World of Darkness

The Addition of Editions: A Brief Look

The release of Dungeons and Dragons 4th Edition is right around the corner and if you have been paying attention at all you’ll know I am pretty excited about it. When I first heard about it I shrugged it off but then curiosity got the better of me and I did some research and posted the results of that research. Since that time I have been reading the Wizards posts and poking around for opinions from people with advanced copies while I eagerly await the arrival of my copies of the books.

The opinions about the new edition seem to be fairly split, with an edge given to positive impressions. While there are many different complaints (no gnomes, no half-orcs, no sorcerers, multi-class changes, alignment changes, etc.) the most amusing complaint I have seen is “3.5 is fine, don’t let Wizards trick you into spending more money!”

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Werewolf: End of the Line

The Werewolf: The Forsaken game I have been running for a while now came to an end this past Saturday. I think it went fairly well though my wife commented that she felt that there could have been a bit “more”. It’s always hard for me to do these final stories and I wonder if other people have similar problems.

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What Veronica Mars Taught Me About Role Playing, or How to Use TV Series as Chronicle Archetypes

I began my role playing career by running games. To this day I find running games more enjoyable than playing in them (partly because I am very easily distracted and find that I am not the best player in the world because of this) and thus have run far more games than games in which I’ve played.

My game mastering style has changed a lot over the years and recently has gone through another major change. I’ve discovered TV is at the heart of the change.

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Werewolf: This Story is True…

I hit a bit of a quandary in my Werewolf game when it came time for the players to get a totem. I didn’t like the idea of forcing them to stumble around until they liked a spirit of my creation enough to make it their totem, but I also wasn’t sure I liked the idea of not role-playing the rather important event of finding and claiming one.

Since the group was new it seemed prudent to allow them to build their totem and then make the finding of the totem into more of a shared story than an actual role-playing session.

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Werewolf Campaign Outline

This is the basic outline for my first Werewolf: The Forsaken campaign. The basic plot outline mirrors the demo adventure that can be found on the White Wolf web site in a few aspects as I used it so that I could steal a couple of encounters (for example the glass spirits that appear at the beginning of that adventure also appeared at the beginning of mine). The basic plot of my campaign begins with Roostam Petrov a Russian immigrant and leader of the most powerful pack in Orlando, FL putting together a pack of forsaken and placing them in a position to hold the small town of Hica Kitisci. Some members of the pack are familiar with the area but others are not (at a later point I may well put up a post that speaks to more of the specifics of the way things are panning out). Mostly the below information is meant to be an outline of the area. The Rail Man is the main adversary for the first campaign while Butcher of Angels may become a major antagonist as well depending on the actions of the players.

Again this is just a basic outline. I wrote it before the game even began and personally I am a firm believer in allowing the players to tell the story. I like to give them some options and I try to give them side plots and personal mysteries. Also there are a number of minor characters that are not listed here I can include them in future posts if people are interested. Statistics are also hopefully on the way!

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