If you want to get really morally ambigious, have the Inquistory be a genuinely good person who is trying to rid the world of evil.Ī mercenary company/band of brigands wanders by the city and begins harrassing travellers. The players are tasked with dealing with him. Some random quest hooks that I thought up in about 5 minutes:Īn Inquisitor from the Catholic Church comes to town looking for evil and starts getting uncomfortably close to finding out about Vampires and exposing them. Make the important NPCs and Factions and spend the first session or two letting them get to know there surroundings and see whats interesting the party and expand on that. I'd find an interesting Feudal city(Constantinople, Rome, London, Genoa, Venice, Most Cities in Spain, Paris, Most Cities in Germany, etc.(the list goes on and on and on)) and plop the players there. People are more likely to have True Faith and therefore be able to deal damage that vampires can't just soak or heal away easily.Īs for starting, most Vampire games revolve around a city and its politics and major players. Guess what just about every single dwelling in Europe has? Sure modern day houses have stoves, but they don't have easy access to torches and wood). The game can turn into Undead Superheroes if the GM isn't careful, but that's probably less true in the Dark Ages(Vampires don't like fire. It has a somewhat big emphasis on politics and politicking, which fits really really well into the Feudal societies of the Dark Ages. I find it really strange that people say that Mage's setting changed a lot between Old World and New World because it really didn't, it still the same, everything just has a different name now and the book is written for a different kind of game(more character driven less story driven).Īs for tone, Vampire is one of the WoD game I've played the least, but it should do everything your looking for. If you can find a copy of the 20th Anniversary Edition of V:tM, I understand they did fix a lot of the mechanics and made things fairly consistent. Also the dice rules make actual sense as opposed to whatever Old World was trying to do. They really help simplify and clarify things a bit without sacrificing any complexity(which seems like a bit of an oxymoron but basically means there's less things to keep track of, but each thing can be more different specific things). Having played both, I would highly, highly suggest switching to New World for mechanics at least. Im still trying to think up a good overall plot though, then the ball can start rolling on smaller stuff like "where do the players start off?" be it mages, vampires, or whatever variety of supernatural creatures I happen to put them in the role of. So basically im trying for something dark and unforgiving, a harsh world where while magical and fantastic things lurk everywhere, hiding in the shadows and plain sight alike. The pathfinder game im currently running is Rappan Athuk, which I chose because of its capacity for being unforgiving (and I just find it damn cool). Setting wise nwod didn't bother me, but ill stick with the owod rules (or, more specifically the dark ages rules since they do seem to have some significant changes from what i've gleaned so far, maybe not so much mechanically but everything else).Īs for mood / tone etc, im going for something with a more gritty feel. Old, after going through the nwod stuff a while back I didn't really like what they did with it mechanically and the whole trying to make sure every supernatural race was mechanically balanced. Of course, a Cainites/Ghouls group would have to be prepared both a rather large power gap between the characters and the fact that a character is "in charge". If you wanted to, Dark Ages would probably be decently suited for a Vampire/Ghouls mix, as the Kindred ar, in some ways, more dependant on their mortal servitors during the dark ages and as such, they'll play a larger role. Of course, you can always just handwave that away but a fair part of the fluff deals with it, at least for Vampires and Werewolves. Just be prepared for the inevitable split where the Tzimisce and/or Lasombra players want to go Sabbat and the Ventrue/Brujah want to go Camarilla.Īs for playing non-vampires, WoD generally isn't built for cross-splatbook games as most of the supernaturals have either a general kill-on-sight or run-on-sight policy regarding each other. That being said, playing before the Convention of Thorns and the whole Camarilla/Sabbat divide creates more room for interesting character interactions I feel. I generally find that Vampire: DA is slightly harder to run than Vampire: TM because of the added complication of having to have an idea of how medieval culture and society is (which is very location-specific too).
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