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Of course, a player can always choose to subvert expectations and play against type. The calculating Brujah, the cosmopolitan Gangrel, the compassionate Setite — all of these are viable characters who still trade on the essential experience as they depart from the archetype. One thing that is exceptionally important to factions such as clans is that conceptually, they must be able to stand on their own.

That is, a clan is defined by its verbs and its essential experience. Clan concepts stand on their own to minimize the amount of friction required to portray them. But Clan Brujah is not defined by its relationship to the Ventrue. As part of the fifth edition of the World of Darkness, the brand team is working to make sure that factions are based conceptually on what characters do, not who they or or their players are.

We express what characters do through deliberately chosen verbs, not through cultures or elements of personal identities.

The second example restricts character concepts arbitrarily. Granted, playing a Lasombra whose character concept causes consequences is totally viable — stories emerge from such potential conflicts, remember. With all of this in mind, the descriptions for clans and other factions are succinct.

The World of Darkness is a contemporary setting, recognizable as very similar to our own, so relatable concepts that speak to the modern world with a layer of additional vampiric identity help convey that familiarity, and make the presence of vampires that much more poignant by contrast. Beyond the above cornerstones of clan design are a number of nuances that inform their identities.

Factions are social constructs more than they are occupations. A clan is a combination of a lineage, some amount of culture, and a set of inherited traits. Part of the enduring appeal of clans to players is their flexibility. No two Tremere are exactly the same. No two Toreador indulge the same desires in the same way.

No two Ravnos court danger in the precise same fashion. The Kindred are different not only in their ambitions and desires but their personalities, points of view, and backgrounds. Each clan can be reinvented endlessly in every new chronicle, which in turn makes every story and chronicle unique. For example, almost every Tremere can trace their lineage through the houses of the clan, because the mortal occult orders from which the Tremere originate made that a part of their culture. The intention with taking this design-level look at the clans and how they operate in V5 is to give players a broader, more inclusive World of Darkness.

In Werewolf: The Apocalypse, you play as the Garou, a creature of flesh and spirit, blessed and cursed with primal rage. Born to fight and die in a desperate war to protect Gaia--the very living earth-- you engage in an unequal battle against the greed and power-hunger of human civilization that has trapped the world in a choking web of technology and corruption.

There are other creatures lurking in the shadows. Whether it's a Mage, Hunter, or something more nefarious, there's always something lurking beyond the veil. Join the Paradox and World of Darkness families to download our free Vampire: The Masquerade Companion, get up-to-date coverage on new World of Darkness projects, as well as news and updates on other Paradox games!

Official World of Darkness merch Check out our new t-shirts and hoodies! Shop now. Start quiz. Featured News. Announcement of the official digital toolset for World of Darkness brought to you by Demiplane.



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