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Post by Drozgul on Feb 3, 2010 2:31:38 GMT -5
I would like all those who are playing in the upcoming WoD crossover game to tell me as much as you can about what you hope this game will be. Your expectations are certain to help me piece together the final strands of what makes the game work.
In your response, be it public or private, be sure to include things like mechanical play, character/villain comparisons, puzzles, setting, obstacles, moods, themes, and anything else you can think of.
These are not just suggestions for me, but also your perception of what a world of darkness should be. What sets it apart from ours, what makes your story the one we need to focus on? What are the most important elements of World of Darkness that you hope will come alive in this game?
Brief answers here are not likely to be very helpful.
If what you want is for you all to be the only survivors of a subway crash, hey, that's what you see. And is a sound suggestion. Please all of you provide some sort of response here, not in person.
So that goes out to (that I know of for certain so far) Alanna, Alex, Rob, Rusty, Ryan, Sienna, Steph, and Tony. I know you all have access, and plenty of time so there is really no excuse not to offer something.
This is also a good time to make sure you're still in. I have not heard from a few of you in some considerable time regarding this game. I know its been over a month since its conception, and it still has likely over a month left to cook before beginning, so if for any reason you no longer are interested, or will be consumed with other things (I know one of you is moving this year) also please let me know. Planning for a group of this size is no small feat as I'm certain some of you are well aware.
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Post by labael on Feb 3, 2010 15:51:40 GMT -5
I want more cowbells!
To be serious, I want moral complications. I want horrors we should run fun. I want treasure to tempt us. I want you to play upon our weaknesses.
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Post by Drozgul on Feb 3, 2010 19:59:52 GMT -5
Here's a question. In this sort of game, what sort of "treasure" is even valid?
Rewards are difficult enough in any game, but in this one especially, I just dunno.
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Post by rjrock85 on Feb 4, 2010 5:06:01 GMT -5
I actually have no idea what to expect from this game, and you know I tend not to go into things with expectations in the first place.
The World of Darkness is eerily similar to our world, but the shadows are darker, the conspiracies deeper, the populace more dour, the criminals more open, the authorities more corrupt, and things actually do go bump in the night. If there is a God, he resembles more the vengeful God of the Old Testament or the Watchmaker. The good guys even have their glaring faults.
I'm sorry if I don't have much to offer, but crossover games such as this one and one-shots aren't really my strong suit...there is such a hodgepodge of themes and aspects that could go into play, its just far to "slippery". And the unique properties of this particular story limit a good bit of the tools and available themes. So, my friend, this here is your baby. Given specifics, I'd gladly help you hammer some things out; but from whole cloth this story seems, to me, quite a bit ephemeral at this point in time. Allow it to gestate and progress from its current blastocyst-like state, and maybe it will grow some hooks for me to grasp on to so that I may aid you.
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Post by labael on Feb 4, 2010 8:13:18 GMT -5
Treasure include the normal stuff: knowledge, gold, silver, gems. Greed. You can have lust as well. Gluttony treasures not as likely. Mage - knowledge, tomes, and magical items. Vampire - knowledge related to them (unless Draco than same as mage), werewolf - fetishes, information about Luna, Father Wolf, Spirits. Promethian - alchemy, information on becoming a real boy.
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Post by labael on Feb 4, 2010 8:15:22 GMT -5
Stuff to turn us away from the right path. Take the movie Labyrinth for example. The Goblin king did everything he could to tempt her. . . oh you could tempt us with normal lives!!!
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Post by Drozgul on Feb 4, 2010 15:50:00 GMT -5
The largest trouble with asking for a little help is that EVERYONE is playing, and therefore, in order to get even a strand of good useful stuff, I have to reveal something. And I never really like that because, lets face it, in game you won't be able to lead as well having already a clue as to possible situations' outcomes. Even following leads you to suggest doing something you shouldn't know about. Sure, the mechanics suggest that by a few dice rolls (if successful) you should pretty much be on the right path, but when you already know the Goblin King is making it hard, instead of watching her get whiny, you just roll the dice and get over it.
Dicky is currently my only source of credible idea bouncing, as he is the only one that's not playing. I have taken to blowing my ideas around my workplace, but they're mostly terrified of me now. lol
I think instinct is where I'm headed. Make the Antagonist, and the problem, and let the rest happen. I keep falling into the dead-end of "that doesn't even sound like something I would play" and then realize that I don't have to like it for you to like it.
After a discussion with Alex, I think I'm pretty much looking for Monty Python D&D, or a supplemental Tarentino World of Darkness. Point being, the worlds that you are likely to enjoy very much are exactly the ones that I would not.
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Post by labael on Feb 4, 2010 19:46:26 GMT -5
Monty Python D&D. . .yuck! Tarentino World of Darkness. . .only if the players turn it into. My game was going on mystery but it turned into an action flick.
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Fenix
Journeyman
Who in the hell do you think I am?
Posts: 162
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Post by Fenix on Feb 4, 2010 22:18:20 GMT -5
Honestly what I would like is a villain that is worthy. A "hero" is judged by the villain they must fight and overcome. One reason why Batman is a great "hero", same as the x men. Now look at daredevil, he had the worst villain line up ever, so as a hero he is nothing. A good villain can and should push us to the breaking point, mentally and physically. My request is a bad ass villain, one that we love to hate.
Well either tell us who we need to work for and why so we already have a goal to aim for. And find out what makes the characters tick, if players don't know or won't tell you then cut them out cause it was a something you asked us to have at least a concept of.
Twist things, turn it into a world of blood ( as some have called it) if that's what you need to do. Honestly throw twisted things at us, play a villain within reason, and just go with what feels right.
Silly bael, you should know by now players have free will so we will burn your plot, piss on it and laugh. It's what players do. If you take out free will then it's just telling a story. You can still have mystry, but mystrey is hard to present sometimes.
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