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Brian Merchant

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Since: Aug 01, 2005
Posts: 9



(Msg. 1) Posted: Thu Oct 13, 2005 6:06 pm
Post subject: House rules
Archived from groups: alt>games>whitewolf (more info?)

So, what are some house rules people are considering for their
nWoD games?

I'm considering the following.

Condition: Hyper-potent blood.

Instead of blood potency capping off at 10, it now continues on to
even greater 'heights'. But the power gamers who started drooling
at that last sentence will be sorely disappointed. For every 50 years
a vampire manages to maintain Blood Potency 10, she gains 1 point of
Hyper Potency. A Vampire with any dots of Hyper Potency can
only feed via Diablerie. Only heart's blood is intense enough to fuel
the fiery Vitae in her veins. Furthermore, her victims must have at
least as many dots of Blood Potency as she has dots of Hyper Potency.

Diablerie does not increase Hyper Potency. Vampires in Golconda do
not gain dots of Hyper Potency. Any event that reduces Blood Potency
immediately cancels all dots of Hyper Potency. Dots of Hyper Potency
do not affect any of the traits affected by Blood Potency other than
feeding restrictions.
--
Brian Merchant

Puritanism didn't keep the puritans from sinning, it just kept
them from enjoying it.
--Father Joe Breighner
Country Roads

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alex.stevenson

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Since: Nov 01, 2005
Posts: 4



(Msg. 2) Posted: Tue Nov 01, 2005 2:52 pm
Post subject: Re: House rules [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I've thrown out the XP system entirely, when I think a character
deserves an extra dot in something then I assign it. It does mean
keeping a reasonably accurate record of what they've done but is worth
it as I feel it's more representative of their game play.

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Yah-Ti-Buckety

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Since: Nov 02, 2005
Posts: 11



(Msg. 3) Posted: Wed Nov 02, 2005 5:55 am
Post subject: Re: House rules [Login to view extended thread Info.]
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alex.stevenson.DeleteThis@objektum.com wrote:

> I've thrown out the XP system entirely, when I think a character
> deserves an extra dot in something then I assign it. It does mean
> keeping a reasonably accurate record of what they've done but is worth
> it as I feel it's more representative of their game play.
>

That's a difficult way of handling character progression, IMHO. A
character who lacks traits in a particular field is less likely to try
to solve situations with it, and hence, will not attempt to use it. In
my opinion, this will 'typecast' a character.

I like the concept of XP, but I tend not to let my players just 'bump a
point into celerity'. I prefer them to justify it, whether it's by
prolonged use in the current story, or by rigorous training.

Just giving a character a point really does require a LOT of background
information to be kept. I'm an ST who doesn't keep notes so meticulous
as to be able to grant a point in a field when a character has used it
enough, learned enough about it and gotten to a point where an epiphany
occurs.

This is my game, though, and I respect an ST who CAN keep his players
characters (all of them) well enough recorded as to be able to reward
them like this.
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alex.stevenson

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Since: Nov 01, 2005
Posts: 4



(Msg. 4) Posted: Wed Nov 02, 2005 9:23 am
Post subject: Re: House rules [Login to view extended thread Info.]
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There are merits to both systems, I simply prefer the practice makes
perfect approach.

I must confess that part of my record keeping stems from having a lousy
memory. I can't run a game without keeping notes as I can't remember
what happens from week to week. There is also the addded bonus that I
frequently chuckle to myself when I write something down, giving my
players the idea that some devious plot has just popped into my mind (I
roll dice randomly for similar reasons).
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Brian Merchant

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Since: Aug 01, 2005
Posts: 9



(Msg. 5) Posted: Wed Nov 02, 2005 5:14 pm
Post subject: Re: House rules [Login to view extended thread Info.]
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In the borning days of the third millennium, alex.stevenson.DeleteThis@objektum.com
wrote:
> There is also the addded bonus that I
>frequently chuckle to myself when I write something down, giving my
>players the idea that some devious plot has just popped into my mind (I
>roll dice randomly for similar reasons).

Messing with players' heads, is there anything more satisfying? The other
nice thing to do is to describe a random room/item in an unusual amount of
detail. Many players will immediately assume that this means it is important
in some way. Watch and laugh as they try to pry the arcane secrets out of
that perfectly ordinary public restroom.

Of course, this can backfire if used too often. Having players ignore your
hints about preferred plot direction can be a pain.
--
Brian Merchant

Puritanism didn't keep the puritans from sinning, it just kept
them from enjoying it.
--Father Joe Breighner
Country Roads
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Yah-Ti-Buckety

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Since: Nov 02, 2005
Posts: 11



(Msg. 6) Posted: Wed Nov 02, 2005 9:55 pm
Post subject: Re: House rules [Login to view extended thread Info.]
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Brian Merchant wrote:

> Of course, this can backfire if used too often. Having players ignore your
> hints about preferred plot direction can be a pain.

Damn players.. the game would be so much easier without them..

Wink
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alex.stevenson

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Since: Nov 01, 2005
Posts: 4



(Msg. 7) Posted: Thu Nov 03, 2005 8:30 am
Post subject: Re: House rules [Login to view extended thread Info.]
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Interesting thought for a "house rule" - ban players. Of course the
downside of this is the inevitable arrival of the men in white coats,
summoned by your neighbours who walked passed your house several times
and were concerned about you constantly talking to yourself.
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Brian Merchant

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Since: Aug 01, 2005
Posts: 9



(Msg. 8) Posted: Thu Nov 03, 2005 5:45 pm
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In the borning days of the third millennium, alex.stevenson.RemoveThis@objektum.com
wrote:
>Interesting thought for a "house rule" - ban players. Of course the
>downside of this is the inevitable arrival of the men in white coats,
>summoned by your neighbours who walked passed your house several times
>and were concerned about you constantly talking to yourself.

It's worse than that. It was a LARP. I was running around the park at
night dressed as an Sidhe warrior losing games of rock-paper-scissor to
myself.
--
Brian Merchant

Puritanism didn't keep the puritans from sinning, it just kept
them from enjoying it.
--Father Joe Breighner
Country Roads
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Steve Williams

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Since: Sep 29, 2005
Posts: 37



(Msg. 9) Posted: Fri Nov 04, 2005 1:10 am
Post subject: Re: House rules [Login to view extended thread Info.]
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Brian Merchant wrote:

> It's worse than that. It was a LARP. I was running around the park at
> night dressed as an Sidhe warrior losing games of rock-paper-scissor to
> myself.

Playing in the mirror with a flaw that makes you lose all ties? I hate
when that happens!
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Yah-Ti-Buckety

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Since: Nov 02, 2005
Posts: 11



(Msg. 10) Posted: Sat Nov 05, 2005 10:55 am
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Steve Williams wrote:

> Brian Merchant wrote:
>
>> It's worse than that. It was a LARP. I was running around the park at
>> night dressed as an Sidhe warrior losing games of rock-paper-scissor to
>> myself.
>
>
> Playing in the mirror with a flaw that makes you lose all ties? I hate
> when that happens!

I'm convinced it's all somehow Lasombra trickery. They're there,
controlling everything. They're just VERY quick.
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