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  • I actually asked my military player about Five Eyes about a year ago. This was what he said:...
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  • I agree with the above and also tend to think the Second Inquisition are pawns of a supernatural faction (vampires, Pentex, many others; take your pick) who already have a vested interest in preserving the Masquerade, which makes it doubly secure.

    I've said it in other threads, but the idea of so much cooperation between intelligence agencies is disbelief-shattering for me. The only way to explain them getting along so well is because of behind the scenes supernatural shenanigans. One of my players who's in the military had this take:...
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  • I dunno if that Merit was in Cults of the Blood Gods or not, but it was in Lore of the Bloodlines....
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  • False Epiphany
    replied to WIR 5E Anarchs
    Call them the Utopianists or John Galts. MacNeil is the obvious poster boy for this camp. The Red Question also falls here, despite the amount of shade they throw at MacNeil, and Marguerite Foccart too. They're disproportionately represented among the Anarchs in the popular mind, but I'm hard-pressed to think of many others. Vampires seem to have wised up to the limits of their philosophy after how the California Free State worke out.

    Ironically, their philosophy is also perhaps the most compatible with Camarilla elders, because it essentially comes down to might makes right. They're...
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  • False Epiphany
    replied to WIR 5E Anarchs
    It's an issue they've had for most of the game's history, really. The Anarchs are defined by being against the Camarilla more than they are by being for anything.

    They've never been described as anything more than a loosely aligned group of anti-authoritarian individuals, so decades of material has been spent fleshing out the Camarilla's and Sabbat's cultures and internal structures. The Anarchs have a big deficit to make up.

    I applaud V5's writers for trying, but it seems like the Anarchs got the short end of the stick again next to the Camarilla....
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  • False Epiphany
    replied to WIR 5E Anarchs
    Lancea et Sanctum = resurgent Cainite Heresy/Church of Caine.

    But, yeah. One problem with V5 is that they have to shoe-horn many of these factions in because they weren't present in the game's canon earlier. House Carna is new as of Beckett's Jyhard Diary. The Cainite Heresy is an old group that's being revived. The Camarilla has recently decided it's going to be far more exclusive.

    I don't think the VtR covenants are an inherently bad idea. More sects than the Camarilla, Sabbat, and independent clans gives players and GMs more options (the really obscure groups like...
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  • Caine advises not to Embrace true love, but if you have to do it, have your sire do it for you.

    I've had a similar plot thread come up in my current game. A PC's mortal boyfriend got Embraced into another clan. Their sires are political enemies and they've struggled to keep their rekindled relationship secret while juggling the conflicting loyalties.

    It's felt like a pretty unexplored idea in canon that vampires can know one another before the Embrace. It stretches disbelief if every father's brother's nephew's cousin's former roommate gets turned into a vampire, but...
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  • Yeah. There are tons of instances of vampire sires and childer being lovers, within Masquerade and broader vampire lore. Dracula has his brides. Lestat Embraces his mom. Eric and Pam are an item. Etc.

    This topic comes up in True Blood when Bill Compton discovers that a woman he's in a sexual relationship with is his many-times great-granddaughter. He wants to break their relationship off. She counters that incest is only taboo for humans because it leads to inbreeding depression, which is a non-issue for vampires. Incest taboos serve to limit rather than expand the species' reproductive...
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  • False Epiphany
    replied to Embraced Animals
    I've always thought "GMs should never say no" is dumb advice, but that "GMs should offer an alternative when they say no" is good advice.

    I find the concept of vampire animals to be silly, and would say no if a player wanted one. But I might present an alternative like an unusually powerful animal ghoul ("you're the only vampire in the city with their own pet tiger!"), a nonsentient supernatural companion of some kind (there are a bunch of critters from other game lines), an animal ghoul modified by Vicissitude to be even more deadly, or a "hand-me-down"...
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  • I feel like what I've written, now several times, isn't being understood.

    1. Scenario where a GM has NPCs try to covertly try to blood bond PCs. This can be railroading or not railroading, depending on how the GM adjudicates it.

    It is not railroading if the PCs can avoid being blood bound through their own choices and/or dice rolls. The PCs might succeed and not get bound, or they might fail and get bound. So long as players have agency and can influence how the game's story plays out, there is no railroad, even if the GM is trying to trick them into the blood bond....
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  • If a player wanted to leave because they couldn't buy a Merit, I'd say their departure is probably for the best. "Sorry, you can't buy this Merit" being a dealbreaker seems indicative of fairly deep incompatibilities in gaming tastes. There are some GMs who let players buy anything they want for their PCs, and there are some GMs who are more strict. Players who are used to the former type of GM are likely to run into conflicts with the latter.





    I think this thread is reading overly much into the OP. They haven't said they plan to railroad their...
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  • And the GM is just as within their rights to say the player can't buy the Merit if it would be problematic to the chronicle.

    It remains incomprehensible to me that any gaming group wouldn't be fine with the GM tricking their players. It's been the case in every group I've played with that the GM seeks to keep players in the dark when NPCs are trying to deceive them.



    This is an actually nuanced take on the matter. Most players I've gamed with would be fine with the GM designing a plot where NPCs tried to blood bond their PCs. Where they would get pissed...
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  • The first sip, even two, you can probably get the PCs to drink voluntarily. Have elders arrange a way to get the PCs into trouble, coincidentally show up to provide some timely assistance, and claim a boon for the trouble. Have them ask the PCs to take a drink to repay it. Alternatively, have them arrange a way to make the PCs witlessly attack or trespass in their domains, and have them demand a drink in recompense.

    Disguises can also go a ways in overcoming a vampire's bond phobia. There's a lot less reason to be leery about being one step bound to two vampires than two steps bound...
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  • False Epiphany
    replied to New Blood Magic Book
    There's enough material out there on blood magic already, IMO. I'll probably buy it if they write it, but I'd rather see a new book cover newer ground....
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  • I'll also throw out Dark Eras for Chronicles of Darkness. It's got a pretty beefy (and excellently written) section on vampires in Elizabethan London.
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  • I'll third not remembering that from anywhere. Hardestadt (the Younger) is also a pawn.

    In Giovanni Chronicles, Jadviga Almanov participates in the Conspiracy of Isaac with the support of some unnamed Ventrue elders. Hardestadt is sent to stop Almanov and risk his own unlife... by those same Ventrue elders, so they can reap the rewards of backing the winning side either way.

    These are not the actions of a vampire who's a puppet master. I always figured the Inner Circle consisted of real deal methuselahs, and next to them, Hardy Jr. is pretty young. He's just the face...
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False Epiphany
False Epiphany
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