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  • Wise words.Still I feel more comfortable by focusing the game and essentially cut out background noise and when possible give explinations that ties into the cosmology of what we're playing....
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  • I just pick one line, the one we're playing, and say that these are dominant and that the cosmology in their material is the correct one while the others are effectively supporting cast and exist in much smaller numbers than the "main players".

    So for example if we play Werewolf, then Werewolf mythology and cosmology trumps everything else and every other splat or line exists in much reduced numbers and powers. So with these Werewolves there are Vampires, but too few to create covenants and do probably not have Clans or Bloodlines, there are a few Mages but these do not...
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  • Thanks for the link, that was gold and just what I was looking for.

    In regards to Discipline I did consider giving them Obfuscate instead of Auspex but decided that I see them as not subtle people who are better in seeing oppertunities, and victims, than hiding themselves. But you make some pretty good arguments in regard to them having Obfuscate. I'll chew on that one for further thought. But I suspect that you may be right that Obfuscate may be better in that they should be more about deceptions than understanding, so I'll change the Discipline set.

    As for the difference...
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  • I think that I shall provide an example from what I'm thinking about in order to make the discussion less abstract and more concrete.

    Thus I present to you the concept for a Malkavian bloodline called the Dominii (sing. Dominus) and nicknamed as Domesticators. The concept draw inspiration from mad Roman Emperors to domestic tyrants, like that guy in Austria who kept his daughter locked into the basement for years on end, and so on. This is mostly imagined to be NPCs and that they are a kind of expression of the irrationality of feelings of superiority on the social side and, in my...
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  • Thanks guys! I'm chewing through this and as usual you deliver good stuff. The idea of, to my understanding, lineages who are not as divergent from the main Clan as to be a bloodline in their own right but still different is interesting. Lots of food for thought in these posts.
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  • Short question on the idea of Malkavian bloodlines

    Here's a short question of something I wish to seek some other perspectives on.

    I've got some ideas for Malkavian bloodlines based on the idea that they all share the same, or similar set of, disorder(s). But would this potentially be to restrictive, and if it is, what others ways can one build a theme for bloodlines of a Clan which is kind of defined by a weakness that change with every individual? Just giving them a new set of Disciplines feels like its not really building a theme by itself....
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  • And if you're going into this rote, check out the game Beholder for some inspiration on survillance in society and such. Here's two inspirational trailers, one for the first game one for the second.

    https://www.youtube.com/watch?v=K7NtUpgDfzE&t=16s

    https://www.youtube.com/watch?v=FvLxlBTOJnw...
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  • In my opinion if you want your city to not feel like a Camarilla city with a paint job you will probably need to not go down the road of ruler with powerful Cainites in a council and some officials to carry out his or her wishes.

    The idea of election has already been mentioned so I'll suggest a dystopian alternative that its less central directed and more popular, as in based on a the people and not an elite, and which is probably based on that the people in power are proficient with Presence, so perfect for devious Brujah and Toreador Anarchs.

    That is that instead...
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  • Well, I guess we'll have to each do our own thing here, but I would anyway like to say that I like bringing up the concept of ghoul families as Tzimisce bloodlines. Because I really dislike the concept of ghoul families. The way I see it is that its more shock value to a Clan that already relies heavily on shock value.

    But anyway it would be cool to see more on the Quetzal. One question I have however is why you picked Quetzacotl as the "inspiration" for a vampire bloodline? I must admit that he never gav me any particular vampire/night/darkness/blood themes when I read...
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  • Just want to say that I'm with you 100% on turning the Revenant families into Bloodlines of Clan Tzimisce instead of ghoul families. Well done.
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  • Gurkhal
    replied to Ideas for Carthage NPCs
    Here are two not-so-evil characters they can encounter. They are intended to be Brujah but can probably be changed to other Clans without any trouble.

    Ishbaal: He was born and has lived his entire life in Carthage. His living kin lives here and he has precious few others, if anyone, elsewhere to love and be loved by. If he went somewhere beyond the city, anywhere, he would doom those last who loves him to poverty and a restless existance wandering from place to place if they followed him. And if he left them behind, he wouldn't be able to protect them from his unliving kin. If the...
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  • Gurkhal
    replied to Ideas for Carthage NPCs
    So are you looking for concepts for characters or them being fully stated out? For sure, I think that I can come up with a few NPCs that might be memorable enough....
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  • Gurkhal
    replied to V5 Populating a city
    Not really. I say if the story needs it, not that no personality characters are valuable to the story by definition. The difference is putting in characters for a reason as opposed to just throwing them into the game to fill a quote of how many there should be.




    I don't know your players but mine would run wild with 400 Cainites and want to interact with them as much as possible. In fact I'd say that I'd be developing about 5-10 characters every session because they will want to find out as much as possible about all opertunities, and that's not counting going...
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  • Gurkhal
    replied to V5 Populating a city
    What matters to me is to not divert my players with a thousand red herrings or throw a mass of paper thin stereotypes at my characters. If you want 400 Cainites in your city, go with it, but I personally find that having a few well developed and meaningful NPCs are often more attractive for the players than letting them run across a cast of thousands where many of them are pretty much alike.

    If you can pull it off, the best to you, but I can only speak from what I have experienced and reason about and that is that quantity has little quality of its own.

    To take the high...
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  • Gurkhal
    replied to V5 Populating a city
    In honestly the math bores me so I say; define how many Cainites your story needs, both players and faceless mass to draw from, and what kind of mood you want to set. Be it isolation or crowded to know roughly how man Cainites you need. After that's done you can start to trim it according to some vague "How many could be in this city?" I feel like running from the other side could leave the city either bloated with Cainites who don't do much in the story and fill no purpose, or having to few Cainites for the story you want to tell. Don't put on GM straightjacket.
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Gurkhal
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