So I want to preface this whole thread by saying I have yet to read the new Guide to the Tal'Mahe'Ra book. I'm waiting till the final version comes out, as the errata process looks to be a little larger then your average preview edition.
Anyway, I am aware from reading the forums and reviews and such that the last chapter in the book is a sample adventure for True Black Hand PC's.
This got me thinking a bit. Info on the True Black Hand prior to this book basically came from Dirty Secrets, which lets face it is not everyone favorite book. I know that in revised edition the Vampire the Masquerade Storytellers Companion had some advice on how to deal with the sect blowing up. Apart from those two sources I'm not aware of any other book that went into any detail about them prior to the new Guide book.
I came to Vampire during the Revised era, so the first time I read Dirty Secrets it was a bit of a shock to my system. That's not to say I hated it, I liked bits and used them (Nagaraja anyone!) and ignored the hell out of the rest of the book.
Since first running into the Tal'Mahe'Ra I've played in a fair few Masquerade games. In some they were not present at all, in others they where in the background and in a few they had a notable presence in the plots we ran into. Yet as both a player and ST I always viewed them as NPC material. I never really thought that they were really conductive to PC stories in Vampire.
This is to say that I felt and do still feel that Masquerade is at its best when it focuses on personal stories of the PC's and those NPC's they interact with in a meaningful way. Larger wheels-within-wheels plots are a must too, but as a way to contrast the internal vs external battles Kindred have to deal with.
The Tal'Mahe'Ra always struck me as just a little to epic and a little to over-the-top and a little too well...odd for that. I felt that a Tal'Mahe'Ra game would be a great epic adventure across several dimensions fighting foes that would not be out of place in a Lovecraft story. Which is fine, hell its even fun, but it never gelled with my idea of a Vampire game. It felt like a fantastic game for a sorta uber-WoD storyline of different splats dealing with a larger problem, but while that is great I also felt it watered down Masquerades core focus (at least as I see it) a bit too much.
So my question is this:
Has anyone played in or Storytold a Tal'Mahe'Ra game/campaign?
Follow up questions for those that have:
How well do they feel it kept a focus on Masquerades themes?
Did it feel like a Vampire game or did it feel like a crossover game?
Did you feel it was more challenging to play in or run such a game then a similar length campaign in a more tradition Camarilla or Sabbat game?
What unique aspects did the fact it was a Tal'Mahe'Ra game bring to the campaign?
How crazy did it all get?
Also as a side question for those that have had the True Black Hand as NPC's in their games:
How did you use the Hand in your game?
Where they:
Unsung heroes?
The true face of evil?
Wacky cultists?
The only people who new the truth in setting?
All the above?
Thanks in advance to anyone to takes the time to answer these questions for me.
Anyway, I am aware from reading the forums and reviews and such that the last chapter in the book is a sample adventure for True Black Hand PC's.
This got me thinking a bit. Info on the True Black Hand prior to this book basically came from Dirty Secrets, which lets face it is not everyone favorite book. I know that in revised edition the Vampire the Masquerade Storytellers Companion had some advice on how to deal with the sect blowing up. Apart from those two sources I'm not aware of any other book that went into any detail about them prior to the new Guide book.
I came to Vampire during the Revised era, so the first time I read Dirty Secrets it was a bit of a shock to my system. That's not to say I hated it, I liked bits and used them (Nagaraja anyone!) and ignored the hell out of the rest of the book.
Since first running into the Tal'Mahe'Ra I've played in a fair few Masquerade games. In some they were not present at all, in others they where in the background and in a few they had a notable presence in the plots we ran into. Yet as both a player and ST I always viewed them as NPC material. I never really thought that they were really conductive to PC stories in Vampire.
This is to say that I felt and do still feel that Masquerade is at its best when it focuses on personal stories of the PC's and those NPC's they interact with in a meaningful way. Larger wheels-within-wheels plots are a must too, but as a way to contrast the internal vs external battles Kindred have to deal with.
The Tal'Mahe'Ra always struck me as just a little to epic and a little to over-the-top and a little too well...odd for that. I felt that a Tal'Mahe'Ra game would be a great epic adventure across several dimensions fighting foes that would not be out of place in a Lovecraft story. Which is fine, hell its even fun, but it never gelled with my idea of a Vampire game. It felt like a fantastic game for a sorta uber-WoD storyline of different splats dealing with a larger problem, but while that is great I also felt it watered down Masquerades core focus (at least as I see it) a bit too much.
So my question is this:
Has anyone played in or Storytold a Tal'Mahe'Ra game/campaign?
Follow up questions for those that have:
How well do they feel it kept a focus on Masquerades themes?
Did it feel like a Vampire game or did it feel like a crossover game?
Did you feel it was more challenging to play in or run such a game then a similar length campaign in a more tradition Camarilla or Sabbat game?
What unique aspects did the fact it was a Tal'Mahe'Ra game bring to the campaign?
How crazy did it all get?
Also as a side question for those that have had the True Black Hand as NPC's in their games:
How did you use the Hand in your game?
Where they:
Unsung heroes?
The true face of evil?
Wacky cultists?
The only people who new the truth in setting?
All the above?
Thanks in advance to anyone to takes the time to answer these questions for me.
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