On the heels of this semi-comedic exchange with @jachilli, a thought for #Vampire Storytellers out there:
Fiction frequently presents vampires as highly competent and often highly intelligent and organized. Even the less-intelligent ones are dangerous due to their strength.
You can get some interesting mileage out of tweaking that expectation. Introduce vampires who aren't hyper-competent, whose successes are the result of structural advantages or assistance from other parties.
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The incompetent Prince who's convinced of their own superiority, propped up by a small group of elders simply because they're easy to manipulate. The Primogen who received a political appointment, but has terrible plans. The bumbling, lazy sheriff.
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Players sometimes object to certain plots because "that would never happen, nobody would be that foolish," but you can definitely have characters live down to that expectation. This can create interesting second-order problems for the players:
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The Prince may be overbearing, arrogant, and supremely overconfident, but they're still the Prince. And if they're that much of a nincompoop, how do they stay in power? Who's keeping 'em propped up? If you pop the bubble, who's going to come out of the woodwork at you?
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Maybe you've earned a smidgen of recognition and even though you aren't part of the rarefied elite of the Camarilla yet, the one of the local primogen has taken a liking to you. But this one is constantly being run in circles by other Kindred.
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You don't have the *protection* of this primogen—their "favor" winds up being more of a problem than a boon, because now you're roped into their ridiculous plots and you're one of the "expendable" tools of that primogen.
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Meanwhile the other primogen conspire to keep this one around because they're easy to manipulate and their plans are transparent. How are you going to out-maneuver other Kindred when your "allies" are causing you more problems than they are helping?
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Perhaps the local "loremaster" turns out to be a not-so-secret Gehenna cultist who has wild conspiracy theories about everything. Vampirism is an alien virus. Heightened senses channel information retrieved by tiny demons. Werewolves are a gov't experiment from the '40s.
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But this doof has the best occult library in town, so if you want to look something up, you have to appease 'em somehow. And of course their wild conspiracy theories influence their responses to your otherwise mundane stuff.
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"You can't come into my library wearing those shoes! Everyone knows they are secretly stuffed with orgone-vibrating dust from the hollow earth, which makes them receptors for the dero!"
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As we've seen in the world around us, being in charge is no measure of competence. The same is true for Kindred society.
How frightening is the World of Darkness if the players' characters are the only competent people in it?
~Fin~
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Been thinking a bit about #Fallout lately and how we used the imagery of '50s Americana to underscore the failures of a system predicated on the "glory days" of an America that never was, that never grappled with its underlying problems.
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I don't think anyone on the team figured that we'd see a literal real-world MAGA movement based on the notion of uncompromisingly embracing the bigotry and imperialism of Americana. Shows that Fallout did strike a very real chord about jingoism and nationalism, though.
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From the very beginning, Fallout portrayed a world in which people succumbed to greed and fear. Instead of cooperating to solve their problems—which were solvable—they relied on violence, alienation, and ultimately, war. (Never changes.)
Well today's awful tabletop RPG discourse has turned to my ol' favorite, #DarkSun, so it behooves me to speak a little on this topic.
Someone out there decided to run a Kickstarter for a 5e game that's a knock-off of DARK SUN, but...
(cw later in thread for brutality)
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... they seem to think that it's a win to just lean right into everything terrible and unironically embrace outdated gaming conceits like bioessentialism and cultural ethical relativism. This is... a bad choice on many levels, so lemme break it down.
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For the broad swath of groups out there, RPGs are an entertainment activity. You play them for fun. They're also a social outlet. You play them with your friends.
DARK SUN and its relatives are RPGs like any other, and they fit into this mold. It's a social game.
After a comment on @monkeyking's post about D&D writin', I mentioned #DarkSun and #Planescape, and this seems as good a time as any to ruminate a bit on some thoughts for making interesting Planescape adventures.
A thread of... who knows what!
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Planescape's D&D with a side dish of philosophy. The core game drives you into conflicts via the Factions, each of which has some Thoughts about the nature of reality, the cosmos, and our relation to it.
This is important enough to affect your character!
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Since you pick a Faction affiliation—or you don't, and that, too, has consequences—and it gives you a mechanical alteration to your character, the game tells ya right up front that this is supposed to be central to the kinds of things that you do in play.
In the past I've had extraordinarily bad luck with dice in gaming, so much so that it's statistically noticeable. What this usually translates into is "You don't get to play the game, sorry." 2/
Your character died three times in a row, immediately being killed after being restored each time? Sorry, you don't get to play.
Your character failed every roll for the initial social scene and now you can't participate in any following social scenes? Sorry... 3/
Wondering why all the social media sites were able to suddenly swoop in with a banhammer on all the fascists, when they dragged their feet for so long that it wasn't until there was a violent attempted coup that they did anything?
(A thread)
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You may use social media to connect with friends, chat, share pictures, and join events, all for free, but those companies have to make money somehow. They have employees and investors to pay! So where do they get the money?
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You're the product. Social media sites are selling "you" to their advertisers and partners. When you read something, click on something, reply to something, buy something, they record it. They develop a profile of you, automatically, by tracking everything you do.
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Been playing a lot of cyberpunk recently—no, not that one, the #Shadowrun kind! (Specifically Dragonfall, which I tried to play back when it came out, but I kept dying in the tutorial.)
Shadowrun does some things really well that are good design ideas...
(A thread.)
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Like most cyberpunk genre media, in Shadowrun, megacorporations have global reach and influence. The game books include top-ten lists of the largest, wealthiest, most influential corporations, and ideas about what they do and what kinds of cutting-edge research they sponsor.
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Shadowrun lays out the corporations for you, giving them names, chairpeople, and agendas. This makes it really easy for you, as a GM, to figure out missions that involve them. It also does worldbuilding for you: These organizations exist, they have logos and goals.
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