Jump to content


  • Content count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About Hecktar

  • Rank
    Shadow Lord
  • Birthday 04/09/1984

Contact Methods

  • Website URL
  • ICQ

Profile Information

  • Gender
  • Location
    Land of Faith

Previous Fields

  • Donations
  1. Was there something major or critical that needs correction? I didn't notice anything in reading and I haven't had a chance to use GMC in practice yet. Did they spelled Malkavians with an O' again by mistake?
  2. Why Do I Stick With The WoD?

    For me it's the writing. I don't read these books just when I'm playing or building a game. I'll often pluck "Saturnine Night" or "Intruders: Encounters with the Abyss" just for re-reading the fiction and fueling inspiration. The ideas and questions these game-books inspire, stay with me even outside the context of the game world. Promethean the Created asks: What makes a human- human? And that is a haunting quandary even when I'm not playing the role of an inhuman monster. Changeling the Lost deals with trauma and abuse... in a way that allows me to face my own (totally mundane) traumas. And it helped me understand a little better why people might lash out even at their friends in the wake of traumatic events. And Lately I've been fascinated by the premise of Demon the Descent. The exploration of individuality by someone who used to think of himself as a tool. How new identities are shaped, how we escape what we once were. But it's the writing that fuels these, not just the gameworld. I'm reading through the Numenera core book. And it is well written, the premise is interesting and the setting is detailed. But it doesn't inspire me in the same way as the World of Darkness books. I feel as though the world of Numenera can be an interesting place to explore. But Changeling, Promethean, Mage, Vampire... they probe deep into philosophy, emotions and morality. And these are the places I'm really interested in exploring.
  3. Pretty awesome. I suspected they avoided going full "Second Edition" before, because CCP was worried about brand confusion with their MMO game. Now (well, April) that the MMO game is officially canceled, Onyx Path is free to label the changes as a full fledged second edition. And the Gencon audio recording pretty much confirmed my suspicions. I'm excited. I hope the Second Edition will have enough new material to justify buying it even if one owns GMC. I personally would love to see more fluff in the spirit of the first edition blue book. Also, I think that the Promethean's Milestone system will benefit much from the overwhole, since it seems that it inspired the GMC treatment of Integrity.
  4. Plus ça change, plus c'est la même chose.

  5. The sleeper has awakened

    Hello. Today, while thinking about my life, I suddenly remembered my halcyon days. Those happy days when I would eagerly wait for the next White Wolf book and speculate on the next game-line with the good folks at Shadowessence. And I wondered if the forum is still around. And low and behold, it is! I even remembered my old password. I've left around 2006 or 7. The forum was changing and so has my personal life. A lot has changed, but I'm still reading and talking about games. Still wish I had more opportunities to play. A little wiser, a little older. But mostly the same person. Wondering how many of you, I can remember through the fog of eternity. How many would remember me. I don't know how active I'll be. Frankly, I'm just happy to know this place still lives.
  6. [RSS] Sneak Preview for Exalted

    April fool's? The free version is absolutely hilarious. But seeing that there is an uncensored, full version for sale on DriveThruRPG.com... makes me wonder if this is either a profitable April Fool's or actually serious. Nah, can't be serious. The charms alone are.... well... Naughty.
  7. when is it ok to kill someone?

    When I think about it, death shouldn't be the only way to covey physical danger. I learned to maim. Loosing an appendage, an eye, even if only temporarily, can serve as both a lesson in mortality and an opportunity for character development. There are always worst fates then death. The loss of sanity or even emotional trauma can set in, each allowing you to drive in the sense of vulnerability without permanently decommissioning the character. Perhaps coupled with a reduction in stats (nothing says "Ouch" like marking numbers off your character sheet). You can balance it by awarding experience for the event. It's the ancient art of being both cruel and kind. Some players actually fear more for their character's resources then their Health. In such a case, an adversary gaining access to a character's home or bank account can send a similar message without eliminating the character.
  8. when is it ok to kill someone?

    Tough one. I tend to avoid killing Player Characters. When Combat goes so bad, one of them is about to be killed, I cheat in their favor or bring up an external intervention to break up the action. If I did wanted to kill a PC I would ask the player's consent. After all, players usually invest emotion in their character. And there are a few things as frustrating as seeing a character you invested thought and time to create, develop and play, go up in flames. In some games the death of PC is expected, and the players are aware that death is a likely outcome. In such a case, no problem. I think that a PC death should always be memorable. It should have significant impact on the game,plot or story. Other characters (player controlled or not) should be shaken or otherwise affected by the death. A player would have an easier time to accept the death of his character if it was a meaningful event and not just a random accident. It's good storytelling too. The death could bring an immense amount of plot hooks too. I think I'm likely to kill a PC when the player has to leave the group, or the player is unhappy with his character and has another he wishes to integrate into the game, or that the death fulfills the character's essence (The player feels that it is appropriate for the character to die).
  9. crossover game

    I have to agree with Kumiko, Anodyr and Krowe. And to strengthen the point, I'd like to point out that the fact that Vampires have much less to do with spirits, also means that conflicts between Vampires and Werewolves are less likely. Mages and Werewolves seemingly common ground, also means they are fighting over similar resources. I can easily envision a crossover in which Vampires are in need of Werewolves' expertise with spirits and a Coterie is sent to negotiate a deal. Or a game where the Forsaken hire a coterie of Vampires because of their unspiritual nature... And while I share Anodyr's dislike for Crossovers, I must admit that after a few years of play, the possibility of mixing things up can be a blessed change.
  10. Prehistory

    Sorry, I meant"the Abyss". That should teach me to post at the dead of night. In fact, I now realize that the Abyss was created with the fall of Atlantis, so ignore my rumblings. As for speculations: Awakening Magic is an act of will, so I think it's safe to say that dinosaurs didn't practice any. Proto-humans? who knows. Perhaps a scientifically minded mage will claim that a will-power strong enough to call upon the supernal was what elevated Homo Sapience Sapience above other humanoid races. Perhaps humanity, with it's newfound supernal arsenal, was simply too much for any other humanoid to contend with. I can imagine wandering tribes led my a single mage, casting miracles and such. Atlantis, as a myth, seem to be implying that mages forged culture. They had a language that is so ancient it may have been the source of sleeper languages. They had a city-state that may have been the first governmental body. I'm finding myself thinking of Ascension, which claimed openly that mages gave culture to humanity... In any case, before the Exarchs decided to cage the world, it might have been very different. The Exarch with their god-like powers may have reformed history and even time itself to manufacture their prison. In my upcoming game theres a legacy who reads the myth of Atlantis and the story of of the biblical Babel as one, claiming that the Exarch's prison is the misunderstandings between people, cultures and countries. They are devoted to translation and diplomacy as well as misguided attempts to impart Atlantian language unto sleepers. From their point of view, before the ladder, Humanity was united by both culture and language under Atlantian rule. In their mind, Atlantis was a global empire who's tragic fall left mankind fractured and weak.
  11. Prehistory

    Well... Awakening's mythology hints at Dragons as the founders of Atlantis. Forsaken's mythology is all about prehistory but apparently not pre-humanity. It's safe to assume that both the void and the supernal realm are eternal from a cosmological point of view. Hmmm.... nope. I can't think of anything official pointing at a pre-human age. My games are certainly not going in that direction. Sorry, not much help here.
  12. Rules question : Languages

    I live in a country where being bilingual is the norm. It's a bit rear to meet someone who speaks only one language. As a storyteller I grant each character a free second language of their choice at 2 dots fluency level (English, Arabic, Russian and Amharic are all pretty common as a second or even first language). I go with the rules for anything higher. If one of my players wanted to play a character with only a single language under his belt, I would provably treat it as a 1 or 2 dots flaw. As for becoming a multilingual and reduction of cost... Haven't really thought about it. I would grant reduction to the exp needed only if the character is learning a new language from the same group as a language he already knows at 3 dots. By group I mean Languages that evolved from Latin (Indo-European?), Semitic languages... And I'm guessing that the far-east has some major surprises there. I understand that learning Chinese can be quite daunting. In any case I the whole process would be very gradual.
  13. Awakening complaining

    Wow... Skeloric, sometimes I can relate to what you are saying even if I don't agree with it... and then there's this. You hate Awakening, I get it. I think that is a bit of an over-reaction, but it's legitimate. I think that hate is a strong word, but English is not my native tongue, so maybe its a cultural thing. But this...? You hate Awakening because other people in another forum said that they like it to annoy you? Am I reading this right? You hate the game, not because of the game itself but because you harbor hatred towards forum users who claimed they love the game? And they claimed that the only reason for their love is to annoy you? Are you serious? You continue and claim in your response to Glamourweaver, that because Awakening has a better system, Ascension is ruined for you? I'm trying to find a suitable analogy just to emphasize how insane that sounds to me... and I just can't think of anything more nonsensical. As mentioned, those games are not so different that they can't be modified with a little work. I understand that you don't want to work at creating the game you want, you expected to buy it, I get it. But then you said earlier in this thread that you dedicate your life to promote hatred towards Awakening? I'm not at all sure I read this right, sorry. Why not invest this energy in modifying Awakening, then? If you wont ignore it, why settle for impotent rage? Why not channel this antagonistic energy towards a constructive endeavor that you'll enjoy its end results? I hope that my lack of complete control over the English tongue has led me to misunderstanding your claims. Or that perhaps this is a sort of parody, hoax or jest, and I simply didn't get the joke. Because reading this plainly... wow. -minor grammatical edit
  14. The Precusor of Mage: The Awakening

    I Loved Ascension, though not at first sight. I got the revised core, read through it and thought: What the heck? How am I supposed to play that?! It was really an awful book. Too short on many subjects, too metaphysical on magic and horrible art (except for the chapter pages. By Shy, right?). So it took me a couple of months to get the game in my head, then I tried to run it for my group and it was a disaster. The game needed players who "got it" and the magic crawled unless everyone were fluent with the rules. The concept was awesome, but the game needed more invested in it then I could put in. I was very skeptical about Awakening. And it took me a while to realize it was not Ascension. Then I started loving it for what it is. A complicated Mage game, my players could get into. It's more then that, though. For example, Paradigm. I loved the concept of Paradigm in Ascension, as a storyteller. But as a player it was a bit of a nightmare. As a player you understand that all facets of magic are the same. You use the same rules, character sheets, dice and overall terminology no matter what Tradition you follow. As a character you have to forcefully ignore these things and develop a personal concept system that you shed as you'r character becomes more enlightened. Coming up and maintaining this 'personal concept system', this Paradigm, was a lot of hard work for a player. Awakening doesn't demand these thinking loops. Your character starts with a generalized understanding of magic (like the player) and can choose to specify and specialized it as she grows in power and understanding. So much simpler and intuitive. Another thing that bothered me about Ascension is it's scope. The second edition core starts with an opening fiction describing a battle in the umbra near Saturn (I don't have the book, doing it from memory)! It was out of this world. I preferred the revised setting- avatar storm cutting you away from the infinite realms and downplaying the Ascension war. The scope of the game was huge! You could go Sliders in umbral realms, deal with Cyborgs and other next-tech abominations of the technocracy in addition to dealing with limitless magic. For me- it was a bit too much. Awakening, while still having a wide scope, is not uncontrollable. And you don't feel the urge to ask your storyteller if you are still playing mage every five minutes. Add to these the regular nWOD advantages: easier system, localized focus and cosmology that doesn't knock on your door every Tuesday. I Prefer Awakening without a doubt. Although I still reserve a soft spot for Ascension and it's amazing potential.
  15. I finally caved

    I would. I've been sitting on the fence as far as hunter goes. Trying to gauge what it has to offer as a line as opposed to blue books in general.