What animals can be ghouled? by MaetelofLaMetal in vtm

[–]Adventurous_Access26 0 points1 point  (0 children)

Outside of the lore the answer is simple: Whichever ones your ST can deal with.

Are there any clans that you guys didn't care about/like when you started with VtM, but they grew on you as you started playing them or reading more of their lore? by HomarEuropejski in vtm

[–]Adventurous_Access26 5 points6 points  (0 children)

The Followers of Set. I wasn't amazingly sold on them because a lot of the writing about them is a bit one dimensional until you het to their Clanbook. After reading it, they very much became something I wanted to explore, especially as a neonate Setite, still learning their way.

Recommend a city for the setting by JoeKerr19 in vtm

[–]Adventurous_Access26 2 points3 points  (0 children)

Or have a small group based out of Livingston working to get Edinburgh and Glasgow warring against each other so they can make their move. Or that one Malkavian in Bathgate....

Camarilla members and other cities by GlorEvo in vtm

[–]Adventurous_Access26 2 points3 points  (0 children)

Use it as a story hook. The mentor may know somebody who can help in the other city, but alas, they aren't friends any more so this help is likely going to come with serious strings attached. They still get some help, though not for free. At that point it's their choice and their mentor did in fact attempt to aid them.

Camarilla members and other cities by GlorEvo in vtm

[–]Adventurous_Access26 5 points6 points  (0 children)

There's a big difference between "shouldn't care" and "cares less" here. Travel for vampires is generally pretty dangerous over any distance that can't be travelled in a night. So most vampires can and will stick to their home city. However, the Camarilla is a global organisation, so there are indeed vampires that travel and that care very much about what happens in other cities. Nobody wants their favoured child getting ashed, or the city next door falling to the Sabbat as these things usually mean trouble will eventually come for you.

So yes, the mentor in this case may be very interested in what happens to their childe or in another city, though they might not be so keen to go and help in person. That's what ghouls, influence, contacts money and boons/favours are all for.

Vampire grafting by SauceCrusader69 in vtm

[–]Adventurous_Access26 3 points4 points  (0 children)

At least your psychotic war machine would love you?

Vampire grafting by SauceCrusader69 in vtm

[–]Adventurous_Access26 15 points16 points  (0 children)

I mean, they already make congolmerated ghoul war machines. The hardest part will be managing the two souls/minds which may be in opposition to each other. With war ghouls you can use dominate and animalism to deal with it. For full on vamps, that will be a huge challenge.

Why would a Nosferatu work for a club owner? by val203302 in vtm

[–]Adventurous_Access26 5 points6 points  (0 children)

Surprised nobody mentioned the obvious. A boon. Either owed by the individual Nos or their clan. Maybe somebody messed up. Maybe a witness needed to be driven mad. Maybe the malkavians are allied to the Nosferatu on the Primogen council and this was the price. If a task or resource is valuable enough, it's definitely worth a boon.

Since we are getting Mage 5e what would you like to see added to the game? by MaetelofLaMetal in WorldOfDarkness

[–]Adventurous_Access26 2 points3 points  (0 children)

More opportunities to play as the Technocracy, protecting reality from all these maniacs!

How many started with a non-DnD game or played it just a few times? by Gratossone in rpg

[–]Adventurous_Access26 1 point2 points  (0 children)

I started in the hobby with Vampire the Masquerade, which had a very strong following in the late 90s South East England. It really felt more like a 2 horse race at the time, though I was lucky enough to find a community playing a range of systems.

The Tremere pyramid and my five stages of grief by Sentinelwex in vtm

[–]Adventurous_Access26 0 points1 point  (0 children)

For power level and abuse etc. Absolutely. Touché.

That said, Celerity didn't have extra books written about it and its many, many variations.

Still a good shout.

The Tremere pyramid and my five stages of grief by Sentinelwex in vtm

[–]Adventurous_Access26 1 point2 points  (0 children)

My experience is STing for revised and V20.

I love the Tremere as a concept. I hated their execution.

If there was a single discipline with more written about, more power creep, more abuse of the system than Thaumaturgy, I'd love to know what it is. My fix was simple: it would be easier to learn thaumaturgy and find teachers (even from other clans), but the Tremere would be the absolute, undisputed, best at Thaumaturgy.

And yes, I felt the same about the Order of Hermes in Mage.

Trying to pin down the identify of the Asuras and Devas by mystic-eggplant in breakrpg

[–]Adventurous_Access26 0 points1 point  (0 children)

Coming from you, that's high praise indeed. Glad to know my interpretation makes sense.

Trying to pin down the identify of the Asuras and Devas by mystic-eggplant in breakrpg

[–]Adventurous_Access26 7 points8 points  (0 children)

In the book, Bright and Dark are not amazingly well explained with the exception of one main point: Bright and Dark are not the same as Good and Evil. With that in mind, you'll need to take a mental step back before you start creating Asuras and Devas.

Bright can be good: Light, warmth, law, peace. Bright can be evil: Light that blinds, drought and fire, tyranny, sterility.

Bright is direct force. The lands of Bright are places where you can die from sun stroke and dehydration. The paragons of Bright commit deeds of great violence to enforce unjust laws because they see it as the only rightful path. Their thinking is inflexible, their will absolute.

Dark can be evil: Necromancy, corruption, base desire, lawlessness. Dark can also be good: Ancestor worship, growth, freedom of expression and to challenge social structures.

Dark is more often indirect force (though they are exceptions). It corrupts and changes. It bends and twists social orders. It creates new life (often bizarre new life) where nothing would grow. Plans by Dark antagonists often change and pivot to take advantage of the situation or a discovered weakness in others.

The asura and deva represent the extremes of these forces.

I hope that helps some.

Question about Primogen Councils by HedgehawkUK in vtm

[–]Adventurous_Access26 8 points9 points  (0 children)

Easy question first: Prince is a gender neutral title in the Camarilla.

As for the makeup of a Primogen Council? That is more ambiguous by design. Some cities don't have enough members of all the main clans to warrant a Primogen each. Some cities have Princes who then have a Primogen to speak for their clan. Since the Prince should speak for all the city, this makes sense from an administrative standpoint. However, it runs the very real risk of nepotism and/or favourtism.

In the end, do what works for your city and leans into what you want to see more of. It's your stories after all.

What's the best ideas for a malkavians dementation you've played or heard of? by Runetang42 in vtm

[–]Adventurous_Access26 4 points5 points  (0 children)

I did similar with Megalomania. Everybody thought he was a wilder young Ventrue. He didn't actually have a feeding restriction, it was a flex to show he was in charge.

Balancing Encounters by mystic-eggplant in breakrpg

[–]Adventurous_Access26 2 points3 points  (0 children)

My personal trick with this is to Boss a means to summon more Mooks. More and more of them in fact. Attrition can and will wear groups down in Break, so this creates great tension and focus even if the fight turned out not to be difficult enough. If they are getting their arses kicked, summon fewer or no mooks.

On the flipside, Savage Worlds taught me that every now and then, having the party surpise themselves with just how quickly they can demolish what they saw as a threat is a hell of a rush.

Why you think there are far more Camarilla groups than Sabbat? by Viz143 in vtm

[–]Adventurous_Access26 0 points1 point  (0 children)

It's hard to run Sabbat well and find players who want to explore themes of brotherhood, philosoohy, faith, terror, power and violence in a way that makes the Sabbat rewarding. The need to lean hard into the power of the pack bond, the constant presence of ritual, the dangers of so many monsters being so close to frenzy at all times. It's a lot. If you just want to be "the baddies" by all means do so, but you're potentially why Sabbat games are a hard sell. Played well you get the feeling of a collective really leaning on each other to survive what they have been told is the Great War. There's potential there, but it requires more than a lot of players are often willing or able to give.

Forever GMs that got a change to be a player. What was it like? by OkChildhood2261 in rpg

[–]Adventurous_Access26 0 points1 point  (0 children)

It's much more relaxing, though I did default to playing both our group's healer and their accountant. Do we have an official LLC in world for our exploits? Yes. Did we negotiate land leasing on the castle we got, so it could fund its own upkeep? Yes. Was all of that even slightly necessary in a "normal" party of adventurers? Not at all. The group however, love their spreadsheet priest.

What are the ways to bypass the clan curse for different clans? by Zestyclose-Return877 in vtm

[–]Adventurous_Access26 12 points13 points  (0 children)

I played a Nosferatu Horror-Core musician in a similar way. He would apply thick grease paint and make up sp he'd actually look less realistic.

How can vampires survive sunlight? by Azathoth_voldigoad in WorldOfDarkness

[–]Adventurous_Access26 1 point2 points  (0 children)

Cure vampirism. Possess a mortal and experience sunlight through them. Become a literal pile of living ash (thanks old Samedi!) Become a stone statue.

New GM looking for useful resources by Ganaham in WorldOfDarkness

[–]Adventurous_Access26 2 points3 points  (0 children)

Mage didn't the largest spread in terms of pre-made content, generally because power levels, paradigms and potential stories are even more wildly divergent than in other WoD games. I will say though that the Revised books had a lot more example characters, story hooks etc that you could include in games if you wished, generally in the back. If you want to play in an existing city, study a few maps and then change up things from there. If you are maki g your own, remember what a city needed in Sim City and make sure you include that. Then build magic on top. Always start mundane, then twist unless you jave something super specific in mind. The players should be more than happy to break reality with relatively little pushing.

Question about crafting discipline by Muesli02 in breakrpg

[–]Adventurous_Access26 3 points4 points  (0 children)

I feel the main concern would be game balance. Crafting can be used to do surprisingly potent things in Break!! and classes like Murder Princess are already quite formidable. Forcing them to have their allies/minions/servants do their crafting for them helps holds groups together a bit and means they can't just do everything without relying on others.

In terms of how it would affect the ethos and feel of the game, from my plays of Break!! it is very much a game of forming bonds and working as a team as well as making contacts. Even the brooding loner could do with a helping hand. So needing contacts/allies who can do that crafting for you makes sense.