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So I read about world of darkness, mostly the werewolf module, and there's something I don't understand: I get that the general idea is that werewolves are really close ot losing because centuries of attacking hapless civilians and barking at the wrong tree have made them easy target for Pendex propaganda, but how does it work on a session to session basis?
Are players ever meant to be able to help with the global situation, or is it too big for them?
I have trouble imagining how you're meant to make a campaign that ends on a positive note for your players while respecting the World of Darkness' tendency of everything being shit.

Picture unrelated.
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>>97690532
It's simple, really.
Werewolf is a story of survival in a world that actively opposes everything you stand for.
Destroying a local Pentex-owned restaurant is a win, and so is still having enough werewolves around you to call your family a tribe.
Just don't make those victories too big. You ain't even scratching the surface of evil copro's sphere of influence and you ain't making enough wolfbabies to make a diffrence in the future
>>
>>97690532
check out the actual book. for V5, the concept is you're a clan defending/based at a specific convergence of leylines- basically a magical glen or hidden spring or some other point of nature and power. you're either ranging out from there, or fighting to defend it, or possibly even trying to reconsecrate one that was previously lost.

That means you might be fighting a logging company, pentex PMCs, corrupt cops, vampire clans, other werewolves, or even ghosts and mages who also have designs on these areas and on the world in general. Your sessions will be about that

Can you change da world? no. at least, not within the scope of the normal rules and a normal game. Can you make a difference locally? yes. you CAN kill every logger, repel every camarilla agent, destroy every fomori, or tear apart that giant posessed excavator. you CAN empower or save that magical locus. If enough clans get their shit together globally then its not totally over. but infortunately, all woofs have three curses - silver, flame and an extra chromasome
>>
>>97690532
Fetus growing in a womb
>>97690565
Interior shot of bullet traveling through the back of Shaggy's head
>>
>>97690623
>>97690640
I see. So focus on the small picture: a local restaurant manager who is actually a monster, never an attack on a Pentex facility or anything big.
>>
>>97690739
no, please read the book, because there's a sample adventure in there. newly minted woofs are weak as shit as garou go, but they can still match toe to toe with a century-old nosferatu brawler in a cage match. you fuck up pentex installations when you're high level, with expensive and rare weapons and powerful gifts. and if you survive long enough to actually pull it off, it's a rare and massive win for all tribes in the area. One restraunt manager who's a vampire is a free kill, the problem is escaping the city once you're pinged by all the other blanks as rare weak sources of ultra-magical blood. same for most fomori, if you go into it like a hit squad you'll take out enemies significantly above your weight because WOD follows the "If you're in a fair fight something has gone horribly wrong" rule.

seriously just pirate the thing and look at the monster manual, it will take like 5 minutes
>>
>>97690831
But isn't "V5" part of Paracuck's rebranding? The Chronicles of Darkness one? If possible, I'd rather stick to the old World of Darkness.

>if you go into it like a hit squad you'll take out enemies significantly above your weight
I mean, that's how I'd do things as a hunter: careful preparation, a lot of weapons, and a quick hit.
But werewolves, their entire character seem to be "pig-headed morons who never think twice".
>>
>>97690532
>how you're meant to make a campaign that ends on a positive note
That's the neat part, you're not.
Unless the positive note is going back to reality and thinking "thank god we don't live in the World of Darkness"
which got fucked the same way as cyberpunk, we got the shitty parts without cool powers
>>
>>97690850
>But isn't "V5" part of Paracuck's rebranding? The Chronicles of Darkness one?
NTA, but holy shit, no. CofD has been it's own thing for more than a decade.
V5 is an attempt to bring the game to modern day, past the built in apocalypse they had prepped in to the setting.
>>
>>97690532
>positive note
I think you are playing WoD wrongly.
An ending may be good for the characters, but everything is supposed to go south.
>>
>>97690850
Sure, why not, its exactly whatever you think it is
>>
>>97690532
Lore wise, yes, shits fucked and theres nothing you can do about it. But your campaign is your campaign Anon. Do you what you want with the story.

I do understand that you want to stick to the themes of WoD, so my advice so you can have your cake and eat it, is maybe the ending is bittersweet? Or its just the end of this battle, not the war.

> The three great spirits are back in balance, but all Garou losoe their powers since theyre no longer needed
> Pentex is defeated, the world is saved, but the party had to sacrifice itself to get it done.
> Pentex and or the Wyrm are defeated somehow, but now the weaver and vampires start to take over.
>etc
>>
>>97690931
>>97690957
Yeah, but won't the players be frustrated if every campaign ends up in a failure? A bad ending to a campaign is good as shock value, but when every campaign ends up poorly, I worry it leaves people unsatisfied.
>>
>>97690718
Zoinks!
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>>97690953
Oh, okay. Sorry, whenever I try to check out WoD, I get overwhelmed.
>>
>>97691027
nta
only if you and they set the goal of
>save da whole world by being super awesome!
WoD is late 80s early 90s grunge nihilism and goth kid derived. Upbeat back pats for saving the world and tidy endings after these messages is the opposite of what it was made for.
If you want furry super heroes just don't tell the players about the grand scope, don't worry about that part much, go be aspiring eco terrorists.
>>
>>97691027
I think he means that WOD is an overarching setting that doesn’t have a happy fairy tale ending in mind due to the forces at play, and trying to find a “perfect” solution takes a whole lot more time and effort than can be accomplished in a single campaign. Even in many of the proposed scenarios for how the Farouk could survive the impeding apocalypse, most if not all of them emphasize that the cost of victory was high and the fate of the Garou uncertain, now that they’ve survived what they assume would be their death knell.

Plus, Pentex isn’t just the enemy of the Garou. It’s human civilization. The whole point is that the Garou can’t just “fix” human civilization through the old ways of just ripping enough people apart until the problem is dead.

Really, the best way of doing any kind of “positive ending” for a WoD campaign is focusing on personal accomplishments and emphasizing the more positive repercussions of their actions. Your players don’t need to save the entire planet, they could still be doing something objectively good by saving the local area for the machinations of the Wyrm. Considering how doom and gloom the setting usually is about the fate of everyone in it, sometimes surviving to the next night with your loved ones is a good enough ending.
>>
>>97691224
>just don't tell the players about the grand scope
You. You are a genius.
>>
>>97691336
Fuck it, you can even slowly introduce the grand scope in bits and pieces via red pills or becket or whatever the furry equivalent is and if you're still wanting an upbeat campaign ender have a big fight against an oil rig and as the flames are raging right before end credits roll something like
>now the real war begins
>>
>>97690532
>I have trouble imagining how you're meant to make a campaign that ends on a positive note for your players
If you want to do that you need to play Werewolf 2e specifically. With some parts of revised, but 2e is the best for doing cool shit.
>>97690850
Everything marked "5" is Paracuck garbage.
CoD is another reboot. Not to my liking but nothing comes close to how shit Paracuck is.
You want oWoD stuff.
>>
>>97691455
>CoD
oWoD is so rooted on in the 90thies that a reboot was "needed", they could not continue to keep alive a walking dead, it was too anachronistic.
First edition nWoD was clunky and a cashgrab.
CoD (nWoD 2nd edition) took all the good suggestion of nWoD and made a good product with a sandbox worldbuilding.
>>
>>97691027
>if every campaign ends up in a failure?
You had objectives and plans for the campaign? What next, story arcs?
>>
>>97692329
Don't care. Play that if you want. I still like oWoD much more. Paracuck is garbage.
>>
>>97692382
No, no, I mean. If you're fighting a toy company and they successfully destroy a factory that makes toys teaching kids to beat up their wives or that werewolves are evil, you can consider it a victory, but in my understanding, all the werewolves did was kill like maybe 5-6 fomoris and slaughter 50 minimal wages workers who had nothing to do with anything.
>>
>>97692646
I love oWoD lore. Except for Changeling: the Lost, this one is awesome.
>>
>>97690532
>close to losing
The idea is that werewolves are losing the war but not the fights because they're incredibly powerful and overstatted, but the general decline of society, the earth, and the spirit is essentially set in stone and not something you can actually fight against reasonably because of forces so outlandishly powerful and omnipresent that (you)r most helpful contribution is to remake the nation or the spirits at war into factions that are more capable of enacting long-term change against Pentex and the Wyrm's entropy. You can burn down 20 million shoe factories but it goes nowhere if you can't fix the problems requiring those shoe factories to prop up and release all their pollution. Changing the world itself is like a high tier campaign concept that I think Werewolf does not handle the best compared to Mage, but it can be done and the books contain a lot of examples of potential endings.

>I have trouble imagining ending a campaign on a positive note
The closest thing to a positive note short of fixing all of your faction's issues as outlined in all the supplementary material's ending variations is basically
>pack and sept are in a good place socially and spiritually
>few losses have been taken
>retire to go make more Kinfolk/Garou
>the area you are managing has less Pentex holdings than what you started with
It's a world where everything is going wayside, but it's not a world where everything is grimdark and your efforts are for nothing. Your usual ending is probably going to more like dying a heroic death trying to stop a nuclear reactor from manifesting the Oppenheimer Bane and destroying the forest around you within 15 years though
>>
>>97690532
Depends on whether or not you care for the developers' intended tone. What you want and what your group wants matter more. A WFRP 2e dev once famously opined that all adventures should end with the group worse off than before, breaking even at best. I think that's utter nonsense and so do my players. That happens sometimes, but sometimes you win. Sometimes people are good. Sometimes the baddie dies with impotent curses on his lips.
>>
>>97696372
I see. I think I'd be satisfied with an ending like that.

>>97696413
Exactly, that's what worried me. In World of Darkness, I get the impression there's never a happy ending, sooner or later the true faes you ran away from will catch you, or your superior will send you to die because you're more skilled than him and a threat to him, or he'll drink you because human blood doesn't do it anymore, or the Technocratic Union will capture you, or you'll get killed by a hapless hunter not realizing he's stalking a Promethean and not a Pentex monster.
And I cannot imagine it's a good ending for anyone, especially since the World of Darkness games put a lot of emphasis on roleplay and personal trouble. If you play a character with such serious that you end up really caring for them, are you meant to appreciate that every campaign ends up with "you did nothing of importance, the world is still fucked, the end".
>>
>>97696426
Certainly not a bad ending and WtA's writers at least tried to make the monsters a bit more hopeful than Vampire's infamous
>The ideal ending to your coterie will always be to either ascend past their vampiric nature virtuously or to die screaming under the weight of their sins as hunters invade their haven
Vampire is a setting where your guys fundamentally have no good outcomes left anymore, Werewolf is essentially a question of how far back can you push the inevitable in the meanwhile in the hopes that somewhere along the line there may be change.

I think in games like these it's important to consider that what the table wants is a bit more important than the writer's intended design when feasible but superseding all that is what the GM wants to do with his story. Happy endings aren't impossible in WoD, and even for Vampires there's many examples of characters that got their happy ending. It's just that often the path to that can seem Sisyphean in nature because of how fucked up the state of the world is. Except for Imbued, there is no good ending for Imbued and this is pretty much written into the game's rulebook.
>>
>>97696426
For what it’s worth, a big chunk of the reason shit is so dark and grim in WoD is because all the consequences of the problems of the monsters of the night are perpetuating are either being constantly kicked down the road until they inevitably come home to roost, or having worse and more monstrous deeds enacted to fix them that also need to be answered for later. It’s pretty much like real life, trying to solo fix the world is impossible not because nobody tried, but because all the ones who came before tried and either gave up or are perpetuating the decline for their own benefit. So the only real way to come to a happy ending is on the micro level, rather than the macro. You might not be able to save the world, but you can save yourself and the people around you that you like. And at the very least, make the world a less shitty place overall.
>>
>>97696426
>I cannot imagine a good ending for anyone in THE WORLD OF DARKNESS
weird
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>>97696548
Honestly, it all feels like the cycle of abuse, only repeated ad infinitum by creatures so arrogant they can't realize how abusive they are.
Like generations and generations of boomers thinking it's okay to beat your kid with jump cables because they act a little too gay, and never wondering if they're doing the right thing or not.
>>
>>97696548
>>97696695
It's kind of funny when you look at the bigger-tier books and guides, the writers make it VERY clear
>you can have a happy ending for yourself
>or you can have a happy ending for the world at the cost of yourself
>these are mutually exclusive and both are a gamble anyway
Quite correct on the cycle of abuse being a big theme in the setting, it's almost baked into every splat except maybe Mummy
>>
>>97697034
I keep forgetting Mummy is a thing. I should check it one day, just out of curiosity.
>>
>>97697727
It's still a bit of a crapsack because of WoD being what it is, but at least you aren't playing a victim of generational abuse
>>
>>97696426
>I get the impression there's never a happy ending
Sounds like you already made this thread with this preconception and latched unto the replies that confirmed your bias. Why make the thread in the first place and gave your shitty subversive ending to your players? They're going to tell you to fuck off either way but don't bait anons into wasting your time replying your shitty question.
>>
>>97697900
That surprises me, I though Mummy were special people destined to lead humanity or something.
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>>97698832
Eh.... kind of? It's a bit more advanced than that, because your real goal is just to stave off entropy (like the Werewolves) but not Entropy (the spirit (like the werewolves)) in the form of some serpentine demon working with Set. Basically, Mummy is about how humanity is really awesome, life is great, and Set is a stinky, retarded loser.
>but
Life still sucks because humanity is doomed via the sins of Caine and its nature to propel itself towards its own demise, so all you can do is be a beacon of virtue in a dark world as you heroically fight off the Darkness until you can no longer. But you'll do it and be based and not be an asshole, unlike the Werewolves who actually do the
>exact
>same
>thing
But they're huge assholes over it. Mummy and Werewolf are both ultimately correct, but it's just different povs.
>>
>>97700176
...huh. Does the mummy work well in isolation? Because I get the feeling mummies work a lot better in multi-races parties, as the Superman of the party, the marketable, charismatic inspiration.
Or the princess of heart.
>>
>>97700230
Yeah, all the splats are sort of meant to be played with primarily that splat. Cross-splat doesn't really "work" well together without significant work from the ST as power levels are all over the place. Mummy magic is several tiers more bullshit than Vampire disciplines, Werewolves are basically a one man army in combat for instance
>>
>>97700431
Yeah, I got that, but having different kind of monsters would be a great way to add drama to the party. Like, in Warhammer RPG, there are classes that absolutely hate each others. Like the political revolutionary and the Gold Wizard, they hate each others because
>nobody would ever have to work again if the gold wizard just conjured infinite gold!
>shut the fuck up you lazy retard, don't you know what inflation is?
>>
>>97700436
Yes, that's a fair point. It's just not really baked into the setting considering every splat is it's own game. It would need SIGNIFICANT ST work to pull off and a lot of player agreements to pull of a cohesive party that isn't going to fuck each other over at the slightest bit of prodding. Considering half of these guys have rules that state the other groups are inferior/dangerous/should be killed on sight it's difficult to make a coherent party. Save for groups that are aligned together like
>Virtual Adepts and Glass Walkers
>Fianna, Dreamspeakers, Changelings
>Stargazer, Akashic, some changelings, mummies
Ngl, it usually boils to to a series of questions
>can the vampire/mage be trusted
>will the werewolf avoid killing everyone
>is the hunter the assmad kind of the misunderstood monster kind
>can the changeling actually survive the group dynamics
Demons, Wraith/Risen, and Mummies can be pretty much fit into any party since they're just weirdos instead of actively psychotic
>>
>>97700431
>all the splats are sort of meant to be played with primarily that splat
I mean there is one cross-splat experiment that's meant to be BFFs with all of them.
But we don't talk about Beast.
>>
>>97700508
>It would need SIGNIFICANT ST work to pull off and a lot of player agreements to pull of a cohesive party that isn't going to fuck each other over at the slightest bit of prodding
I MEAN
FITS THE WORLD OF DARKNESS

Everyone could fix all the problems if they just worked together, but they don't, because Garous are angry, Vampires are backstabbers, Mages are egomaniac, Mummies have Daddies issues, Prometheans are curse, Faes are British, and Princesses are cute.
Oh and hunters hunt.

>>97701202
I'd rather talk about the Princess than these. At least the princesses have potential for hilarity.
>>
>>97692746
oWoD Is the Dreaming, the Lost Is from CoD
>>
>>97696426
Do you want good endings when you play CoC too?
>>
>>97701202
>>97701437
True enough, everyone's got issues that could be talked through but no one wants to talk. That's partly why the world is so dark, but it's mostly Caine's problem. I've never actually read or played Princess though but I've heard it's good
>>
>>97701538
Yes, that's what I meant? I prefer old World, except for the Changeling, which I prefer over the Dreaming?
Sorry if I wasn't clear.

>>97701580
That's ironically why I like Warhammer and why I got curious into WoD.
In Warhammer, most people hate each others, and faithfuls of different gods with tut at each others, but they still agree on one thing: fuck Chaos. Whether you're worship Ulric and are a knight, or a noble down on his luck worshipping Ranald, or a surgeon, everyone agree on a truce to fuck up Chaos whenever possible.
Shit, you know the setting is fun when even the healing god, Rhya, has it as one of her tenets: "don't harm, EXCEPT the nurglites, kill them on sight".
World of Darkness seem to operate similarily, but with deeper hatreds, and without the benefit of a common foe to unite everyone. I get the feeling that even if everyone magically figured out that the Wyrd, the Technocracy and Pentex are to blame for literally everything, they'd still fight each others the second the threat is out, because they just hate each others.

>everyone's got issues that could be talked through but no one wants to talk
Sadly, that part isn't exclusive to WoD.
>>
>>97701680
Warhammer Fantasy sure, 40K is pretty much retarded levels of
>Well, we all hate Chaos and the Nids, fuck working together though
Pretty much partly why 40K is kind of retarded and the lore doesn't go anywhere, it very much doesn't need to since no one has any interest in cooperation for the (temporary) greater good
>>
>>97701745
I mean the Warhammer RPG, so yeah, Fantasy. I really don't like 40000 that much.
>>
>>97701757
Same here, partly because lore goes nowhere and is very handwavy over what happens or where it happens. It's a bunch of quirky fun stories instead of anything concrete, which has it's own sort of appeal but it isn't really for me
>>
>>97701852
Yeah, kinda this. I mean, I like Warhammer Fantasy because of the lore, but in 40000, you feel like nothing really matters. You can defeat the evil psyker, but you know a dozens more will come out of the woodworks.
You can save the planet Whats-its-face from the subsector MyAss, but since you can't even find it on a map, it feels inconsequential.

The scale is just so insane in Warhammer 40000, that makes it an awful setting to tell stories about characters.
>>
>>97702597
>The scale is just so insane in Warhammer 40000, that makes it an awful setting to tell stories about characters.
Best way to play 40k is solidly in "Your dudes" mode.
You might not save the Galaxy, but Scarlet Blas can save more people than he's going to meet in his life just by being a dumbfuck scummer who is in the right place at the right time and has a sense of loyalty about him.
Actual name of a character in a Dark Heresy game I was in who did exactly that by the way.
>>
>>97702623
So kinda like World of Darkness. You can't save the entire world, you can only hope that you're safe and won't die horribly.
>>
It's not a module, it's a stand alone game that half shares a setting with other games while also being a bit contradictory. Every WoD includes a looming apocalypse but no details on how to stop it or what to do when it comes, it's like D&D including named spells but no justification as to why Tenser branded his name in every universe or how much people know about him.

In session to session you do eco terrorism and kill other werewolves, ocasionally you do a crossover episode with another book in the WoD universe. And have drama with the other players. Most WoD games are about having drama with the other players.
>>
>>97702647
Eh, Warhammer is more about bumbling your way into a conspiracy that you don't realize the full ramifications of, something like a peasant farmer stopping a full on demon invasion just by being a good chap
>>
>>97702683
That'd be in Warhammer Fantasy. In 40000, a farmer probably doesn't even know what Chaos is. Or what a city is. Or even that there's a world outside of his farm.
People are miserable beyond any comprehension in Warhammer 40000, down to workers never seeing the outside of a factorium.
>>
>>97702647
>you can only hope that you're safe and won't die horribly.
I'd argue it's not even that. Blas went from a nobody in a dead end but essential job that was saving lives to someone who could make a difference.
You can't save the world, but you can get the cunts trying to rule it in a headlock and keep them there for as long as you can keep the struggle going.
And maybe, if you hold out long enough, other people are going to turn up that'll help pin them down so you can get a few kicks in or even cuff their hands behind their back.
They won't stay down, but shit, you don't have to either, do you?

Have you ever watched True Detective? If so I'd say that's a pretty solid "WoD as a TV show" as much as it calls on Bierce inspirations for its setting.
Complete with quietly defiant ending that hucks one out into the darkness.
>>
>>97702693
True, just the sense of scale is kind of ridiculous in 40k. Hard to take some shit seriously at times but that's part of the intended experience
>>97702657
There are a few books for cross-splat support and (with the exception of vampire) there's actually a really in-depth shared cosmology in everything but the question of "who the fuck is in charge of all this shit" which I guess is pretty appropriate. Arguably it is better to treat everything like an AU of each other and cherry pick the lore you like from other games so that it's more cohesive instead of trying to actually bring in real magic hours (tm) during a session of Werewolf and then wonder why your players are confused when some retarded alchemist is talking about the Tellurian and turning their alpha into a chair
>>97702708
I'll check out True Detective, I've also heard Dark City is kind of like Mage the Ascension the movie
>>
>>97702708
Afraid I never. My only experiences with WoD are the video games, that youtube serie with the vampires, and trying to read the book but getting so englossed in them that I ended dreaming I was buried alive after getting sucked dry by a hot vampire in a schoolgirl outfit.
Not pleasant, that dream.

Then I woke up and my dumbass cat was sleeping on my face, the fucker.

>>97702731
I mean, 40k started as a parody, and sometimes, it struggles to shake off its roots. Especially in the insane cyclopean scale of things.
>>
>>97702742
>Afraid I never.
Go watch it, just the first season.
If only because it's really good TV.
>>
>>97702849
Why just the first?
>>
>>97702862
The rest were made by a different team and I can't speak to their quality one way or the other since it's done anthology style.
>>
>>97690532
WtA is like a reverse power fantasy. Imagine playing a Gundam game, but the best use of your time most sessions is really doing shit like digging irrigation ditches and clearing rubble after natural disasters. And it's cool. You still get to have your big damn battles where you fight and die like warriors, but WtA is about accepting the fact that not every battle is won via violence.
>>
>>97702849
Wait, True Detective? Is that the one with the King in Yellow?
>>
>>97690532
The werewolves live in a world controlled by a pedophilic cabal that has free reign to do whatever it wants. It freely consumes, pillages and rapes the world and its people, yet it's able to control the media and narrative effectively enough that while your average person is aware about what is going on, they don't care at all. It doesn't help that the cabal is able to manufacture a new disaster every week in order to shock the world populace into complacency, and has perfected the art of mass surveillance and the use of private military forces to subdue the people. The few people who do take a stand are labeled as terrorists by the government of the world, all of which are in the pockets of Pentex, and are prosecuted to the fullest extent of the law for having sit-ins and holding picket signs. That Pentex lost profit due to protest is all the justification needed. So the world is split into a populace that is either domesticated or removed. So it's not that the werewolves get shit on with Pentex propaganda, nobody knows about werewolves. It's that they have no idea how to fight something so big and controlling. The Wyrm is a hydra, you can cut off a head but it just grows two more to take its place. How the Garou can win this battle is what the game is about, and it's up to you and your table to figure it out.
>>
>>97703219
Shh, don't spoil it for anyone in this thread who hasn't seen it.
>>
>>97703454
>The werewolves live in a world controlled by a pedophilic cabal that has free reign to do whatever it wants
So they have it even better than us?
>>
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>>97703492
>>
>>97690640
>for V5
He's talking about Werewolf, you demented fucking mongoloid.

>>97690850
V5 - as well as W5, etc. - are part of Paracuck's reimagined world of darkness setting, sometimes called Gay World of Darkness or gWoD, to differentiate it from the Old World of Darkness, oWoD, which was what many started calling the original World of Darkness way back when (pre-Paracuck) World of Darkness was relaunched as what came to be called the New World of Darkness, nWoD, which was then itself rebranded as Chronicles of Darkness, or CofD.

>>97690953
>V5 is an attempt to bring the game to modern day, past the built in apocalypse they had prepped in to the setting.
This is a fucking lie. The oWoD setting and the gWoD setting are plainly not the same setting, and entails different assumptions and characters, even when characters share name. I can point at almost any facet of the latter and ask "How does this make sense in the former?" and the final answer can only ever be "It doesn't". From literal millennia-old animosities being torn up over the span of two decades to individual characters acting against their well-established long-term goals to entire clans just forgetting the nature of their own bloodlines to being a thinblood now being the exact same thing as being a caitiff and this somehow being a superpower.

And don't get me started on Hunters, nevermind muh heckin' second inquisition.

It's all beyond so fucking stupid.

>>97691027
Every campaign does not end up a failure unless every campaign somehow starts with the goal of changing the entire world. But oWoD campaigns are not normally about changing the entire world; they're about telling a localized story or playing out a set of events, usually involving the people and individuals in given area, and whatever issues they face.

Think Fargo, or the Godfather, or Lock, Stock, and Two Smoking Barrels, or any number of films or novels, not.. like.. fucking Lord of the Rings or whatever.
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>>97706575
>Every campaign does not end up a failure unless every campaign somehow starts with the goal of changing the entire world. But oWoD campaigns are not normally about changing the entire world; they're about telling a localized story or playing out a set of events, usually involving the people and individuals in given area, and whatever issues they face.
Yeah, people explained that. That you cannot fix the world, but you can save your little corner of the world and keep happiness for yourself a bit moar.
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>>97706575
OP started with the premise to go on with its shitty depressive ending and has not changed his opinion through the thread. Guy is either trolling or shitposting.
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>>97706791
ok retard
>>
yep troll
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>>97706803
You struck a nerve, the tourist fell back on his fav buzzword.
>>
>calls out troll
>troll has a melty and starts to samefag
not helping your case troll
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108 KB JPG
100% a tourist.
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>>97706871
Yeah. Anyway, enough of that attention-needing fatherless, back to werewolves...
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not only a troll, but came to /tg/ with his sad discord boyfriends
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>>97705053
Only because someone might actually bring justice to the monsters. A Garou doesn't subvert the apocalypse by ripping off some Seventh Generation fuckers head, but at least it's one less Epstein in the world. Meanwhile we have to continue paying for their welfare.
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>>97707039
Exactly. That's why I say they have it better. Whatever they did to Epstein before suiciding him, it wasn't enough and he deserved hell.
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>>97691269
What everyone forgets is that when they're the protagonists of the writing everything is doomed for them.
>Werewolf-focused material
>Pentex is an invincible leviathan, a trillion headed snake operating across the globe with unparalleled and complete economic and political power with millions of fanatically loyal employees dedicated wholeheartedly to the Wyrm controlling millions upon millions more hapless underlings who eagerly carrying out their orders. Even the tiniest Pentex operation will have total information control over the surrounding area and even the slightest hint of Garou activity will result in battalions of highly trained, combat experience security operators decked out in the latest and greatest military hardware being instantly deployed backed by monstrously powerful Fomori agents capable of wiping out entire Garou packs without breaking a sweat.

>Pentex-focused material
>You're Dave, junior middle-management for a Pentex subsidy. You work 80 hours a week for shitty pay and worse benefits, your underlings are willing to kill you to move up, your coworkers are willing to kill you to look better, and your bosses are willing to kill you to shift blame. You're currently bribing enough people to look the other way for your illegal chemical dumping that discovery is inevitable. You're not sure what you're dumping just that Phil from Transportation got sprayed with it once and 3 days later he screamed "The King of Maggots is shitting in my brain!" and ripped his face off in the breakroom. Your wife also works for Pentex, the only smile she makes anymore is a rictus grin and you can't remember when was the last time she blinked. Oh, and werewolves are real, they cause schizo episodes just by looking at them, and can eat a tank. They're also wizards. They're coming to kill you and everyone you know. Your facility is protected by one guard named Steve, for insurance cost reasons he is not allowed to carry a firearm.
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>>97707829
lmao
lol
poor Dave
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>>97707829
Come to think of it, the idea of every game being written from the perspective of the protagonist group and all of them seeing the other, rival groups as unstoppable monoliths would work pretty well.
Everyone thinks its them that's Utterly Fucked and the other side is doing swimmingly.
Except Slashers of course.
Slashers don't give no fucks one way or the other.
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>>97707829
That's kind of how it is already, but I think that that is how things should have been written, full stop.



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