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About Oakthorne

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  1. Joseph D Carriker

    Thanks, all, for the warm welcome. I will freely admit: I've got a hell of a legacy to live up to. Justin Achilli, and Will Hindmarch? Jesus. I was just reading some material and design notes that Will worked on before it was all handed over to me, and I have to admit: the quality is staggering, and the ideas amazing. I hope to do them justice. More than that, though, I hope to continue producing high quality material. The developer's strengths are his vision and his authors. I've got a gaggle of some of the most amazing authors in the industry on my side, though, and they've done some out of this world work in the past. I have every faith in their ability. I don't know if my vision will measure up, but I'm optimistic. I know that it won't be like Justin's, or Will's; but hopefully it will be distinctively Vampire: the Requiem, and maybe something you folks will enjoy. Thanks again!
  2. Joseph D Carriker

    Well, keep in mind that I'm not even in Georgia yet. I've been given a glimpse at the future of Vampire, and the Ventrue clanbook to read through so that I can start development on it as soon as I've got a desk, chair and computer in Stone Mountain. So, I'm going to hold off posting anything like my design philosophy, or hints about where I'm going to go with some of these things until I'm a little more settled in. Rest assured, I'll be around. I've always been a forum-reader, even if I tend to lurk more than post. I'll come back to this when the time is right. Thanks for the warm welcome, folks.
  3. Joseph D Carriker

    Thanks, folks. I'm looking forward to playing in the Vampire sandbox, although I won't hesitate to tell you I'm a little on the nervous side, too. As I've said elsewhere - I've got some awful big shoes to fill. Fortunately, I've got some awful big feet.
  4. Denied!

    Sadly, Changelings don't show up as being anything but human to aura perception magics.
  5. Pledges cost

    Glad I could help.
  6. New Traditions

    I've worked up details on two Traditions for use in my home game: Hermetic Magic and Traditional Witchcraft. Writeups can be found here: http://wiki.white-wolf.com/worldofdarkness...ical_Traditions
  7. Oneiromancy clarification?

    Well, here I was all set to show up and clarify the section I wrote, and Nopp beat me to it! Good job, Nopp. It's good to know good folks have got my back.
  8. I know the book tells you to, but dont!

    I seem to keep encountering this thing which you are conflating with chronicle planning. They are not the same thing. You are trying to deal with two subjects here, but seem to be under the illusion that they are the same thing. The first of these things is Preparation and the second of them is Spotlight. Preparation amounts to the work that goes into a game - do you plan scenes, storylines and the like, or just run freeform? Spotlight is who the game is about: the player characters or Storyteller characters? These are manifestly not the same thing. Please stop treating them as though they are. A game that is high on rigid preparation can fall on either end of the Spotlight spectrum: some games are all about the characters, while some (such as some of the Chronicles of the old edition) are all about the Storyteller characters. A game that is low on preparation can also fall into either category. I've seen games that were freeform, all about the player characters, and I've seen abysmal games that were one situation after another where the Storyteller got the chance to trot out his pet NPCs. These are not the same thing. I would hazard a guess - at the risk of summarizing - that most people in this thread agree that Focus On PCs is good, while Focus On NPCs is bad. Furthermore, just looking at the replies, it is plain that the amount of preparation a Storyteller is going to need to run a game is going to vary based on the Storyteller. Neither one is good or bad - they simply are. My own game is Preparation Heavy, with extensive Player Character Spotlight. I know what is going on in the background, and often drop hints about that stuff for the PCs to pick up on should they like. The players literally decide the sorts of things they become involved in, and I've found that railroading is counter-useful. In fact, the best thing you can do to get players involved in a plotline is to have the Storyteller characters demonstrably show that they don't want the PCs to find out what is going on. A little secrecy and slight revelation here and there works wonders to perk PC interest. Or, they may decide not to follow up on it. That's cool, too. There are plenty of storylines currently running in the game wherein the PCs are following NPCs around - there are plenty that involve NPCs following PCs around: love interests, mentors in Legacies and Orders, people who come to the PCs begging for their help. These plotlines, combined with the places that proactive PCs take themselves, work to create a dynamic environment. The world isn't about you going out to influence it. Nor is it about the world working to influence you. It's a combination of both, and - in my opinion - a good game will include opportunities for both.
  9. Bugger

    That's because Ethan is good people. Seriously so. Sorry to hear about the destruction of your comps, brother. Regards, Joseph
  10. Mysterium

    I'll field this one. There are five factions associated with the Mysterium. These are less organizations that mystagogues join, and more like "job descriptions" - they answer the question "So, what do you do for your Order?" or perhaps more accurately "How do you accomplish the stated goals of your Order?" Archaeomancers are the mystic archaeologists. While this has a lot of fun pop culture synergy (Indiana Jones and Lara Croft, I am looking at you), there is also the hardcore archaeology aspect of the faction. They often get involved with archaeological digs, looking around for any signs of Atlantean diaspora, or other Awakened influence in the culture, and retriving those evidences where necessary, saving them before the Guardians or someone similar gets word of it and have to come in and "erase" the evidence their way. Archivists are the Order's librarians and curators. They collate the information, lore, relics and grimoires that others in the faction bring them. Generally, if it has to do with an Athenaeum, there will be Archivists about. Bricoleurs are the Mysterium's experimenters and researchers. The Mysterium is dedicated to knowledge - not simply knowledge and information already discovered, but to that which has been lost or has yet to be found. Often the most modern-minded of the Mysterium, they're all about figuring out not just that an item is cursed, but how to avert, dispel or twist the curse to more useful ends. Egregori are mystics, delving into the Mystery traditions of the world's systems of religion and occultism to find the sparks of Atlantis, and helping to pass those Mysteries on to both Sleepers and the Awakened where they can. They are very frequently involved in mortal occultism and spiritual movements. Reclaimants are to bank vaults, private collections and museums what Archaeomancers are to archaeological digs and forgotten sites. Reclaimants study modern techniques of breaking, entering and theft in order to snatch up grimoires, artifacts and other magics from those who really shouldn't have them in their grasp. Their techniques aren't all illegal, though - a Reclaimant is as likely to show up at an auction to outbid that Sleeper collector as she is to later sneak into the collector's house once he's won. Whatever it takes to ensure the preservation of knowledge and the Mysteries. Regards, Joseph D. Carriker, Jr.
  11. I've just read the infamous Thyrsys chapter...

    Man whut? Now you're just making things up, man. Regards, Joseph D. Carriker, Jr.
  12. Intruders Spoilers

    You, sir, may move directly to the head of the class. Someone also mentioned that there seemed to be conflicting accounts as to what the Abyss is? You, too, are very correct. If the magic of the Awakened encompasses all things that might be - the Watchtowers themselves being "store houses" of those possibilities, categorized by theme (death, matter, life, spirit), compassing all of those thematic "maybes," the Abyss is that thing which consumes the maybes. It contains within itself all of the maybes it has consumed away from the Fallen World. The Ascended world of Mage - the one before the Fall - was a world filled with endless possibilities. The world that the Abyss is trying to make is one that has no possibilities. Paradox happens because mages tap into the storehouses of Maybe, find a template there they like ("What if it were possible for things to just rot away in the world?") and pulls them down from the Watchtower into the real world. Paradox happens because the Abyss reacts to that Maybe That Should Not Exist, by its standards. A little less esoterically, I'm sorry to those who were wanting a bit more on the Scelesti, or on traveling to the Abyss. My job with this book was to describe what it looked like when the Abyss seeped into the world - when one of its "anti-maybes" got free into the Fallen World, and what one did about it. Regards, Joseph D. Carriker, Jr.
  13. World of Darkness: Reliquary announcement

    Of course, she didn't say anything about her sexuality. Regards, Joseph D. Carriker, Jr.
  14. Magnum Opus

    Prolly, yeah. My favorites are the Ulgan and the Tammuz, with the Ulgan winning out just a touch. So...guilty. I think I ended up writing up a pair of athanors or so for my part, in the eleventh hour. Of course, they may be a bit weird for general usage... Regards, Joseph D. Carriker, Jr.