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  • A different question - best "non-generic" supplements for a nWoD/CofD game?

    I made a post earlier that asked what the best generic/core nWoD/CoD supplements were and why. I appreciate all the responses. I got a lot of good ideas...thank you!

    Looking over the responses, I noticed some non-Core books were mentioned. That got me thinking: what are some setting specific (Vampire, Werewolf, Mage, etc) books would work well in a generic nWoD/CoD game? I have very little experience with non-generic nWoD/CoD books, as I've stuck mostly with those. The only one I have is Damnation City, and it's a pretty decent. But I'm sure there's some good supplements out there...
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    Last edited by Lord Dynel; 06-17-2017, 06:39 AM.

  • Anyone else feel like contributing? I'm interested in hearing others' opinions!
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  • I'm a dyed in the wool fantasy gamer, but my second favorite genre is modern. I like modern crime, horror, supers, espionage, and action, and I've done a pretty good job (I think) putting those together into a modern campaign. Well, the "supers" and "horror" hasn't shown up yet, but it's beginning to. And I really like nWoD for this game. I've tried/considered other systems, but nWoD/CoD just does a really good job, I haven't gotten into the specific core books (Vampire, Mage, Changeling, etc.) and I don't think I will (because primarily supernatural/horror isn't my game)...
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  • I have and like all three of these. I think they're good at fleshing out the darker aspects of their respective specialties and, with my games being less extraordinary, also at adding in some modern "realistic" antagonists/snags into chronicles.



    As my games progress down more extraordinary avenues, I've been contemplating picking up these three books as well, and also Immortals and Changing Breeds. I am also considering Reliquary, too, because I think items as a source of extraordinary power fits well into the game I'm trying run (and I've been heavily inspired...
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  • Lord Dynel
    started a topic Favorite nWod/CoD books, and why?

    Favorite nWod/CoD books, and why?

    I've got a good bit of core nWod books (about ten or so) but I'm looking to expand my collection. Instead of just asking "so, what book should I get next?" I figured I would ask what your favorite 3-5 books of the core line are and why.

    My favorite supplements are biased on the type of game I like to run. My game world is more or less "normal" and so are the characters. While they might be really good investigators, fighters, or con men, they fall within the realistic spectrum of "normal humans." That might change, though, as I'm considering expanding...
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  • I'm kind of partial to the southern coast of Rhode Island, personally.
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  • Lord Dynel
    replied to Gambling in CofD
    Thanks everyone, for the replies. I'm kind of out and away flrom my books and my computer, so I've been delayed in my reply.

    Well, my initial thought were how to resolve gambling/games mechanically (as in what checks to make). I didn't initially think about the longer term effects of the gambling problem.

    In regards to the Addiction condition - did it make it into the CoD Core Rulebook? I don't remember seeing it. I do remember deprived,which seems like it could also work. Also, I remember looking it up for a NPC. But I don't recall he Addicted condition. It does...
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  • Lord Dynel
    started a topic Gambling in CofD

    Gambling in CofD

    There is a player who's envisioning his character as someone with a gambling problem. Since gambling will undoubtedly come up during play, how would you go about representing it in game, mechanically?
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  • Yes, sir. That is indeed a valid point, and one that I keep coming back to as well. I was initially unsure of the balance between how well the system's verisimilitude and it existence as a game system. I am a bit more sure after this conversation....
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  • Well...a more lethal gun would certainly appeal to realism...



    Well, the Bleeding Tilt might be the only way to represent the reality of possibly dying from one shot. So, I will certainly use it, most likely in lieu of increasing damage.




    Which is why I use an average result.



    You make a good point here, which is why I'll probably not increase damage. Buth when I'm looking at this example I get split down the middle. On one hand, I agree with you and see the logic of what you're saying. Then the other...
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  • Would you mind elaborating on this thought?...
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  • Oh, I agree. Ultimately, I will probably go the Tilt/Lasting Trauma/Persistant Condition over increasing damage. If I do increase damage, it'll probably only be a +1 (either for all weapons across the board or, more likely, just for guns). The point I was making about applying conditions or dressing up the example/scenario (that you quoted) wasn't meant to mean a "Condition" in the form of a Tilt/Lasting Trauma/Persistant Condition. It was referring to applying special circumstances or conditions (little "c") to the example to make my opinion/concern null and void...for...
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  • Yes, I am strictly referring to a person who gets hit with a bullet. When, and if, the person gets hit, then the mortality rate is somewhere in the 18-30% range. I appreciate you examples, by the way! They certainly fall in line with my opinion of gun lethality.



    The more I think about this, the more I am starting to see it. As I mentioned in my last post, maybe it's more academic at this point. I think the Bleeding Tilt and Lasting Trauma really goes a long way towards replicating a more realistic and deadly nature of gun play.

    Personally, I would...
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  • First off, let me say that I hope to keep this conversation civil. I think gun combat is less lethal than I feel it should be. That is my opinion. I get the feeling that you're attempting to trying to come into this thread and tell me how "wrong" I am and strong-arm me out of my opinion. Sorry, that won't work. If I'm wrong about that, I apologize. But, if that's your intent, I'd appreciate it if you'd not do that. I certainly appreciate your opinion in return, and some posters have had some good points (I really liked the idea of being more liberal with Tilts and I'll honestly probably...
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    Last edited by Lord Dynel; 06-01-2017, 06:33 AM. Reason: spelling errors

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  • Guns are deadly. There's no argument there. But I'm not enthusiastic about the idea that there needs to be certain conditions to make them deadly (x amount of successes and an assault rifle, "a few successes" to kill actually kill someone, needing a character that's heavily invested in shooting, etc.). The original intent behind my idea to increase damage was to make the danger of gun combat better parallel reality. I know, I know...it's a game. I understand that. But it was still my intent.

    The statistics of the mortality rate from a gunshot wound jump around, depending...
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  • Okay, the Bleeding tilt sounds good. I'm still digesting Hurt Locker, so that's something I need to remember!



    I did say it wasn't represented in the rules. My original text was "#2 is not...very well." That being said, I might amend my original statement to consider Tilts more in

    Addressing your example, Heavy Arms; a 2 success hit with a rifle only does 6 damage, which doesn't satisfy my #2 statement. If we're talking strictly damage, of course. If you take Tilts into consideration, it probably will be fatal. But more importantly, I don't...
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  • I like it.



    I like the idea of lasting repercussions. I would think that mimics reality quite well. And though it may not seem obvious, my intention is not to kill characters easier. Whether or not they get into gun fights, my aim is to make the damage of bullets more respectable. That said, the gist of what I'm trying to accomplish is to make things a bit more "realistic" within the confines of a game.

    When I consider gun combat, I think about two true statements:
    1. People can take multiple gunshots and survive.
    2. People can die from one
    ...
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Lord Dynel
Lord Dynel
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Last Activity: 06-17-2017, 07:02 AM
Joined: 07-15-2016
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