They Wolf Him Here
They wolf him there, they wolf him everywere! No? Bugger.
Over on the White Wolf Blogs, Rich pontificates about the W20 Kickstarter and what we (as in, Onyx Path) use Kickstarter for. He also drops the release date.
Read more...They wolf him there, they wolf him everywere! No? Bugger.
Over on the White Wolf Blogs, Rich pontificates about the W20 Kickstarter and what we (as in, Onyx Path) use Kickstarter for. He also drops the release date.
Read more...Over on the W20 Blog, I’ve done some wittering about how game design has changed over the ages as game designers open up and respond to the people who play games. Naturally, I’ve given it a nice, pedestrian title.
The End of “Screw You Hippie” Game Design.
werewolfOne thing that the Werewolf Translation Guide had running against it was the sheer size of both Apocalypse and Forsaken. Seriously, these are two really fucking huge games. Both games introduce an animistic spirit world into their respective World of Darkness, while also detailing the shapeshifting half-spirit protagonists and their adversaries.
The Werewolf Translation Guide had a budget of just 30,000 words. We had to be careful what went in to each chapter. One thing that we prioritised was tools for taking just one element of a game to the other. That’s why we’ve got Apocalypse writeups for Irraka and Elodoth, for example. And that’s why the Thirteen Tribes came across as lodges—the concept of “tribe” is on a sufficiently larger scale in Forsaken that putting the Thirteen Tribes at the same level of the Tribes of the Moon breaks a lot of cosmological assumptions.
But what if you want to replace the Tribes of the Moon with the Garou Nation? Well, that’s where this guide comes in handy.
Read more... free gaming werewolf WoDOh, yeah. Busy as all fuck. That’s going to continue for the forseeable. I’ve got a couple of posts for here that I want to get out soon: the Thirteen Tribes Translated (another bit of DLC/cutting-room-floor material for the Werewolf Translation Guide) and the third part of Stealing SEVEN.
I’m busy on account of being line developer for Werewolf: The Apocalypse 20th Anniversary Edition.1 I’m currently redlining the first supplement, Changing Breeds, which I talk a bit about over on the W20 dev blog.
Read more...Stealing SEVEN is a BLACK SEVEN genre pack for emulating the fast-paced fiction of heist shows and movies. In Part one we looked at the larger structure, and started to drill down into changing up the traits. I said we’d be taking a look at Actions, but things will make more sense if I’ve walked through Masterminding first.
Actions are a response to the events that happen in the game, and a means of progressing towards the goals of a given Scene. It thus really helps to know what’s changed in a Scene.
What BLACK SEVEN calls the Mission, we call the Heist. This is the ultimate goal. Every Heist has a Mark, the money-grubbing bastard victim. Throughout a number of Scenes, the Crew work on conning, defrauding, stealing, or otherwise getting their hands on what the Mark has got.
In other news, I should probably mention the White Wolf/Onyx Path release schedule for 2012-2013 is now up. It’s one of the best, most feature-packed schedules to come out so far, featuring everything from Exalted 3rd edition to Werewolf: The Apocalypse 20th Anniversary Edition to Demon.
You’ll be seeing a lot more about Werewolf20 from me in the coming months.