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Discussion of table top roleplaying games.

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76
 
 

The post, in case you don't want to click on an offsite link:

You know what’s more fun than worldbuilding that makes some fantasy races EEEEVIIIIIIILLLLL!!!!?

Worldbuilding that gives the different races cultural differences that help explain why there’s a lot of conflict between them:

Goblin culture doesn’t have a concept of “Property”. A stick on the ground and a tool in a locked shed are equally up for grabs if a thing needs doing. They casually take and leave things all over their communities, eat from communal pots, and genuinely Do Not Understand why the Core Races are so Angry and prone to Violence all the time.

Consequently Goblins who live near Core communities develop a reputation as “Thieves” despite not even having a word for that. (The closest word they have is more like “Greedy” and it means a person that hides things so nobody else can use them, and it’s a surefire fight-starter to call a Goblin that)

Common Orc Spiritual beliefs hold that a Soul can only grow stronger by overcoming Challenges in life, and see intruding on another person’s Challenge unasked for as not just Rude, but Deeply Harmful. You’re Stealing their chance to Grow. Asking for help is deeply personal and doing so can be both a way to grow closer with them or a too-personal intrusion, depending on your existing relationship with them. An exception is Children, as far as most Orcs are concerned, all Children are fundamentally the responsibility of the Whole Community, regardless of whose child they are, or even if said child is an Orc at all.

This means that Orcs who live near Core neighbors often seem Rude and Standoffish if not outright hostile, because they neither ask for nor offer aid even in times of trouble, and respond to unasked for aid themselves with Anger. There are even rumors that they Steal Children, because if an Orc finds a child lost in the woods they’re pretty much immediately going to start feeding it, and if they can’t find where to bring it back to, or it doesn’t seem to be well cared for, they’re just gonna keep it.*


I just love the idea. It's a lot more believable and nuanced than the "this race is inheritely evil/good/dumb/advanced for no particular reason" some RPGs pull off, and makes certain allegedly "evil" races actually playable if you're not relying on a system that already has them as playable characters.

Do you have any similar homebrew concepts for your versions of Goblins, Kobolds, Orcs, Dwarves etc.?

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Hi, I am in the final stage of my D&D campaign, and as I'm tieing up the loose ends, I'm prepping the next campaign.

I like and have played with the Tales from the loop system (and have read, but not particularly like Monster of the week and Kids on bikes), but I don't like the sci-fi robot and dinosaur part of the setting.

In my previous campaigns I put a bit of sci-fi (the government doing experiments and a secret organisation containing anomalies) but I mostly went for paranormal events.

The hooks were by the SCP wiki (details in comments), and I would like to find something along those lines. Do any of you know some good source to look for such hooks? Sites, books, videos?

Thank you!

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So, honestly not sure if something like this exists.

Going on vacation and looking for an entry-level RPG like game that I can play together with my wife while camping.

It could be pen and paper based or an actual board game. But it needs to be a guided story which requires little preparation. Also open for other suggestions for 2p other than the typical classic/card games.

Thanks everyone!

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Blades' "skip to the action"+retrospective+stress mechanics worked really well for my table.

I'm looking for other systems and homebrews that would allow us to "plan" the heists later, during the actual action.

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Welcome to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc. and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible!

The Lost Mine of Phandelver is a classic, one of the very first Mini-Campaigns that new DM's run. Hell, it's part of the starter set after all! The issue though, as with many other Campaigns, is that it doesn't describe the best way to transform the contents of the book into an actual session. The Book to session conversion can be difficult. Between figuring out when things should happen, to understanding motivations and even balancing encounters.

Well fortunately for you 99% of that work is done! Only a few things are really left:

  1. Consider the needs of your group. As you've heard or are about to hear a million times, every table is different. If you plan on combining this with a campaign you'll have to make tweaks here and there. (Bonus points if you include your players' backstory)
  2. These notes aren't meant to be end-all be-all. Tweak to your heart's content and don't consider any of what's written to be set in stone. For me, having notes like this helps give me the confidence to go off the rails and follow along with what my players want. It helps me understand where things were meant to go and why. Having that understanding allows me to guide the players and create other new and interesting stories. These are all things that will come with experience though, so don't freak out and enjoy the journey!

Without further ado:

Included in The Complete Collection are:

  • A Word document with all my notes including a link to music tracks for ambiance and fights
  • Special PDFs for all the encounters. This includes all the enemies' stat blocks organized neatly along with an initiative tracker and a spot to mark HP.
    • An additional PDF with Sildar's stats should he join the party as an ally
  • A map of Cragmaw Hideout. I enlarged and printed this out for my players as a battle map!

Index:

The Lost Mine of Phandelver Index

  • Part 1 - Intro and Cragmaw Hideout
  • Part 2a - Phandalin (Coming Soon)
  • Part 2b - Redbrand Hideout (Coming Soon)
  • Part 3a - Reign of Iron (Coming Soon)
  • Part 3b - Ruins of Thundertree (Coming Soon)
  • Part 3c - Cragmaw Castle (Coming Soon)
  • Part 4 - Wave Echo Cave (Coming Soon)
  • Part 5 - Side Quests (Coming Soon)

Other Fully Prepped One-Shots, Adventures, and More:

As always, If you see something you think I can improve, add, change, etc. please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early feel free to check out my Patreon!

Cheers,

Advent

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So I think I'm looking for an TTRPG system that would essentially run a soap opera. Rules light is a plus, really something from the old "one-page rpgs" would probably be perfect. I want to focus on the narrative part and have a simple resolution mechanic that's favors social encounters because combat isn't part of the game.

If you guys were about to run a soap opera game, what would you reach for?

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It's billed as a lovechild of Syndicate from Bullfrog and the Cassette Futurism of the Alien franchise; it looks interesting, for sure, and I'm a huge fan of Syndicate. Has anyone played it or Zozer's other titles? I'm looking for info and reviews.

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Polyhedral Nonsense (polyhedralnonsense.com)
submitted 1 year ago by sgtnasty@lemmy.ml to c/rpg@lemmy.ml
 
 

A Random Assortment of Role Playing Game curiosities

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Someone recommended I try it. Has anyone here played it? I'm curious what your experience was like.

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Each time I try to find something (website, software, ...) to edit and automate character sheets, I go back to spreadsheets because nothing else seems good enough. Am I missing something?

88
 
 

so i got the 2nd ed core book for fantasy age. I do like the rules so far but i haven't had a chance to really play it. Anyone here actually play it? how does it run?

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cross-post: https://sh.itjust.works/post/973541

My characters are organizing an extraction of local (country) MCT head of security. He is Japanese, raised by the corp from birth, but not completely beguiled as his son is an orc and he had to pull some levers to get him into school etc.
He's aware of extraction and agreed to it.

But the twist is that he decided to get extracted because he's taking the fall for a secret lab getting blown up in the middle of MCT office campus. So in a way he was made responsible for actions of some shadowrunners and now he's hiring (technically it's his mother organizing this but that's a detail) another ones. I think that can evoke some ambivalent emotions.
They are going to meet in secret soon to get some of his blood, pass the details of the plan, etc.
What are your thoughts on how to roleplay his attitude towards the characters and the whole thing?

P.S. He doesn't know that but, of course, it was our jolly bunch of psychos that have blown the lab up.

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Hi, I was writing a campaign setting that was meant to be a heavy metal, sword and sorcery, Robert Howard style setting.

Trouble is I'm stuck for a system, initially I went with DnD 5e just cos it has so many tools for making monsters and encounters, but then I picked PbtA as a particularly troperific system.

Now I'm kinda stuck, cos PbtA doesn't seem to have as much meat on it. Anyone have any advice or suggestions for systems?

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Yesterday I ran Last Things Last for a group of 4 friends, and this will have some spoilers for that module. All DND and other ttrpg veterans but no one had ever played Delta Green before. I think everyone had a great time, and I'm definitely interested in doing more, probably The Last Equation next.

Rummaging through Baughman's apartment, I tried to throw in some spooky atmospheric stuff, cars with their headlights out circling the apartment, etc. Constant reminders that the clock is ticking. They ran into Mrs. Janowitz and told her they were lawyers here to execute Baughman's estate. One of the players was a lawyer and had the briefcase and business cards to prove it. One of my player's girlfriend didn't want to play but still wanted to hang out and be involved, so I asked her to bake a treat. At around midnight while they were searching Baughman's office, they got a knock on the door, which freaked them out. It was Mrs. Janowitz, offering them brownies (in game and irl) for working so hard and so late into the night. Two of them abstained for fear of poison.

One idea that I just threw in on the fly was that the circling car was a cowboy Delta Green agent, making sure the job was done properly. They saw him at a gas station on the drive to the cabin, and he sort of cryptically told him that he knew everything. Then he got in his car and drove away. At the cabin, they found the green box and checked out all the stuff in it. They kept trying to draw connections between all of the stuff and I tried to make it clear there werent any real ties, that was just stuff from Baughman's time in the agency. They resolved themselves to look in the septic tank but they would pour the gasoline if necessary.

Outside they saw the cowboy investigating the outhouse. They tried questioning him for more and he let slip that he was part of the rogue Delta Green. One of them used their DG phone to message HQ and they advised them to do what they felt necessary. The party was pretty split on killing him or not. They found the gasoline then opened the hatch. One of them went insane and hit her breaking point, developing sleep disorders upon seeing Marlene. She begged them for help and they tossed her an energy bar. One of them pushed the cowboy in the septic tank, wondering if Marlene would attack him. She did not, and instead tried to tend to his wounds, but he wouldn't let her. They got a ladder from the shed and helped the two up. The cowboy was very unhappy and brandished his weapon, but did not shoot. They advised them to kill Marlene. They were convinced there was something otherworldly about her, but still wanted to help her. The cowboy was pissed but saw he was outnumbered and left.

Hiding her in the trunk of their car, which Marlene willingly did under the promise she would be taken to a hospital, they drove her to a DG research and medical facility. Recognizing that she was not at a normal hospital, Marlene felt betrayed and begged them to take her to a regular hospital. She then tried to plea with the bargain for the secrets of the universe, which still didn't sway her. At this point I imagine she would have tried to fight back, but doctors and guards were approaching, and we were running a little late anyways, so I had her be detained and taken away to study.

It was pretty intense, everyone was a little stunned at the ending, definitely a moral quandary. If we played again, I figured they could talk to her at the facility, which the module suggests. Way different than any other systems I've used but I thought it was awesome. Plus it was thunder storming most of the game, which added to the atmosphere a lot. And I set it in 2004, which they really leaned into that setting, using a lot of early 2000s slang and talking about their Walkman and whatnot.

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Couldn't find one but was wondering if there is a Glorantha community here on Lemmy. Any tips?

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A little background information: Since we're all busy adults, our group plays mostly via chat instead of meeting in-person. And I don't mean voice chat, but taking turns typing out the actions of your characters in an actual text-based chat. Occasionally, we get a newbie wanting to join and usually embrace them with open arms.

Recently a new player joined our group and gameplay has been a hot mess since then, as she legit can't distinguish between "her stories & NPCs" and the ones that belong to other people. I've been playing for more than 20 years and literally never had this problem with anyone, as I always thought it was an unspoken rule amongst roleplayers that characters and storylines belong to the people who introduced them.

One recent example: I was trying to DM a simple story - haunted house, desparate questgiver trying to drive the ghost out, nothing too complicated but I've had prepared the whole story nonetheless and slowly introduced more information to the group. Then they meet the actual questgiver, and suddenly SHE takes control of the story, describes in detail what the questgiver said about the house and what happened there, introduces his wife and kids (her creations, not mine) and then graciously allowed the others to continue after basically hijacking my plot. She did not ask beforehand whether it was ok, nor did she know anything about the plot that I wanted to DM.

We were all flabberghasted and tried to explain to her that she can introduce her own NPCs whenever she wants but should leave the effing PLOT to the DM. She didn't understand what she did wrong and started asking questions about which characters she was "allowed" to play, then seemed confused when the obvious answer was always; only your own.

I have nothing against my players temporarily taking control of unimportant "faceless" standard NPCs like stable boys, waitresses in a tavern etc. to speed up the unimportant parts of the gameplay like ordering food and the like, but those were named, detailed NPCs that were very obviously important to the overarching story and originally introduced by me. And the best part is that she then expected the other players to take control of the wife and kid SHE tossed into the game, because her character started interacting with them and she didn't want to "play by herself".

Similar situations have happened with the NPCs of other players. She takes control of NPCs that are not her own, expects other people to take control of NPCs she introduced herself, and doesn't get why we won't do that. How are other people supposed to know the background stories of HER NPCs?!

I have never had such a player in over two decades yet she claims that this is how she had always played and it had never been an issue for anyone. And I currently have no idea how to deal with it. On one hand, she is a friendly person and her characters fit right into the universe we created, but on the other hand it drives me nuts that I have to get my mind out of the in-game zone every three paragraphs to tell her to stop doing this stuff. If this continues I will have to kick her out of the group, which I'd like to avoid .. but I can't seem to make her understand the concept of "leave the creations of other people to them".

Did anyone have similar experiences with a player? And if so, how did you deal with it?

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cross-posted from: https://ttrpg.network/post/81626

The ENNIE Awards (the “ENNIES”) are an annual fan-based celebration of excellence in tabletop roleplaying gaming. The ENNIES give game designers, writers and artists the recognition they deserve. It is a peoples’ choice award, and the final winners are voted upon online by the gaming public.

The ENNIES were created in 2001 as an annual award ceremony, hosted by the leading D&D/d20 system fan site, EN World in partnership with Eric Noah’s Unofficial D&D 3rd Edition News. The awards were owned by Russ Morrissey until 2019. As the awards have grown, the ENNIES have expanded from an Internet-based awards selection to an annual award ceremony at Gen Con. The ENNIES have also branched out from their roots as an award ceremony focused upon d20 system publishers and products to celebrate the achievements of all tabletop RPGs and the publishers and products that support them.

With award categories recognizing the components that make a game great to the types of products fans have come to love, categories for fan-based websites and much more, the ENNIES are the best way for fans to acknowledge outstanding effort from and to say “thank you” to the creators, publishers, designers and artists who make this hobby great.

https://ennie-awards.com/about/

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I was curious if anyone else had tried out bringing in boardgame content/ideas into their RPG games? Minis are always great to bring in as some boardgames have some great figures to use, but also, just incorporating mechanics, settings, as a mini-game, or just the general idea of a game into an RPG seems like a great resource. There's already alot of RPG-esque games out there that are ripe for plundering and just converting into full-blown RPGs if you wanted, you'd just be adding some additional depth on top of an already defined world. We've just seen Gloomhaven make the leap into an RPG as well with their new crowdfunding campaign.

I just wrapped up a one-shot game (over 3 sessions) of **Mothership RPG **where I merged the RPG with the boardgame Nemesis and it seemed to go well (everyone died, very on brand). I basically used the Nemesis map/rooms/plot and ran it as a sort of pointcrawl via FoundryVTT with randomized encounters in each room. I brought in Nemesis' idea of giving the players competing goals and added some other elements to amp up the paranoia. The two games seemed to compliment each other fairly well, though not really suitable beyond just a one-shot. It probably could've went into a campaign if I had wanted, but I was happy with one of the players rigging the engines to explode and leaving on an escape pod.

Some other ideas I've had merge RPG elements with tabletop games have been with Kingdom Death (I had drafted up some ideas for merging it with The Quiet Year awhile back), Shadows of Brimstone (Hexcrawl, basically adding another layer on top of the game to give it more depth), and Heroquest (I tried out a Savage Worlds conversion of the game).

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submitted 1 year ago* (last edited 1 year ago) by lavalamp@lemmy.ml to c/rpg@lemmy.ml
 
 

History in Video Format: https://www.youtube.com/watch?v=WTkjHoNwUUw

The Garage Days

First formed by brothers Steve and Stewart Wieck in 1986, the duo got together publishing their very first RPG magazine, originally titled Arcanum in a VERY limited run of 30 copies. After managing to sell out of this smallest of small press runs to mostly friends and family, they hit their first snag. Another magazine already had a far too similar name, Unearthed Arcana. For their next run, they would need a rebranding. Stewart, picked the name, White Wolf, from a Michael Moorcock Sword and Sorcery series he was a fan of, this time, the name would stick.

The brothers spent the summer of 1986 working feverishly on their new White Wolf zine, photocopying, stapling and hand-drawing the cover of each copy themselves. (White Wolf Covers) Issue after issue, the pair would manage to sell out, each time increasing their print run first to 140, then 200. By issue #4, the brothers realized it was time to get out of the garage, they had something. Issue #4 would be the first professionally printed magazine White Wolf would put out and like its predecessors it too would sell out. By their fifth issue, White Wolf had acquired enough revenue to add a second color to their magazine and began working with Glenwood Distributions, a publisher who would order 1120 copies in their biggest success yet. White Wolf issues 5-7 would continue to sell well, by issue 8 the hand drawn covers were no more. Now professionally designed, issue 8 featured a full gloss cover and the official name change from White Wolf to White Wolf Magazine. More importantly, issue 8 would print some 10,000 copies that the brothers would give away at GenCon 1987, the largest tabletop convention in the world. This move would get White Wolf’s name embedded deep in the general nerdsphere.

The Magazine Success and Merger with Lion Rampant

Now, White Wolf Magazine wasn’t publishing its own games yet. The magazine mostly focused on Advanced Dungeons & Dragons, a format of the DnD that was popular in the late 70s, early 80s. Following the release of Issue #8, White Wolf began to dabble in other games like Ars Magica or Runequest, featuring articles written by the authors of those games. For the next few years, the Wieck brothers would continue on publishing White Wolf Magazine, continually growing their market share as the indie RPG magazine all the while growing closer to Mark Rein-Hagen, owner of RPG studio Lion Rampant, publisher of the beloved Wizard game, Ars Magica.

Despite the cult following that Ars Magica had accrued, Lion Rampant was in trouble. They had recently relocated to Georgia and were running low on funds and without any established trust with printers around the state they were having a hard time keeping the lights on. By fate or chance, each had something the other needed. Rein-Hagen needed money, and White Wolf was looking for someone capable of designing a game of their own. In the December 1990 issue of White Wolf Magazine, the trio would announce the merger of Lion Rampant and White Wolf. Ars Magica would live on, available through White Wolf’s printers, to the jubilation of the wizarding world. In that same article announcing the merger, Rein-Hagen would hint at a number of intertwined games he was workshopping. A departure from his traditional fantasy magic, Rein-Hagen hoped to present evil in the modern world through the lens of vampires, werewolves and mages. Now, by this time, White Wolf had dabbled in publishing games of their own, Stewart released a small adventure chronicle in 1986 titled The Curse Undying as well as a D&D campaign book in 1990 to middling success. The first joint project of our trio would be RPG card packs they called Story Paths. These cards would serve as a way to spice up your adventure, draw a card and the result would influence the plot of your game. White Wolf published two decks in 1990, The Path of Horror and The Path of Intrigue. Both decks sold quite well and the idea was purchased from them by a previous Lion Rampant investor who tried out his own version of decks that fizzled out before falling off the face of the earth.

Development of Vampire: the Masquerade

With a new cash infusion from selling their card decks and the growing sales of White Wolf Magazine, it was time to go all out. Rein-Hagen had done it once, Ars Magica was the definitive game of magicians but what do you follow that up with? Knights in the middle ages? Overdone! Modern, urban Ars Magica? Maybe that could work but would traditional Ars fans be interested in the setting? Now how about this! A game called Inferno where you play characters in purgatory, maybe even characters that died in your other tabletop games! Rein-Hagen got to work writing, nearly finishing the manuscript of Inferno when a transformer explosion led to a fire that engulfed the sole copy. Taking this as a sign, White Wolf scrapped that idea. Following this weird little tragedy, White Wolf prepared for GenCon 1990. During the 10 hour drive from Georgia to Indianapolis, White Wolf hashed out their next game. It would be dark and brooding like Inferno was meant to be, characters would have magical powers like Ars Magica and it would take place in a modern, urban setting. Thus bore, Vampire: the Masquerade.

For the remainder of 1990 Rein-Hagen would work feverishly alongside Shadowrun’s Tom Dowd and the Wieck brothers on building out a ruleset and the World of Darkness. As the 1st edition of Vampire neared completion, White Wolf pulled out all the stops. They created a 16 page, full-color, glossy pamphlet describing their game sending 40,000 or so copies out to players, retailers and distributors. To say this got the people going would be an understatement. As we entered the grunge era, players were longing for a game with a bit of an edge to it, where they could truly embrace their angst. This moody, gothic setting struck a nerve perfectly and in early 1991 the public would be greeted by a single rose laid on a slab of green marble. The cover was nothing like any other RPG before it, it was simple, yet hypnotizing. This would be a game like no other before it. Gone were the dungeons and brawling with monsters, here the enemy was internal. Pitting one against their own beast as you stumble through a world of politics, scheming and backstabbing. Within a week of their launch, Vampire was sold out and White Wolf scrambled to find anyone with a printer to get more copies out.

With the success of Vampire, Rein-Hagen and White Wolf followed it up with hit after hit. Releasing Werewolf the Apocalypse in 1992, Mage: the Ascension in 1993, Wraith: the Oblivion in 1994 and finally Changeling: the Dreaming in 1995. Each game, tying into the greater World of Darkness and completing Rein-Hagens dream of multiple, connected games. Each game presented another unique view point in which the player could explore the World of Darkness. The game lines created a much needed cash flow as sales of the magazine had been rapidly declining until it was canceled shortly after the launch of changeling.

Black Dog Games

With White Wolf’s fervent pace of production and unique style, it allowed them to gobble up nearly 26% of the RPG market in the 90s, leading to the industries first ever prime-time showing in the 1996 TV show Kindred: the Embraced, a Fox airing that would run for 8 episodes before its lead would tragically die in a motorcycle accident. White Wolf would continue to ride this wave of success through the 90s, creating a secondary publishing line titled Black Dog in which all of their more controversial and adult books could be published. This featured titles like Charnel Houses of Europe, which remains one of the best selling RPG books of all time, the Giovanni Chronicles which was showered in awards and some of their more… out there books like Freak Legion.

As additional editions rolled out, White Wolf would create a new product, books meant for the player, not only the GM. They would coin these, splatbooks. These books would focus on a specific vampire clan or a location within the game, going into great detail and affording players a deeper look inside the world. While other games had released one or two of the extension style books, White Wolf PUMPED them out. Raking in cash as they mined a previously untapped market, the average player who wanted to know more about his character. Through these splatbooks, White Wolf began to build up a general metaplot. Hinting at the idea of Gehenna, the end of Vampires or the Apocalypse, the death of Gaia. Players grew to love the growing plot, but began to hate when various games would intersect due to the often mishmashed or poorly thought out rules. White Wolf would pivot from this by releasing Year of the Hunter, a book about mortals hunting each of the supernatural denizens of the World of Darkness. By using mortals, White Wolf deftly evaded their own crunchy rules and allowed for characters who could study or interact with different splats.

Departure of Rein-Hagen and the New Millenium

As the company grew into the new millennium, some cracks would begin to form. Mark Rein-Hagen and the Wieck brothers would have a falling out, leading to Rein-Hagen’s departure to craft a new game titled Exile. As the grunge demographic began to grow out of their angsty years, White wolf began to notice a decline in sales, with only Vampire: the Masquerade remaining profitable. Unable to maintain 5 game lines in which 4 were rapidly becoming unprofitable, White Wolf made some tough decisions. First on the chopping block was Wraith, the line would be ended entirely concluding with their 1999 releases which also effectively ended the storyline. Both changeling and mage would be pushed off onto a smaller imprint studio called Arthaus. Seeing the success of their 1995 Year of the Hunter, White Wolf doubled down and released Hunter the Reckoning in 1999, a full gameline dedicated to, you guessed it, Hunters. Reckoning sold quite well and encouraged White Wolf to try again, first in 2001 they would release Mummy: the Resurrection alongside Exalted, a high fantasy spin-off game that was quite successful. Next would be Demon: the Fallen in 2002 and Orpheus in 2003. During this time, White Wolf would also create a variant of Vampire meant to be played in a live-action setting. They called this project Mind’s Eye Theater and to this day would be one of the only commercially successful LARP projects, ever. Mind’s Eye is also heavily credited in being one of the most successful attempts to get women into RPGs.

White Wolf had stumbled a bit, but they had seemingly gotten their mojo back, though, not without some complications. After about 400 various editions and 20,000 splat books it became increasingly confusing as to why these overarching world ending events were, uh, not ending the world. White Wolf continued on writing increasingly complex and contrived reasons to put off the end when it became patently obvious they had no interest in ending the plot as it would mean turning the money faucet off.

A New President and Battling Sony

Unsure of how to proceed, in 2002, Steve Wieck, President of White Wolf for 9 years, would pass the reigns to Mike Tinney, a prominent editor and designer in the company. One of Tinney’s first actions would be opening a lawsuit against Sony Pictures for copyright infringement over the movie Underworld which featured fighting between Vampires and Werewolves. White Wolf would more or less win, with Sony settling out of court for a monetary settlement and consultary rights in the sequel. Notching his first win, Tinney set his sights on fixing the World of Darkness. It had reached the point where players would need to buy a new book almost monthly in order to stay up to date with the metaplot, a rate which was increasingly beginning to aggravate players. To fix this, Tinney went with the nuclear option, the Time of Judgment. A line of books which promised to finally wrap up the plot of every game line. No RPG company had ever done anything like it before. Killing off a dying game, sure, but ending every single one of your products at once was unheard of. The daring move, in the end, paid off. The Time of Judgment books sold gangbusters, with fans ecstatic to finally see how things would turn out. Finally broken out of the corner they wrote themselves into, White Wolf put their heads down and focused on putting out higher quality, lower quantity splatbooks as well as smaller gamelines like Promethean: the Created. White Wolf also released a sequel to the World of Darkness in their Chronicles of Darkness line. Featuring a similar, but revised list of game lines like Vampire: the Requiem, Werewolf the Forsaken and Mage the Awakening. Now, who could forget arguably the biggest success of the early aughts. Vampire: the Masquerade - Bloodlines. The swansong of Troika Games which would go on to grow a fanatical cult following and which many publications would list as one of the best RPG video games of all time. Bloodlines breathed new life into the series, answering the prayers of the old guard while introducing millions to the World of Darkness.

The CCP Years and a Failed MMORPG

White Wolf would coast on the Bloodlines wave until 2006 in which White Wolf would be purchased by CCP Games, the Icelandic publisher of the space MMORPG Eve Online. White Wolf’s Georgia offices would henceforth be CCP North America with Tinney serving as the President of CCP NA. Following this, CCP Games would begin development on a World of Darkness MMORPG immediately, pulling most employees from their RPG development roles and into storyboarding and scripting this new venture. This left essentially no one to continue to care for the various gamelines and the series largely languished for the next few years, kept on life support by various freelancers. By some miracle, in 2011, White Wolf would release their latest and seemingly last edition of Vampire: the Masquerade, titling it the 20th anniversary edition. Launching it in New Orleans at the Grand Masquerade, a fan and larper event. While the game was and is considered by many to be the best version to this day, its sales could do little to stem the hemorrhaging state of CCP’s financials. By 2011, EVE’s subscriptions were in a heavy decline followed by the flop of DUST 514 and the now 5 years of development hell on a World of Darkness MMO. On October 19th, 20% of White Wolf’s workforce would be let go, with the majority being reassigned into other divisions of CCP. This left only two full-time staffers in the White Wolf Division, Eddy Webb and Rich Thomas. Seeing the writing on the wall, Rich Thomas would leave CCP to form Onyx Path Publishing, licensing the World of Darkness from CCP and thankfully continuing development on the various 20th anniversary editions of the other gamelines. Many fans would go on to enjoy the work of Onyx Path, thankful to see the games they grew up with begin to have a pulse yet again. Meanwhile, By Night Studios would be formed in 2013, taking over the defunct Mind’s Eye Theater and gaining the license for World of Darkness LARP products.

Paradox Buys White Wolf and the Dawn of 5th Edition

It quickly became clear that CCP had absolutely no idea what to do with the World of Darkness, canceling their planned MMO in 2014 after 8 years of development to refocus their efforts on EVE online. This led to additional firings and more personnel reshuffling amongst CCP North America or “White Wolf”, if it even still existed. Then, in 2015, Paradox Interactive, publisher of 4x games like Hearts of Iron or Crusader Kings would extend a lifeline. Purchasing White Wolf and the rights to the World of Darkness from CCP for several million. Paradox, intent to actually do something with their new toy, set to work naming Tobias Sjogren as CEO of White Wolf and Martin Ericsson, a developer on the World of Darkness MMO as Lead Storyteller for the company. Paradox would begin to lay the groundwork for restarting the World of Darkness in a new, 5th edition. Leading the way, of course, would be Vampire. As White Wolf got to work on crafting a new plotline, Paradox would sparingly license out the rights to the series, leading to a number of quite enjoyable visual novels. For the next three years, 5th edition quietly cooked away with the occasional teaser being released to keep fans interested. In the summer of 2018, on August 2nd, Vampire: the Masquerade 5th Edition would release to great excitement.

Right off the bat, fans would be taken aback by this edition. Changes to mechanics and the scrapping of most of the existing background lore left a sour taste in the mouth of veteran fans. To follow that, the text included quite a few controversial topics. In the quickstart guide, one of the provided characters was only able to feed upon children. Now, this is a game about being immoral monsters, BUT, if you’ve spent any time in RPG communities you would probably realize that forcing your players to commit violence against children will likely lead to THAT GUY situations. As we read further into the book one of the suggested character concepts for a Brujah character, was a neo-nazi. Shortly after this featured an example dice roll that just so happened to be 1488, a common nazi slogan. Now, White Wolf brushed these off as coincidences, and I do believe the die example likely was but what would come next would spell the end of White Wolf.

The End of White Wolf

White Wolf has historically been quite edgy, a trait that served them well in the 90s and generally, they reserved their most controversial entries for the now defunct Black Dog label. With that gone, nothing kept controversy from their main line books. Shortly after the core book was released, White Wolf would follow it up with a Camarilla book, meant for playing one of the primary sects of Vampires. This book would include a passage about Chechnya, specifically, homosexuals in Chechnya. The passages explained that Chechnya was actually a vampire led state, that current and very much alive President Ramzan Kadyrov was a ghoul, blood-bound to vampires. To distract from the fact that their leader was under vampiric influence, Kadyrov led anti-gay purges which, sadly, are also a very real thing. The book continues that international controversy over homosexual persecution is actually just a vampire manipulation, that while yes, homosexuals may be getting tortured to death but that's not the point, its to distract from vampires! Oh, and by the way, Vampires hate gays too. (The Passage in Question) The whole section was completely unnecessary, especially the immediate alienation of the large LGBT player base of their own game. This has not been the first time White Wolf has gotten into hot water for their writings but for Paradox, the immense blowback on this was too much. They immediately recalled all prints/pdfs for rapid editing and quickly fired the senior White Wolf staff, closing the company and fully absorbing the World of Darkness into Paradox as a whole. White Wolf would end suddenly, just as it seemed they had roared back to life, the edginess that originally made them would eventually become their downfall. The IP would eventually be fully brought back in house to be led by Jason Carl who was already in many ways the face of the game thanks to the success of his show LA by Night and recent promotion to Brand Manager. WoD to this day is largely managed by Renegade Studios and a team of free-lancers under the supervision of Carl. Larp products would continue to be produced by Carl's former company, By Night Studios.

97
 
 

What programs do you use for making hexmaps? I want to make a map for my players but my art skills are very lacking

98
 
 

Hello everyone. New to lemmy and out to participate.

I am about to start a dnd 5e game after maybe 10 different games of various lengths, multiple with me as DM. This one is aimed to have multiple big pdfs of extra rules, things like more spells, more feats, and some different popular homebrew'd classes. Don't worry, I did proof read them.

However, I am not sure how to introduce all of this to my players without spending an entire session on it. Spells are one example , do I just give them the pdf and tell them to read it, or should I cut out bits and introduce them slowly?

The worst part is that I am interested in the grit and glory rules, which change quite a lot, if you go out shopping. Would you mind operating on certain rules at level one, and different ones at level two?

99
 
 

This is purely hypothetical, just for fun. In this scenario, you don't get to know who the GM is in advance, but they do have to run it as written. The players can leave whenever they like, but the GM has to stay until either all players leave or the players beat the dungeon.

100
 
 

I’ve been a DM for many years, and in all that time I’ve had maybe three players read the PHB. I don’t mind explaining the rules, but it would be nice to not have to remind the wizard how spell slots work (again). Is this a common thing for most groups?

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