they chose to act that way to avoid it. Unfortunately, anything on that front I can think of is problematic. I don't want to penalize them for maintaining Humanity--I want high humanity to remain a pure positive. I considered somehow giving them the Tempted condition in situations that didn't necessarily call for a frenzy check (say, when they had to be excessively patient or something, I don't know), but then, I realized the only way to clear that was to frenzy, and frenzy is kind of a loss condition and isn't fun for all players, so, that's no good.
I considered maybe playing with the three lashing out conditions. I already remove the month time limit on them, though removing that from just the Gangrel could also be in order, but, nothing I came up with on that front was satisfying, either, because, again, you basically clear those conditions by losing, by facing a breaking point, or for Bestial, hurting someone, which is probably going to be a breaking point anyway.
I don't want to drive them to frenzy, exactly, but I want them to be aggressive, to prefer the outdoors, to stalk prey, act quickly, that kind of stuff. I don't know.
Maybe something with willpower, where they can only spend it in certain ways or they have to spend it to do certain things (long term planning?).
Does anyone have any other ideas? I would appreciate it.
Let me give some quick parameters on the fix, though, so people don't get frustrated. If you don't know me from my other thread on touchstones, I don't like what we'll call, for lack of a better term, story-game mechanics. I remove or seriously downplay in my games touchstones, Mask/Dirge, aspirations, the way beats are handed out, and the door-based social system, so, please don't root the fix in those systems or make it another directly story altering system in and of itself.
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