I feel the World of Darkness could have done better by having the various spirit worlds accessible only through some trance, where someone enters that world in spirit-alone, and leaves their body behind.
Unintended Teleportation
Garou traversing the umbral planes, Giovanni vampires wandering into the land of the dead, and Changelings, wandering the dreaming lands of happy Boggan villages, all imply the same thing: anyone traversing through the spirit-realm can essentially teleport, i.e. they can move from one place to another without going through the spaces between.
If a group of changelings establish a trod which goes to the Summer Lands, and then establish another in a second city, then the results are inescapable: they can travel from their local trod to the Summer Lands, then from the Summer Lands to the second city.
They can now teleport to that second city.
In the new Contest System for the Storyteller system books, both players roll the same Attribute + Ability combination for ‘Extended and Resisted’, so Subterfuge is used to lie and spot lies, and Investigation allows someone to uncover crime as well as hide it.
This has made a number of people online strangely irate, so this seems like a great time to speak about non-obvious system benefits, and why just going with your gut doesn’t always produce great results.
White Wolf’s Attributes were surprisingly revolutionary, as D&D had set such a strong precedent with ‘S,D,C,I,W,Cha’.
The deviation’s great, but they retained some bizarre ideas from D&D.
Dexterity
‘Dexterity’ should really refer to coordination, but it was soon used as a ‘speed’ stat, showing how fast someone can run.
It seems to pull in bodily-awareness (to dodge attacks), sprinting, the coordination one needs for a gun, for bows, and for swords.
Specializations in White Wolf rules are a nuisance, in need of an overhaul.
How They Work
Specializations in White Wolf allow someone with a rating of 4 or more in a Trait to re-roll any ‘10’s for a chance at an extra success.
Expertise (not used in all books, but present in the Dark Ages), allows a character +1 success.
Problems
Both rules are crap, for many reasons.
Mechanical Problems
White Wolf’s basic rules have a wonderful purity - you grab the dice, cast them like so many runes across the table, and then read the result.
This ruins the experience, forcing other players to wait as someone nit-picks through the right dice, and roll again.
Automatic dungeon generators are rubbish.
Some are pretty, but all of them are completely unusable.
You enter a room, it has a goblin, or treasure, or nothing.
Next room.
It makes no sense.
Why was the goblin sitting there?
Why was there treasure in the next room, and why didn’t the goblin take it?
Everything looks like 8am after an underground rave - pointless, meaningless, and with random items and stragglers lying about.
‘Session 0’ is the pre-game evening to talk about the game, without having the game.
I don’t see any reason for five people to lose an evening, planning future evenings.
The notion of a session 0 has become so ubiquitous that blogs and vlogs seem to assume it.
They say ‘during your session zero’, not ‘if you have a session zero’.
Why Bother?
I can’t find a single good reason in favour of spending this non-event.
Every fantasy work has two characters: magic and the landscape.
Landscape
In Earthsea, the water compartmentalizes the locations.
Here, Ged grew up.
There, he learnt about magic.
And every time we want to know more about this land, water provides punctuation to the story and isolates the area.
Middle Earth has a very different personality.
The wide land demands horses, or a lot of walking.
Tolkien goes into depth in every chapter of every book, uncovering new aspects of this or that part of the land;
here we find gnarled trees, there mountains, later will be a rocky landscape.