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  • The claim is objectively false, but subjectively true. It is as true as the contradictory "This story is true" origin stories for the Tribes: mythical foundations for belief, not factual analysis.

    Idigams are out-of-context problems. If a Tribe actually understood them as the threats they were, they wouldn't be out-of-context anymore. The sacred prey are in-context problems. They're understood within the mental framework for everyday Uratha, and a natural part of their comprehension of the world....
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  • Errol216
    replied to What Renowns mean?
    So, for Storyteller purposes, I wouldn't approach Renown that way.

    Instead, one, I'd suggest saying, "That seems pretty amazing. Do you think it deserves some Renown?" And then let them argue for one kind or another, and say yes to whatever they pick as long as (1) it isn't obviously wrong and (2) it beats the last deed they've done for that kind of Renown. It is worth making them actually explain why, because a Uratha should never be confused about his Renown. He knows what he did. He knows why it's awesome. And so does everyone else. (If they answer no, then I'd probably...
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  • Had a rough day, so this'll be lower quality.

    Every Auspice and Tribe is, at its core, a set of random characteristics. You say that the Cahalith are Historian-Bard-Prophets (again, I'd point to memory as the unifying denominator), or the Rahu are Warriors (which I'll note I find reductive; I strongly dislike the notion of a fighty splat). This isn't different from how to think of Tribes. A Blood Talon is a memory-based Uratha-hunting Uratha who has particular notions about surrenders and appropriate acceptance. A Storm Lord is a law-forging strength-girding Uratha who cares about...
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  • I'm not really sure what you're looking for, here. What exactly is a "world-wide culture"? No culture is universal; by nature a cutlure is defined in contrast with some other group or culture. You can say there's an American culture, but you'd find major cultural difference between Florida and Massachusetts. Dig in and you'll find major differences between, say, Houston and Austin. That's the nature of culture: for all that it propagates, it also mutates pretty much every step of the way. Every individual is different; the stuff I wrote is essentially a set of stereotypes usable as default...
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  • With Werewolf things, I like to start with Renown. I took each Auspice and Tribe and looked at them in terms of Renown and distilled them into concepts that felt more philosophically coherent than the book's idea of Renown. Wisdom is about how things have a cost, whether that's spirits and gathra or blood and honor. Purity is about grasping truth through lived experience (who'd win, you or me? Let's find out). Honor is about playing Tetris with the world, figuring out how to fit everyone and everything together. Glory is about being remembered, and remembering what should last. And Cunning is...
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  • I really like the concept, though yeah, for all the awesome that the concept is, it lacks flavor in the mechanics. I think it could be improved through a bunch of bookkeeping, though:

    Two kinds of prisoners: the big bads and the mooks. The mooks are just little things, never provide more than +1, and when you lose them, are only generic, unnamed spirits, ghosts, etc. The big bads can give specific boons, especially in the form of an extra dot or two of Influence, but in turn need to be conceptually fleshed out a bit, with a name, rank, and some idea of what they'll do immediately...
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  • Honestly... ignoring line themes (none of the splats are really "chaotic"), you could do worse than copying and pasting the 2e Awakening system. Throw away all the Practices and Arcana and come up with your own. Dawn, Day, Dusk, Night work fine as the latter (though having not seen DA:F, I don't really have a sense of what kinds of effects you're looking for and I'd expect you'd want more specific purviews), and you need a minimum of five Practices for the five dots in CofD's system. Most easily, the cantrip-like effects at the first dot, and "unleashing" at the fifth dot,...
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  • Errol216
    replied to Challenging Supernal "Truth"
    Sure. More perspectives is always good. In the case of something fictional, though, a given perspective tends to be most useful for understanding what you're looking with, rather than what you're looking at. It's a bit lose-lose in that sense. :P But, for the sake of tackling it:

    For instance, a big deal for Uratha is that they guard a border and keep things Right and Proper on both sides, so it's natural for them to see Mages as line-crossers and violators of the natural order. There have been several threads in Changeling about how Mages can be likened to the alien, unempathetic...
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  • Errol216
    replied to Challenging Supernal "Truth"
    That's a good question.

    Here's a counter: the only reason you can grasp it is because you Awakened. It's not enlightenment: your brain was literally turned into an alien's capable of understanding. Or is there a difference between the two? Maybe magic isn't for humans.

    You get to pick if that's Banisher mentality or Seer mentality.


    I think that that's reasonable. In coderland there's a concept of "Domain-Specific Languages", which feel like what Vampires and Werewolves have access to. The trade-off of a DSL is that, while it's much easier...
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  • Errol216
    replied to Challenging Supernal "Truth"
    1) Ha, no. "Truth" is a word. Mages, like any other line, have an extra glimpse of What The World Really Is, but it's nothing that special. They mostly just look really comprehensive because Awakened magic covers most of what we can think of. There's a reason this comprehensiveness sort of... cracks as soon as you crossover.

    2) The programmer analogy is fun. Paths aren't file structures, though; they're higher-level languages that are compiled down into opcode imagos. Moros like to componentize and encapsulate their data structures as bundles of state, whereas Obrimos tend...
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Errol216
Errol216
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