Previous Thread: >>44920659
Forgetting to make a new OP before the last one expires edition. Tell us about your chronicles, how have you had the GMC interact with other supernatural spooky stuff, if at all?
>Forgetting to make a new OP before the last one expires edition.
I was too intent on making it fancy and making a list of inspiration. But I ended up blanking.
Gravity Falls (Innocents)
From Dusk Til Dawn the Series (Mortals, Vampire)
Person of Interest (Demon)
Dresden Files (Mage, Hunter)
The Strain and Seasons 1-5 of Supernatural work well for Hunter.
Grimm works pretty decent for Hunter and Changeling.
Teen Wolf sort of works, at least as far as Pack dynamics go, for Werewolf(although all the werewolves in the show are probably Wolf-Blooded, at best, except for the Hale family). Works equally well for Hunter/mixed games, though, given the varied nature of the pack.
Mystery, Inc. is a Hunter chronicle in a very Lovecraftian setting
Hemlock Grove is... confusing. Werewolf, Vampire, Promethean, Mage, and I haven't seen the last season to know what the fuck else. The Hunters in there are cool though
Haven is a pretty sweet Hunter game with some weird supernatural templates on the side
The only people in Haven with a template are William and Mara(and her mom), who are all Mages.
Everyone else is a mortal with a genetic supernatural merit given to them by one of the above, and no idea how to use it.
How has everyone liked demon? I took a read through it and thought it was pretty neat, especially liked the cipher, even if i imagine it'd be a bit of a pain in the ass to set up properly if you were the ST.
So I'm sure this is going to get me some flack, but Kill la Kill is great inspiration for Geist. I have an English fan version of Before My Body Is Dry on my Fantasy Shit playlist, and every time it comes up I can't help but think about how it could represent perfect Synergy:
>Don't lose your way in your mind
>We have to be as one
>Don't be afraid my sweet heart
>This is the way to be more strong
>Harbor my deep secret
>It makes me so blue
>Run through this game before my body is dry
This cover might even be a better version
>Souls who unite can't be torn apart
And this is the original Engrish version
And even then, it's the flavour of like two years ago. If something fits, there's no reason to avoid it.
And really it's more flavour of the month for me to shoehorn Gravity Falls into WoD, but I'm really only watching it because someone else did that. And now I'm going to have to wait another month for the finale.
Purified's Twilight Sight says they see all spirits and ghosts. But their version of Unseen Sense applies to all active uses of magic regardless of source.
Are they meant to only see Spirits & Ghosts, or would it make sense that they see everything and that S&G were just the only Twilight entities written at that point?
Seeing spirits and ghosts isn't the same as Unseen Sense. Although, yeah, you can probably assume that they'd be able to see Mages or Vampires or Striges or Angels or whatever taking Twilight forms.
Cheers. As it turns out they can all see each other anyway apparently, but it's a look & no touch deal.
>Generally, astrally projected beings are intangible and invisible with respect to anything and anyone in the physical plane, and are visible but still intangible to each other. Thus, an astrally projecting psychic could not, for example, get into a brawl with either a ghost or another astrally projecting psychic. Such beings could still use psychic powers or Numina against each other as normal, though.
>In any event, astrally projecting psychics and vampires using the Auspex Discipline called Twilight Projection are never solid with reference to each other (see Vampire: The Requiem, p. 123). Although a vampire and a projector are capable of perceiving each other and communicating, the psychic can never affect or be affected by the vampire.
Chronicles Of Darkness core
>When in Twilight, only items, creatures, and phenomena that are also in Twilight and comprised of the same kind of ephemera can touch an ephemeral being. Attacks simply pass through the Twilit being, and solid concrete and steel are no more hindrance than fog.
You need the Chronicles of Darkness corebook and the Hunter: the Vigil core book.
Unless you're playing 1e (which you shouldn't), in which case trade the first for the New World of Darkness core book
Holy fuck it took way too much effort for me to get this. Only PDF I've legitimately bought and for some reason I couldn't print the pages. I tried saving it in .xps and then just saved a second copy of the whole PDF and that worked. And it's too big. ShareX will solve that problem.
But really, >>44957251 has it right.
Admittedly when you are trying to create Hell you should be more worried about the mysterious bowl of petunias that everyone but you seems to ignore rather than your neighbors or the mailman, their prolly also agents of the G-M but that's beside the point.
There were two
First Liberian Civil War – 1989–1996
Second Liberian Civil War – 1999–2003
They were both full of insane warlords, a'la general butt naked, it also has Columbians selling heroin, coke and guns for diamonds. Cannibals’, child solders and witch doctors.
Hey WoDG, How would you stat the predator in GMC? Our regular DM is going to out of town for a month or so, and I volunteered to run something for a bit. I thought I could make it interesting to do an homage to the predator films.
Fuck, make it a slasher. Dude who has been a big game hunter all his life and has lost his sanity and soul over the 'one game he hasn't hunted'.
Looks at the Slashers book for inspiration, but you'd want to do that in such a way that he has a good invisibility-equivalent power, good stealth, firearms and other things that make a great hunter. But give him some flaws; the predator only really got beaten in the movies because of some contrivances (the cloak fritzed out in the water in Predator, for example). So you need to give him weaknesses that can be exploited.
>I wanted to do 90s X-Files Hunter, but someone higher up didn't think it was a good idea.
The idea is too good for just a small section of single book. It deserves its own full crossover supplement, including an intensive examination of "aliens" in the CofD.
Use the ones from the CofD core book, if you don't have any other 2e books(GMC doesn't have any, because they hadn't decided to make them a universal thing at that point)
Jamison Halle is the only son of Reginald Halle, the scion of the Halle Pharmaceuticals company. He learned a love of the hunt, something his family had done since the old days of Africa being referred to as the Dark Continent; he learned all the lore, skills and everything from his father. And with his wealth, he has participated in all the legal (and some illegal) hunts that he could have dreamed of. But now, he finds no challenge. Now, he obsesses over a new challenge of hunting. And in this obsession, he has lost part of his mind and soul. In his mind, the spirit Gaha'lam, a spirit of the hunt, taking the form of a many-headed fox, has spoken, giving him advice and pushing him to move onto the only prey he would find challenging: humans.
And with his soul torn away bit by bit, soon Mr. Halle has become The Huntsman, a large, obsidian-skinned, pelt-wearing man, planning his hunts.
Using his wealth, he has arranged for <X number of Player Characters> to be kidnapped and brought to a private island, in order to hunt. They are given a sporting chance however; a pack of food and basic equipment, some small weapons suited to them, and left to their own devices. They can get off the island, though, if they get to the other side to a small fishing village. If The Huntsman doesn't get them first.
Or make it urban, where the suburbs and more rural areas of a big city are being hunted by this crazy 'mountain man' by night, who is this bourgeois business mogul by day.
Would you guys let a vampire player make a character like Alucard?
No. Two reasons
First: He is nothing but a psychotic killing machine. Too one-dimensional.
Second: He can't be made properly in either of the WoD systems, which would lead to either whining that the character isn't as "cool" as he should be, or the player trying to get unique, awesome powers. Or even worse, just assuming he has them.
I haven't read the Lev Grossman books, but the first episode of The Magicians tv series was lackluster at best.
I understand that flawed characters are necessary for drama, but the characters in the series thus far seem just so unlikable and unsympathetic that I can easily see myself rooting for the monsters.
One of the very few things i enjoy in the world darkness is sex. Sex in the sense of concept. A male vampire, a former crusador would not deem it wise to mingle with rabble or enjoy democracies over kings. Other vampires, like females would be unaware of certain aspects one could play with the same sex.
It is especially fun to wonder how a chained vampire from the XII Britain gets out and finfs herself in a complete and utter world. Even other vampire would strange to her.
For example, the need to understand the english of today. How to read and write. Why dobpeople dress so little. The shower, what is electricity, that the world is round, that man went to the moon.
Realistically speaking, even aided by a ghoul she or he would be a very dependent individual.
I've never understood why people hate that.
Although really it's weirder in the OTHER places it's used, like Castlevania and Son of Dracula. Slapping a "The Second" on your kid's name is weird enough, but putting your name backwards?
Anakim Beast with a Hunger for Punishment, and an ego that makes him go after other supers and their minions, but he'll also impale anyone who steps to him. Although there's this >>44966027 because I don't really trust people who use Impact font for no reason. Why does that image even need attributation? It's a low res screencap with text.
Meanwhile I'm sitting through Steven Universe thinking "how many episodes until it gets good? 15? Maybe I'll just give this a pass..."
People were right about Gravity Falls, but so far the only thing I like is the intro. And Garnet.
Oh, right. I guess that works okay. Castlevania and Hellsing are just cheesy, then, not egotistical. "I am different from my previous self/father, Dracula! I will call myself... Alucard!" is just silly.
But Dracula naming his kid Alucard is like Willow and Jaden.
IIRC he took it to show that he was opposite of his father, since he couldn't harbor hatred of humans even after they hanged/burnt his human mother as a witch.
Dunno about Hellsing, considering that Alucard IS Dracula and it's a shitty animu anyway.
No, the opposite.
Although I will admit when I realized what it was, I thought it was hilarious. It's egotistical, but clever.
Same thing, but with his former life.. Although it might have been given to him by Van Helsing.
It's not that they can summon ghosts of people who aren't dead--that ghost would be as much a ghost as any other ghost--it's that you can leave a Ghost without having died. That's really all there is to it: You can leave a ghost without dying. If you've read Dresden Files, Harry does it in Grave Peril. The WoD works like that.
Goetia are inner demons.
Goetia are ephemeral beings from Astral Space. They are the equivalents to spirits and ghosts in the Shadow and Underworld, respectively.
We haven't seen the revised Death Arcana, so I have no idea about the mechanics of how mages can summon ghosts of living people. However, since ghosts in the CofD are not souls, but more like spiritual reflections of people, its understandable how both a ghost and living person can theoretically exist at the same time.
You ever heard of the Swampman paradox, or whatever?
Instead of dying when he's struck by lightning, the guy lives, but the Swampman is still born.
In CofD, the ghost of a person is definitively not the person anymore, just a replica of them made of ephemera.
>How soon until Dark Eras?
It'll come out at some randomly determined date between now and the far end of eternity. Statistics are unkind to us.
>What would you consider the best Mage books?
I like Imperial Mysteries, for what it explains about the setting. Other than that? Astral Space, for the same reason.
Also, some notes I took musing over ghosts.
At risk of Aspel'ing up the thread, I'd love to get /CofDg/'s opinions on this, more or less me ripping off the way bolthole works and adapting it for safe-space, you buy however many dots of safe-space, get the default bonuses and can distribute the points between other stuff(Assuming you can justify it, I intended to make Facade something that requires some hella money and hella favor doing thing)
I kind of liked how the Safe Place merits used to work, even if most of the benefits were dumb.
I like where you're going with it, but I feel like you need to go back and think about the effects more.
I was telling 'em that "hope for the best, prepare for the worst" needs more mechanical effects beyond just "you don't need to worry about electrical issues."
Out-of-sight is good and really should be something that's part of safe place by default.
Extra Equipment is kind of meh and is basically "one-time free resource dots' worth of stuff."
Abjuration Amalgamation is peachy but should become a bit more robust.
The poster forgot to put in the mechanics we discussed for Facade, for some reason.
and Safer-Space is fine. Some people are into panic rooms.
Whoops, fuck me. I don't know how I lost the updated version.
Additionally, yea extra-equipment is kinda...meh, mostly meant for the sorta equipment that takes up "large" areas of space, wherein the cost of buying it is less of an obstacle than where you're going to put it, like advanced garage tools or a proper forge.
Abjuration Amalgamation Alliteration probably needs some modifications, It's a bit gimped considering the drawback of "Rude lil shit-sprites will fuck with you." is potentially shenanigan central.
Go similar to the original Safe House style merits. Anyway, my $.02, not written in format:
Size, Security, Equipment, then bonuses.
Size (●+) is how big it is, with X being a car trunk that can barely hold anything, and ●●●●● being a villa.
Security (● to ●●●●●) is a bonus to Initiative and Danger Senses, and represents situational awareness, surveillance, and other security systems. Probably a penalty to Larceny rolls, too.
Work Space (●+) is basically Library, but for stuff. A Lab would help with Science rolls while a Workshop might help with Crafts.
For other things:
H4tBP4tW: (● to ●●●●●) with each level giving more preparation. ● is power and food for a week for one person, while ●●●●● is a Fallout Vault without the shenanigans. Just one dot for a super secure location is a bit much. It should also probably require Size equal to its dots, maybe...
Out of Sight (● to ●●●●●) is basically Occultation for your house, but requires it to be in increasingly obscure locations. It shouldn't require money or effort, other than setting it up. The difficulty here is that your Safe Place can't really be in the middle of town. Unless it's hidden in the basement of a donut shop, but even then you'd lose the dots if you had contractors going in and out at all hours.
Safer Place isn't too bad an idea, but shouldn't really have much to do with size. Plus, "Safe Space dots" here would be anywhere from one to a bunch, since you're breaking it up. Just make it a Size ● Safe Space with a major penalty to break into. Your super underground bunker bunker should be smaller than the main bunker, but it won't have all the amenities. So Size ●, but breaking in requires getting through Durability 4 steel or hacking a lock at -4. (Also should probably Cost ●●●●).
Facade really just sounds like it'd augment Out of Sight, and may not be necessary on it's own. Maybe each dot allows for two of OoS.
Primarily, I did it the way I did to avoid the pitfal of "five different merits to track and put points into", which I'd like to avoid.
Facade was more meant as physical security versus occlusion, with one you're less likely to be tracked to the location, with another they're less likely to get in when they find you, and I wanted it set up in such a way that you had to pick one or the other.
>Out-of-sight is good and really should be something that's part of safe place by default.
The model they went with for the new version of Safe Space is honestly a more reasonable version (and one that requires a lot less XP), but I'll admit I don't really care for fiddling with equipment in WoD. I'm okay with things like weapons and tools, but "Equipment" gets vague and some of the examples mean most people are walking around with +5 to most tasks. Mostly, though, I just think Resources is ridiculous, with certain items being so outlandishly higher Cost than they should be. I mean, most things are at least Cost ● even though even someone poor could afford them, and if you're Resources ● then something that's Cost ● mean you spend all your money for the month on it. Most characters would be fine if they had Resources ●●, but I've been in so many games where that was never really needed, and most players in my experience don't want to spend XP on that. Meanwhile a machete costs $15 at Walmart, but it's Cost ●●.
Anyway, how they do it now is that anything you'd get bonuses for in the Safe Space is Equipment, not a merit. Frankly, that's great, especially since it means not having to deal with the Equipment rules for anything other than tools or weapons. But for people like me? I love having stuff like this as Merits, even if it also gets a bit much to manage.
All of this could really be handled as Equipment (maybe with a Cost instead of Merit dots). Bolthole just has it as a Merit because it's magical.
Nah, think of it more like one type of merit that you're divvying up points for. Think of your Safe Place like a person. These are just it's traits.
Hrm... now I want to make "vehicle" rules for WoD. Where did I put my pirate ship mechanics...
A boat is a lot more complicated than a car. It's a moving Safe Place. And some people might be interested in things like a vehicle's armour rating and how much storage space it has, or how fast it goes. Sure, it's not NECESSARY, but some people enjoy that kind of thing.
Yes yes, but the mechanics of moving one around would be the same.
While storage space might be a neat addition, armour rating exists. Just look at the materials, and levels of reinforcement.
The speed is a bit more difficult, admittedly, since it requires basic maths. You have to look up the numbers, and translate that to Speed. (Speed 1 = 1 foot per second, btw.)
It's not the "moving one around" part that I'm interested in. Also, have you even seen the vehicle rules? There's plenty of space to elaborate on that for something bigger and more mobile-base like.
They're not bad, there's just a lot of places to expand on. I mean, like you (or whoever) pointed out, you CAN just keep that narrative and not worry about the actual mechanics.
There also are spaceship rules, technically. They're in Infinite Macabre. I just don't like them that much. They're inelegant.
First: I mostly meant the broken table that actually explains things.
Second: I have to check here. What scale of boat are we talking here?
Because, honestly, to me there is a very small window between "vehicle" and "mobile backdrop". For the former group, the same mechanics that apply to land vehicles would work for me.
Third: what are the spaceship mechanics? I never picked up Infinite Macabre, as none of the ideas in it interested me.
>Second: I have to check here. What scale of boat are we talking here?
Well, I was originally developing it for 1715 Geist, so... Pirate ship.
The Spaceship mechanics are broken up into merits of Size, Armour, Speed, and Weapons. The Weapons is the silliest, with the highest rank giving you something like +50 dice.
Trying to do canonballs and hyper lasers that can seriously kill people but might also only take off a leg if you're lucky is another thing I've kicked around homebrewing. (For giant robots and a Storyteller version of AdEva)
They had the proper idea with trying to compartmentalize the idea, of course.
I'd split the hull into different areas as well, to give the ship some health zones.
For smaller crafts, I'd split it in four segments, fore and aft, for the ends, and split the middle part in two, port and starboard. And larger crafts into six, split down the middle, and having fore, aft and centre sections each. Truly massive ships might have eight.
Each section would have... oh... 15-20 Size.
The durability of ship-levels of reinforced oak, I feel would be somewhere around... 7-ish. Two in base (ship-grade oak being on the level of aluminium doesn't feel wrong to me, if anything it's a bit weak), and some serious reinforcement. Copper- and Ironclad ships have significantly more, of course.
Each section that gets damaged (less than half Structure) inflicts problems to the ship, each section that gets destroyed (no structure left), starts taking in water, causing a lot of problems. If half or more of the sections are destroyed, the ship sinks in short order.
Cannons, I think would be fairly high damage, with decent armour penetration, and also complete bitches to aim.
Canister shot would lower damage, and remove armour penetration, as well as range, but would be less of a bitch to aim with, and if used against crowds, it'd hit everyone in it, as per the full auto burst rules.
Chain and Bar shot would also have lowered range, but would increase the damage. If used against people, it could hit more than one person, as per medium burst.
Ships would have a manoeuvrability trait, which would be modified by different kinds, and sizes of hulls, as well as the type of sails, masts et.c.
Masts, of course, would be cripplable just like hull sections, by the same rules, though at a bit lower size, and less reinforcement. They will most often be in cover behind sails though, that have no durability to speak of, but huge-ass size.
Just my ideas from early morning, like this.
Sort of where I was going. Although I didn't worry about individual sections being more or less armoured.
I also had rules for steering and maneuvering, which was essentially a Tactic from Hunter.
Man, I'm playing Bloodlines and my game is so buggy.
I can't get Heather even though I talked to her and had her go to my place, and I have three quests in Hollywood that won't progress. I can't talk to Isaac about completing Going the Way of Kings, and I'm not getting email from either Mitnick or the Prince about bugging shit or that shitty review.
>All the way to the Giovanni Mansion
>Can't stand unfinished quests
>Try to reinstall the Plus Patch
Looks like I'm Noclipping through those fucking sewers after all.
But yes, if you die and leave a ghost and then some asshole brings you back to life, a) your ghost doesn't just up and vanish and b) you come back soulless, as your soul passed on when you died. But mages have ways around that*
People who are soulless who die still leave ghosts. *Buildings* can leave ghosts if they're particularly remembered and get demolished suddenly. Hollow Mekhet are effectively haunted by themselves.
And, as alluded, a sufficiently-talented Death mage can make a ghost out of you even without any of that pesky "dying" business.
It's a fucked-up universe in the Chronicles of Darkness.
* - ie, stealing the soul of some other poor bastard they don't think is as important as you are. You have to be more important, they just went to the trouble of resurrecting you, after all.
Ugh. Why does VtM:B go to shit?
I have no qualms about cheating at this point. The game had really great quest and level design and frankly for a good portion of the game you can get through it without murder. Then after, what, Grout's Manor everything goes down hill and every level is just a giant D&D maze filled with badguys?
I didn't do bad in the Tzimisce house, but then the sewers throws a fucking Vohzd at me that I HAVE to fight, followed by a whole bunch more. Thankfully they have a Perception of 0 and I can stealth right in front of them.
China Town wasn't actually that bad at first, then it's all "mow down waves of badguys with machineguns. Oh, you stealthed in? Too bad, they're auto-hostile and triggered by a cutscene!"
I had fun in the Giovanni mansion and was doing politicking and hearing people's secrets and snooping, but then I go underground and there's a fucking zombie filled dungeon. I finished that, it cutscened me out, I reloaded, snooped around, realized there was FUCKING NOTHING in the giant manor house, and then had to fight hordes of zombies and the obligatory boss fight again.
So fuck it. I've got 10 in any Feat I want and I'm swinging the Sheriff's sword.
After the Society of Leopold, how much game is left before I can start over and do the FUN parts as a Malkavian?
NOTHING can give you your soul back, save for *maybe* an archmage. Anything less, the best you can hope for is somebody else's soul being shoved into you.(At least as far as still having a soul and being mortal goes)
Is there any way to undo the inevitable conditions lacking a Soul brings? Or is reviving someone just a temporary reprieve as they slowly and inevitably become an empty husk with neither the Integrity to make rational decisions nor the Willpower to act on the irrational ones?
How else COULD it exist? Twilight is literally just "in the Fallen World/Flesh/whatever, but not materialized"
For the soul to not exist in Twilight would mean it was a physically tangible thing which humanity couldn't deny the existence of, because everyone* would have one, so everyone would have a visible, tangible aura around them.
*except for resurrected or otherwise soulless individuals
And what effect does that have? If your memories and such are in your mind rather than soul (since you get those back when you're revived), is the soul just a spiritual battery - generic in design and one size fits all?
Or is using someone else's going to be like putting the wrong fuel in your car and fuck with your spiritual inner workings?
This was an argument I had yesterday about how anyone stepping into an area with no Twilight allowed would affect people since their souls are in Twilight.
I thought this would mean anyone stepping into such an area would be treated as Soulless for as long as they were physically in there since their soul cannot be. But I had mis-remembered how the effect was worded.
>No Twilight (•):Within the bolthole, the state of Twilight does not exist. Any ephemeral being that comes inside is automatically fully Manifested. This only applies once they’re inside (so, for example, they can still get in if the bolthole also has a Trap Door).
Now souls aren't ephemeral so they can't manifest, but there can still be nothing under the effect of Twilight in the area. So what happens to your soul?
>Now souls aren't ephemeral
They most certainly are. The only other thing they could be is physical.
>So what happens to your soul?
If a mortal stepped into a bolthole with that quality, their soul would likely manifest as a physically present aura. They'd also most likely become a Stigmatic, or else suffer an Integrity breaking point, because seeing your soul manifest around you is definitely a breaking point, the first time.
>>Now souls aren't ephemeral
>They most certainly are.
>The human soul exists in Twilight (see p. 218) but is not made of ephemera, so is insubstantial even to ephemeral beings unless they have Numina or Influences allowing them to manipulate souls. In general, only very high-Rank ghosts, or angels specifically sent to meddle with souls, have such abilities.
They're like a Second Sight psychic who's Astral projecting, they're in Twilight but aren't ephemera so can't make contact with anything, physical or otherwise.
>Is there any way to undo the inevitable conditions lacking a Soul brings?
Yea, sure - get a new soul.
Sure, that likely requires taking one from somebody else, but if you just went through the effort to bring someone back from the dead that shouldn't be too hard, right?
I think it's an unfortunate issue with the way the ending portion works. There's just points where the game is built to have shit blow up, since you're actively being chased
by every vampire in the city.
I always wondered how the moros legacy focused around calling forth heroic ghosts worked because they don't use ghosts and its implied that their powers revolved around the true soul of the people they conjure.
Things in twilight can still go in, but they immediately manifest. However, one assumes it either remains invisible except by those with the explicit power to do soul muckery or it manifests a la aura, as said earlier.
wait if a soul can be put into someone else does it not effect the person who took it...... i always assume that a soul was a big part of you and without it your a shell.
what does this mean for the soul and does the soul hold the human memory of someone once that person dies
I'm almost done reading the Horror Recognition Guide. It's really good stuff and think it's loads better than the stories in the CofD core rulebook. I'm about to read up on the actual Hunter book, but I'm intrigued about Innocents. Which one do you think I should go with?
infrastructure can give an Angel 1ess/day, same as resonance and anchors do for ghosts and spirits.
They can suck it in from a Locus or steal it from other spirits / werewolves / probably demons.
Got it, reading it right now.
Strangely enough, I had a game that I wanted to have the exact same feeling of all of these stories, except I was using the Small Towns system to play it.
Basically the same as being near anything that's going very fast. The draft would knock you around something bad. Being nearby when they break the sound barrier would be bad for your ears.
Disappointing. I don't mind the story, but fuck me I hate the combat in this game.
Whatever you want, then, as at that point you're saying fuck it to science anyway. Anything with mass can't reach speed of light, and even significant fractions of the speed of light are crazy.
If you want an idea of the realistic repercussions of such a thing, look here: https://what-if.xkcd.com/1/
>A careful reading of official Major League Baseball Rule 6.08(b) suggests that in this situation, the batter would be considered "hit by pitch", and would be eligible to advance to first base.
Right, it's 1am in the morning and I finally managed to finish off the last bit of extra material I wanted to change in one of my drafts for The Pack. That's now sent off and should get added in during post-editing development, so now I am well and properly finished writing on The Pack. Nothing more to amend or change :P
If you're finished with The Pack, I assume you'll soon start working on The Pack II: Son of the Pack - This Time It's Personal (of course, this would only be a working title in lieu of The Pack Strikes Back).
More seriously, what's up next for Werewolf, and are you currently writing for anything else in the CofD?
I don't know for certain what's up next for Werewolf but I have some idea.
Currently I am not writing anything for the CofD, but there's at least two (maybe three) future projects that it seems likely I will be writing on but haven't yet started.
Mostly waiting for Written Stuff to become Published Stuff now.
>not writing anything for the CofD ???
Is there simply an unusual pause in projects while others are awaiting editing and publishing, or have you somehow offended the dark powers ruling over OPP and Paradox?
Maybe you need to start LARPing with Dracula and remind him of your indispensability to the God Machine, err..., White Wolf.
There's only a limited amount of projects to write for. Anything currently being written are on the first and second draft, and those already have their writers. Of course, there's off listed projects, but the Monday Meeting Notes seem to imply that that's mostly just a developer planning stage.
>Or writing has begun on Secrets of the Tribes, and Chris just isn't one of the authors.
Other werewolf writers have stated they weren't working on it, either.
So either the developer has hired an entirely new group of freelancers no one's heard of and kept the entire thing off the product progress schedule, or it hasn't started being written.
It hasn't started being written.
Do you guys know of any ways to goad players into playing higher Morality characters?
I know it's the World of DARKness and all, but my players don't really seem to give a shit how far their Morality drops until they have so many derangements that they're basically unplayable, and then they bitch at me for making them suffer the effects.
It's the simplest stuff. Don't be a dick to everyone all the time. Don't murder people if you can help it. Don't consume another individual's soul.
No, I introduced them to WoD using nWoD 1e. When we finished up our current game, I was gonna see about transitioning over to 2e, but I don't think I want to GM for them. Like, in D&D they seem to care about their morality. Fuck, even in Shadowrun they tend not to be huge cunts. But in WoD they could care less.
The only one who has been trying to be good is one of the Werewolves, and the only reason he's doing so is because he's tired of Death Raging every time he gets hit.
I suppose so. I love WoD, and they seem to like the mechanics (with the exception of Morality), so it sucks that I feel so unsatisfied after some of our games.
We talked about how low we wanted our Morality to drop before the game began, and they all agreed on 3, which I didn't think was too unreasonable, but they all straddle the line way more often then they should (in my opinion).
How do they even get that far down? Like... you literally have to work to get below about Morality 4, unless you're a wizard.
How do they care about morality in Shadowrun and D&D but not WoD? Have you talked to them about this and asked them why they do it, and why they don't play less evil characters?
I mean, yeah, it's the World of Darkness. But ideally, you as a player character are the light.
Honestly I've never had a character go below 5. And he put his hand through his mother's chest (she got better, they made up).
Yeah, but killing people is still bad on Integrity. Worse, even, because there's no level where you're "okay" with Killing.
>Yeah, but killing people is still bad on Integrity. Worse, even, because there's no level where you're "okay" with Killing.
But there's no derangements and low integrity doesn't take your character sheet away
>There are persistent conditions and if the GM is paying attention, they won't just let you fall to integrity 1 from acting like an insane asshole without repercussions.
They're not nearly as stupid as derangements and aren't based around morality, so you can be a dick to people as much as you want and won't go insane because of it
Just all the killing they've been doing. If they get into a fight with someone, they HAVE to kill them. Like, full Aggravated damage on their damage track on humans that piss them off. This is after they've surrendered or are running away. That and their primary method of getting information is brutally torturing gang members and they routinely either drain people of all their blood or eat humans as a werewolf to get back essence.
I don't get it either. They're sticklers for alignment in D&D.
>or eat humans as a werewolf to get back essence.
Then 2e's really better for them, since you don't lose your character sheet either way and the only persistent conditions you get for low Harm are bans (that you lose when you regain your harmony)
Well, there's always the nuclear option. Beast doesn't really care all that much about Morality, to the point where that bar is replaced with how hungry the character is. Maybe that'll somehow put them back on track, like some kind of reverse psychology.
Exactly. Maybe it's just the limitations that are holding them back from being decent people, like some kind of bizarre libertarian-esque scenario. They could take to Beast, or come back from it willing to play ball after they get it all out of their system, who knows.
Fucking Hell, the Society of Leopold feels like Troika is punishing me for wanting to stealth and talk my way through all my problems, and use melee whenever I do get into a fight.
"Oh, you like stealth? Too bad, all these enemies are in groups of three!"
"Oh, you like talking? Talk to the lead"
"Oh, you like melee? Enjoy being stunlocked by Mac-10s!"
Iunno, I wouldn't want to deal with Guilt and Fugue and any Derangements the ST decides to make into Conditions (which I wish they did in the Coooooore. Mortal Remains even suggests it).
Hell, a Guilty Mad character with Fugues is going to be worse.
Ask them why.
They might enjoy Beast, really.
Not really. Beasts don't make Heroes, and even in the first draft, it was basically impossible to make a Hero without REALLY trying. Heroes just exist, same as Beasts.
It might get Heroes on your tail, though. Or Hunters. Or, you know, cops.
Or if they want him to keep running, they should stop being pants on head stupid.
There's a wide gulf between a character who's a veritable saint and a character who's little more than an asshole serial killer. I find players who choose either extreme for their characters are often difficult to GM, very bad for character group dynamics, and really just not fun to be around. YMMV.
They might jump off the building and you'd be investigated for whatever you were doing with a bunch of kids before they commit suicide, or they'd run away and tell the authorities. Or you might get away with it no problem.
You might even feel bad for it, but you won't suffer any mechanical infractions, no.
>Or if they want him to keep running, they should stop being pants on head stupid.
He knows enough about what they're going to do in situations to complain about it, he makes all the situations they come across, and keeps putting them into situations where they'll do bad. He's the one acting pants on head stupid.
More time than money, I think. Remember, VtM:B was MASSIVELY rushed to its gold disc because Activision demanded they have the first source engine game on the market, even before HL2.
It was time constraints that murdered the end of the game, and killed the bugtesting that would've made the rest as unbuggy as the patches render it today. And those constraints came down from the publisher, crushing Troika in the process.
I just want to send some positive thoughts to the WW / OPP crew and hope Mage 2e finally receives approval this week, and publication soon thereafter.
Dracula just needs to take a very short break from LARPing to finish reading the draft...
>I just want Trinity.
I do to, but it appears to be a long way off.
OPP still hasn't finalized the new game mechanics, there have been no official spoilers, and the little bit of discussion by OPP of their own or non-WW products seems to exclusively concern Scion and Pugmire.
I find it hard to believe that the only thing holding back one of the Big 3 titles for CofD is just LARP stuff. The Demon STG got released with seemingly no issue. Maybe Dracula just wants to make sure that the corebook of the next second edition game line is perfect for our consumption.
Have a little hope guys, we'll be getting the MMN in a a few hours. If we're lucky we'll get some news.
>Is there simply an unusual pause in projects while others are awaiting editing and publishing, or have you somehow offended the dark powers ruling over OPP and Paradox?
It's just the case that the lines I am interested in working for are either wrapping up existing books or haven't yet started on new ones.
>It hasn't started being written.
Obviously I can't say for sure, but I don't think writing on Secrets of the Tribes has started yet.
>pls to give us some wordcount on bale hounds and maeljin, who got nothing but a sidebar in 2E?
Stew has said that he wants the Bale Hounds to be given a proper treatment in 2E; that's the reason they had barely any coverage in the corebook, because even if we'd tried to make space for them we didn't *have* the spare wordcount - they'd just have ended up getting a paltry, shallow approach rather than the love and care they deserve.
I don't know what his plans are for *when* they'll get their turn.
If anyone so much as non-ironically suggested that, I would boot the fucker off the table regardless of my ST status. WoD attracts enough edgy menchildren as is, enabling them is the last thing the community needs.
> Anakim Beast with a Hunger for Punishment
I saw attempts to stat Alucard, and they all put him into BP 7+/methuselah level of power, but now it's a 0 EXP beast. Christ.
> "Oh, you like stealth? Too bad, all these enemies are in groups of three!"
What could it possibly matter if you have Obfuscate? And if you don't have Obfuscate, why the fuck did you decide to focus on stealth, you poor tool?
Indeed! One of the most fun things with Vampire is to Obfuscate someone, dispatch of them quickly and cleanly, and then have their companions realize that one of them is either taken out, or simply gone.
I just had an incredibly silly idea. It's a Spirit of Mechanized warfare that chases down people and explodes, blasting a hole in the Gauntlet over where they are located and creating a Wound.
Couldn't you have an Owlbear as a Totem Spirit? No this has nothing to do with the Strix, it's basically the least complex representation of the Spirit of a patch of Coniferous Woodlands.
>Stew has said that he wants the Bale Hounds to be given a proper treatment in 2E; that's the reason they had barely any coverage in the corebook, because even if we'd tried to make space for them we didn't *have* the spare wordcount - they'd just have ended up getting a paltry, shallow approach rather than the love and care they deserve.
Isn't this going to lead to the same "we can't assume the reader knows this information in later sourcebooks since it wasn't in core" that caused Dave to write a whole new Mage corebook in the first place?
You totally could, yeah. It'd be a nice follow up to the typical Owlbear's stats in a stat me thread, come to think of it. It's not long enough to make someone think that it could be a for real stat block but it could work.
More like the go-to for statting up a character that previously would have been too powerful to be made by default rules. Beasts are so stupidly overpowered that they dwarf fucking solar exalted. A 0 XP, beast character can make a whole cabal of mages permanently powerless by robbing them of their souls. At sight range. In a single round. Without a roll.
You can actually conceivably build Saitama as a beast at chargen, and while he, of course, won't be as strong as the original, he would still live to quite a number of his feats.
Stat me, /wodg/
First edition nWoD preferably, please.
Did they? I lost interested after the "rewrite" turning out to be a couple of changed lines with the rest being exactly the same.
And I'm still positive that Saitama could be built as a beast at chargen.
Thyrsus Arrow who will end up becoming a Dreamspeaker
I'm hoping it comes out within the next week or two, so I can make this character with 2e instead of 1e for the game I'm gonna be in.
Collette started the whole shota catboy meme, because that was all he/she/it would play no matter the campaign or setting. Gamefinder threads have never been the same since that scourge was released.
> I'm hoping it comes out within the next week or two
Yeah. There's some slight mechanical changes in the re-write, and that one got cut. Saitama could still totally be built using Beast, though, and dare I say it, it'd be...fun to play? Just a chill guy who overcame his nightmares and keeps his Horror in check through a strict regimen, but is still kind of an asshole.
I was memeing in those groups, too, for what it's worth. And now that I think about it, one of the games had its characters be those of Bakemonogatari, so I cooked up a Tzpdsfjpj Saya rip-off (instead of a shota), because why not when the brakes were already pulled?
> kind of an asshole
Saitama definitely isn't one.
Yea like... I paid good money in that kickstarter knowing full well how long it could possibly take for me to get anything back... but it is starting to get a little ridiculous at this point. Feels like I'm going to be a Wraith before I get to play it.
And yes, I know Exalted took longer, but we don't really want that to be the norm, do we?
I hate to say it, but I knew hiring Rich Dansky back would lead to this delay. It's not that he isn't fast or that he doesn't care, it's more that writing for Tom Clancy games is a full time job, given how many of them get made.
>I saw attempts to stat Alucard, and they all put him into BP 7+/methuselah level of power, but now it's a 0 EXP beast. Christ.
Do you want an unplayable mess of powers, or a playable character? Also, I never said what his XP cost would be, only what his template would be.
No, it isn't. Put away your fucking Beast hate hatchets. I said he's a fucking Beast because that's what fits him best. He even has a fucking Lair. If you don't want a playable character BASED on him in personality and nothing else, then sure, dump as many fucking powers as you want.
Beasts are powerful, but nowhere near as powerful as you people are acting (no, they can't plague of soullessness by accident at chargen). Shit, Saitama would be a Demon. Knockout Punch.
I'm a Toreador. Why would I focus on stealth when I have a power that's literally "I'm invisible"? Why would you NEED stealth if you have Obfuscate?
Thyrsus, permanent Brand, Spirit Familiar.
I was a crossdressing Promethean expy of 2007 era Justin Bieber, who was inadvertantly a rapist rape victim. Also a bit of a murderer. Although *technically* none of those people were huma--only one of those people was human. Two?
If they're anything like the books when he was alive, half the writing is finding out about obscure futuristic weapons programs that will probably get abandoned due to budget and lack of necessity.
Rainbow Six Siege looks like it'd be fun as heck, and a good return to the series' roots while making it still playable for more than just nerds, though. I wanna play.
Why do you think it's Beast hate hatchets? A 0xp Beast, even considering that things like You Are Meat are not in the final version, is absolutely one of the strongest beings in the World of the Chronicles of Darkness. This is why there's a whole side bar about powerlevels in crossovers that reduces to "quit getting mad about tabletop games". You don't need to come to the defense of a game you don't even like when the worst of it is "Beasts sure are powerful".
>A 0xp Beast, even considering that things like You Are Meat are not in the final version, is absolutely one of the strongest beings in the World of the Chronicles of Darkness
They are not quite at the lofty heights reached by Demons, Mages, or Mummies. Roughly at Geist or 2e Werewolf levels. So yes, quite powerful.
Can't starting mummies destroy cities and create apocalyptic zombie plagues, partially due to their retarded "you start at level 20 and go down from there" power scheme?
>is absolutely one of the strongest beings in the World of the Chronicles of Darkness.
No it isn't. Beasts are powerful, but not all that powerful. The sidebar in question even starts out with "did you know Demons are one of the strongest splats?" and that sidebar only exists because Matt doesn't understand that Solve All Problems powers don't make for interesting games.
Also, "Beasts sure are powerful" isn't the worst of it, though in this case it's more that "A 0xp Beast is the same as a 400xp Vampire!" which is just flat out taking something I said out of context.
Sin-eaters are pretty strong, but their powers are also ridiculous. Beasts are similar to Werewolves in 2e, but have a few more "fuck you" social powers.
Yes. They can rewrite history so that a meteor was going to hit you.
They get some absolutely terrifying tricks that make them dangerous even at Sekhem 1 if they pick the right utterances and affinities.
counting as Sekhem 10 for the sake of reinforcing their Stamina and Strength and flat out immunity to any kind of mind influencing power
immunity to wound penalties with loads of extra HL
shutting down any form of magical healing (completly screwing over nearly every other combat splat and making Garou and regeneration abusing Beasts into tame puppies)
bypassing HL entirely by directly draining WP instead, resulting in several hours of being in an insensate state.
... and a few more, it's been a while since I opened the book. Some of the Utterences are really dangerous even at their first level.
>that sidebar only exists because Matt doesn't understand that Solve All Problems powers don't make for interesting games.
Or you know, maybe don't sweat power levels so much. If you're already bothering to crossover the games instead of treating them as completely different games with a similar setting, you might as well accept that some splats are going to end up having a Solve All Problems power and make a gentlemen's agreement about it to not use them as often. It's not the ideal solution, but until the day all WoD games are playtested for external balance as well as internal balance, that's just the situation.
Anyone have some good "starter guide to Vampires" missions that a neonate might get sent on to prove they deserve not to get ashed after their Sire broke the Second Tradition?
In my experience, if you have a "Solve All Problems" power and don't use it, it takes the bite out of any problem, because you know you can solve it.
And also, the power level issues exist within Beast itself. There are powers that are more or less better versions of other powers, and some combinations of two powers that end up making things go through the roof; it would be like a 30 Potency Diplomat's Protection without the need to do the extended rolls.
THAT is what I mean when I say powers should create solutions, not solve problems. "I have a Tool" doesn't solve the problem of an obstacle, it just gives you the ability to remove that obstacle. You still have to WORK for it. This is both one of the problems with Dominate *and* the reason it's not as bad as it could be: You solve your problem, but only if you know what you're doing. Otherwise you can create problems.
Of course, there's also Dave's way of doing things: Solve one problem, create two more.
Plus, there's >>45012370. Beast was intended to "play well" with others. It does a bad job of that because it can solve most problems another splat will go up against. Huntsman and Strix could maybe give it a problem, but for any problem less than that, they're basically hammers, and their game line encourages them to be hammers.
>Anyone have some good "starter guide to Vampires" missions that a neonate might get sent on to prove they deserve not to get ashed after their Sire broke the Second Tradition?
"Some cheeky cunt keeps sneaking into our pantry while we're asleep and stealing our food. We tolerated this nuisance, now he's hiding the stuff he doesn't take. Find out where he lives and we won't tie you to a solar panel."
>a bloodbather has come to the city and is killing in the vamipre's feeding grounds, depriving them of victims
>however since the killing spree started, people are staying in their homes at night instead of going out, making finding enough meals more difficult
How long does it take to prep a LARP, anyway, especially one that is in March? Unless Dracula is utterly incompetent, lazy, or some mixture of the two this shouldn't be a bit deal.
Dude goes hard on his LARPs:
>[Sjögren]: He’s one of the most influential players on the European larp scene and is known as the bad boy of Nordic larp, running adult games in Shakespeare’s Elsinore Castle, in abandoned nuclear reactors and decommissioned military ships. Google him and you’ll dig up some pretty wild stuff. He’s probably going to be using his pen name “Elricsson” in his new position. Pretty suitable considering the origins of the White Wolf name. He’s a massive fan of all incarnations of WoD but not an uncritical one.
>Martin Ericsson: "Fallen Angels" was really a Vampire module for the Swedish RPG Kult. I ran it as a mash up of the original game's gnostic terror and the personal horror of the World of Darkness. We were very serious teens filled with strange attraction and huge ideas, breaking taboos and scaring each other shitless. At that time my place was decorated with black plastic on the walls, Goetic seals and massive industrial hooks and chains, Hellraiser-style. The climax of the chronicle was played as a LARP [Live Action Role Play] I staged in an abandoned children's mental hospital. I remember using the player’s darkest fears to drive them bonkers, locking the claustrophobic in a closet. A lot of screaming tears were spilled and furniture smashed. Almost burned the place down in the process. Discovered Sisters of Mercy and fell in love as well. It was pretty damn formative. And then there's "The Last Seasons," my unfinished Ars Magica/Mage chronicle that ended with me actually battling the Demiurge on the top of Monsegur fortress in the Languedoc. Acid and Magick was involved.
Dude just kind of goes hard with his gaming in general. I could seriously believe that it'd take him several months to plan a LARP.
Why wouldn't it?
He has to manage probably a couple hundred people's money and applications, emergency contacts, shit like that, then he has to secure the location (which for this is probably some old ship) and make sure that it's up to code and safe enough. On top of that you have to coordinate the actual storyline of the LARP with everyone and make sure their characters are correct and the other Storytellers know what to do and when.
ANY big event needs a couple months of coordination. Three months isn't really anything big, especially on top of actual getting this new company up and running (and most of it is probably that, not "he's LARPing"... I hope).
>He’s a massive fan of all incarnations of WoD but not an uncritical one.
I'd really like to see more of him talking about or acknowledging nWoD. But then again, maybe that's no longer an incarnation of WoD.
It kind of worries me that everything he says about what he likes comes off as the kind of stereotypical WoD player that other WoD players look down on. He looks like he'd shop at Edgy On Purpose.
Kind of looks like a nerd, but I don't have time to watch the whole thing.
I like roleplaying, and LARP seems fun, but when it gets into the roleplaying part of LARP, I just don't know how you'd handle it without making it feel silly. Like, I've done LARP, but boffer tag is a lot more interesting than throwing socks and shouting "Fireball!"
Well, the main take away is this little clip here, which is a LARP he ran: https://youtu.be/D9eU75EByFc?t=5m16s
It's a little less silly when everyone looks the part and the environment is right, I assume.
>You have to commit, same as any RPG
Commit, sure. However, adult men spending inordinate amounts of time and money dressing-up as goth vampires and playing in abandoned asylums and submarines, no less being the "bad boy" of the Nordic LARP scene, can arguably get you committed.
If Dracula's hobbies or interests only involve consenting adults, I don't care what he likes or does.
However, contrary to the prior anon's comment, one does not need to go to such extremes in order to "commit" to rpg's.
More importantly, I would simply appreciate it if Dracula took a short break from the LARPing in order to review and approve Mage 2e, a core component of his new position at WW.
I want to know the status of Trinity 2e. The project seems in total limbo, even apart from the fact that the new mechanics are still on beta.
I'm surprised the independent medieval talking dog project has moved to top billing over both Scion and Trinity, both OP in-house games.
>is known as the bad boy of Nordic larp, running adult games in Shakespeare’s Elsinore Castle, in abandoned nuclear reactors and decommissioned military ships.
This mostly just makes him seem like a ridiculous tryhard.
Pugmire's also in-house, and doesn't need a whole new system built around it. I figure Trinity's taking so long because Scion's going to be the first implementation of StoryPath and Scion's upcoming Alpha Slice is going to affect Trinity's development.
I hate to agree, but yeah. Dracula's gambit is setting up a multimedia empire, and all the parts have to fit together. I imagine that takes up most of the work day.
I'm unsure as to why LARP would be higher priority than the games that actually inspire LARP to happen. Only a fraction of the people who play table top RPGs take part in LARP, doesn't it make more economic sense to focus on the bigger group first?
Well yeah. I meant the mechanics part. I know how good it is when people are looking the part, and that's just American LARP where looks aren't the main thing and it's just boffer tag.
Also, in terms of looks and interests, I meant more the Sisters of Mercy and black plastic and pentagrams and hooks. Also the whole forcing players to remember their darkest fears. I actually had a player specifically ask me NOT to use insects to add to the horror, because that's her phobia. It just feels very... "edgy" to me, in the derisive sense of the word. I feel like someone is going to get tetanus in a LARP with Dracula.
It's less a matter of "people will think less of me" silly and more "this feels too difficult to get into it" silly. I mean, I can't imagine getting into the game if I was acting out a scene in live action and all the "special effects" were on strings and I needed to stop and roll a handful of dice in my pocket. Some things work fine at a table where it's all in the mind's eye, but there are a lot of things that are difficult to easily handle in live action.
My problem is less that he seems too nerdy for me as it is he seems to gothy for me. He's too interested in the trappings and flamboyancy of it. It's like this Key and Peele sketch
I mean, I don't think he's just completely style over substance, but he definitely does seem to be all about style.
It's sort of like how The Crow becomes a bit silly when you think about zombie Eric Draven putting on grease paint and make up.
Actually, put less nicely, >>45014426 is right.
Because he cares more about the LARP. Basically, the LARP is going to be the main thrust, with the actual games being a sort of "for when you can't LARP". At least, that's the impression I get, with him talking about how LARP will shape the metaplot.
He's not actively LARPing as much as he's planning a LARP. Parts of the One World of Darkness storyline will use LARPs to progress events. This particular LARP will be the beta test of the offical One World of Darkness LARPs.
>It's sort of like how The Crow becomes a bit silly when you think about zombie Eric Draven putting on grease paint and make up.
Luckily the ability to murder multiple people at once makes up for that. If I've learned anything from action movies, you can look like whatever the hell you want, as long as you can kick ass.
I'd be surprised if other products (other than whatever theoretical one 2e Bale Hounds are covered in) would reference Bale Hounds much, so no.
People do, however, tend to overstate the power of Mummies. In the our game, two of our characters at high Sekhem would still get taken to pieces by dedicated combat characters of other lines; one *was* a dedicated combat character but wasn't meaningfully more powerful than other lines in general; and one had a really, really horrific power that would basically be an 'I win' button against most other lines except if you were able to counter it (with whatever might deal with a swarm) and if you *could* counter it then he was just a very tough guy with a strong punch.
>Out of curiosity, is there a bad boy of British LARP?
(It's not actually me)
Why would LARP be the main thrust of the new metaplot? I can see it shaping small portions of the overall metaplot, but most people and new consumers wouldn't be largely interested in it. It is hard enough to gt people in table top, LARP even more so. If anything, he should start with comics and other media, perhaps some kind of web series.
Comics and other media are a part of it, too, it's just that LARP and video games are the big lynchpins for the storyline.
Yeah, this. If I were to wildly speculate, the LARPs are like the Shadowrun Missions of the One World of Darkness storyline, centerpieces to base the rest of the tie-in stuff around.
Do people even DO Shadowrun Missions? I mean, I've done Pathfinder Society and I've heard of D&D Encounters and Living Greyhawk, but Shadowrun Missions sounds like one of those "only people who read about nerd shit will know this".
People at my game store don't know about it. Hell, people in the Shadowrun threads have never heard of it most of the time. Which is weird. I'd imagine they'd push it hard, since Missions is like... the PERFECT way to play Shadowrun. Bunch of losers all called together to do a job.
The more I hear about Dracula, the more I think he bought White Wolf specifically to make his LARP character canonically most important person in the world.
I haven't heard anything about how he actually plays, but he REALLY sounds like That Guy.