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Showing posts from December, 2012

The Flames Lit Up The Night

the ghosts were howling in the late afternoon we were singing along to the same old tune
Alongside Mage: the Ascension, the other White Wolf game I keep revisiting my purely hypothetical plans for is Vampire: the Requiem.

Unlike the my dissatisfaction with the Ascension to Awakening transition, I think Vampire really benefits from the local, ground-level focus Requiem brought. The limits on cosmological buy-in and supernatural history don't just give you greater mechanical freedom in building your own little corner of vampiredom, it ends up foregrounding your world-building decisions on the street level. The first questions you ask aren't how the local Sabbat relates to Montreal or Mexico City, or whether the Tzimisce elder has a pew reserved in the Cathedral of Flesh, but whether your city even has a prince or not… or even other vampires. It's a different kind of game when biggest monsters on the block are your player characters.

As much as I like it, though, that doesn…

The Ascension Will Not Be Televised

Question: If Control's control is absolute, why does Control need to control?
Answer: Control needs time.
A conversation on G+ led me to a few days of thinking about how I'd actually approach a Mage: the Ascension campaign. I regret never getting the chance to have a real go at a campaign back in the day, and the regret of reading so much of it but playing nothing is a fishhook that tears in a little more every year.


• The Technocracy 'Won.' Characters would be a multi-disciplinary amalgam acting as 'Reality Cops,' tracking and neutralizing cognitive deviants and other threats to maintaining Consensus. The timeline of missions depends on the nature of the threat: a large-scale social movement requires a similarly long period of investigation to get to the root, while a folie a masses requires simply locating the centre of the delusion and eliminating it. Multiple missions would be ongoing at one time.

• Cosmology: Ghosts In, Blue Öyster Cult Out. While th…

Night's Black Agents — dust settles on old bones

Here's an optional rule for Night's Black Agents to really bring out that old-boys'-network le Carré flavour.

In addition to the 55 General Ability points characters start with under the DUST rules, characters who start the game fifty or older gain bonus General Ability build points, depending on their age:

Starting AgeBonus
These bonus points may not be spent on Athletics, Health, or Hand-to-Hand. In games which also use the BURN rules, spending bonus points on Stability is also prohibited.

Bonus points spent on Network and Sense Trouble, however, are doubled.