I feel like I kinda miss having Virtue and Vice for supernatural creatures.
The splat-specific Anchors introduced in 2nd Edition (Mask and Dirge, Blood and Bone, Needle and Thread, Root and Bloom etc.) do a good job to flesh out a character and provide roleplay guidelines, and are of course more tailored to the themes of each game line. However, Virtue and Vice IMHO are better suited in making a character feel well-rounded: the idea that no-one is perfect, everyone has some flaws, and, on the other hand, even the worst villains have some positive aspects.
To me they're also more intuitive to come up with, especially if I need to flesh out an NPC. If, as the ST, I have to roleplay, say, a Changeling NPC, I may have no idea what kind of Thread motivated her to escape Arcadia. Instead, playing her according to a Vice, like in a Lazy or Proud way for instance, is much more straightforward (at least for me).
Most importantly perhaps, I feel like there's a lot of interesting opportunities that are being missed. I was reading some 1st Edition supplements, like Inferno or Goblin Markets (some of them relied a lot on the 7 virtues/vices, perhaps too much sometimes) and I found really interesting, from a storytelling perspective, the notion of having a Whisperer demon or a Goblin shopkeep tempting a PC's dark side. Supernatural PCs don't have vices anymore, at least not explicitly and not mechanically (even if it can be still be roleplayed, of course). Some PCs may not seem to have a dark side at all.
You could try tempting their alternate Anchors, but some of them are really not as straightforward. Having a "Devil-in-disguise" type of creature tempting a Werewolf with a "community organizer" Bone or a Sin-Eater with an "advocate" Root doesn't have the same ring to it.
What if supernaturals had four Anchors (both Virtue/Vice and new ones)? Or three?
Does anyone else feels like splat-specific Anchors shouldn't replace Virtue and Vice, but complement them?
The splat-specific Anchors introduced in 2nd Edition (Mask and Dirge, Blood and Bone, Needle and Thread, Root and Bloom etc.) do a good job to flesh out a character and provide roleplay guidelines, and are of course more tailored to the themes of each game line. However, Virtue and Vice IMHO are better suited in making a character feel well-rounded: the idea that no-one is perfect, everyone has some flaws, and, on the other hand, even the worst villains have some positive aspects.
To me they're also more intuitive to come up with, especially if I need to flesh out an NPC. If, as the ST, I have to roleplay, say, a Changeling NPC, I may have no idea what kind of Thread motivated her to escape Arcadia. Instead, playing her according to a Vice, like in a Lazy or Proud way for instance, is much more straightforward (at least for me).
Most importantly perhaps, I feel like there's a lot of interesting opportunities that are being missed. I was reading some 1st Edition supplements, like Inferno or Goblin Markets (some of them relied a lot on the 7 virtues/vices, perhaps too much sometimes) and I found really interesting, from a storytelling perspective, the notion of having a Whisperer demon or a Goblin shopkeep tempting a PC's dark side. Supernatural PCs don't have vices anymore, at least not explicitly and not mechanically (even if it can be still be roleplayed, of course). Some PCs may not seem to have a dark side at all.
You could try tempting their alternate Anchors, but some of them are really not as straightforward. Having a "Devil-in-disguise" type of creature tempting a Werewolf with a "community organizer" Bone or a Sin-Eater with an "advocate" Root doesn't have the same ring to it.
What if supernaturals had four Anchors (both Virtue/Vice and new ones)? Or three?
Does anyone else feels like splat-specific Anchors shouldn't replace Virtue and Vice, but complement them?
Comment