Balancing White Wolf

- 4 mins read

Character Creation

While I’m remaking the World of Darkness Combat system, I’m starting to feel that Character Creation could stand to be a lot more balanced.

But it’s more of a Storytelling system. This isn’t about killing trolls for gold pieces - it’s adult story-crafting.

…that’s what I hear the books echo back to me.

And okay, “story crafting” sounds great, but why do players receive Experience Points for certain behaviours?

System Realism Matters

- 2 mins read

A hundred paces down the dark tunnel, you see dozens of goblins dancing round a fire and singing about eating anything that moves.

At this point the crew begin to plot.

  • Could we just stay here and shoot at the goblins? We should be able to get a load of arrows off in three rounds.
  • If we run back to where we avoided that pit trap, maybe the goblins would trigger it, if we can get their attention.
  • We have three people with shields and spears. If two at the back take the spears, could we make a shield wall in this small corridor?

These plans form the in-breath of the game, and it executes on the out-breath.

Two Ubiquitous Fantasy Characters

- 3 mins read

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.

My Session One

- 2 mins read

Pre-Game

  • Post a link to the rules pdf (but assume nobody will read it)
  • Get snacks (or make dahl if you’re feeling fancy - everyone loves dahl)
  • Put water and glasses on the table
  • Dice, rubbers (or ’erasers’ in American), pencils, and coins
  • Plan smoke-breaks (even if you don’t have smokers)

Intro

Hide the beers until the game’s started. Beers mid-game works fine. Pre-game beers do not.

Let people chat a bit, then put a blank character sheet in their hands. Once someone takes the character sheet in hand, they know the time to start has arrived.

Finding the OSR

- 4 mins read

My recent background-watching videos covered the Old School Renaissance (‘OSR’), which looks to revive a lot of old-school D&D-style play.

I started with Advanced Dungeons & Dragons, so a renaissance intrigued me.

Strange Premises

While I’ve not heard of some of the more egregious rules returning (thieves tracking 10% chance to ‘walk silently’, level-caps on everyone but humans), the games seem to preserve far more than they should of A,D&D, and the like, including Vancian magic, and classes.

Highlights from the WoD Contest Game

- 6 mins read

I’ve made an alternative World of Darkness system, where players enter Contests instead of Combat. Here are the highlights from a campaign.

Setting

In Belgrade (in Hungary), in the year 1130 AD, four people fell to the Cainite embrace in a church, and were forced to survive the political machinations of the existing power structures.

Faster Fights

Fights resolved much faster than standard White Wolf battles. Almost every roll of the dice resulted in a new development - enemies would never simply dodge or soak a roll, which meant that no roll felt wasted.

Systems and Genre Representation

- 3 mins read

Systems should represent genres, and some do this better than others.

System Excellence

Dr Who

One of the Dr Who RPGs (I forget which) contained an absolutely genius initiative system. The initiative turn-order was:

  1. Speak
  2. Run
  3. Use an item
  4. Attack

This clearly produces unrealistic results. The system cannot allow anyone to shoot someone before they flee, or flip a switch before someone finishes a monologue. But it represents Dr Who amazingly well.

Show, Don't Tell

- 2 mins read

Radio dramas often have their characters speak so as to indicate their actions.

Does anyone have an extra blanket? If I get cold I’ll wake up with a bad back.

Hearing this, we know

  1. The group is sleeping outside,
  2. the speaker is old, and
  3. the speaker wants to sleep.

I wonder if the group adopting this habit might enhance games.

Action Statement
My character goes to go to a tavern “Is anyone else thirsty?”
I hit it with my axe “How do goblins like the taste of axe?!”
I search for clues “Take the west wall, I’ll check this one. You never know what you’ll find if you look hard enough”
I follow the bandit tracks immediately “Looks like fresh tracks. Let’s go!”
I loot the bodies “Gimme a hand rolling this guy over, there’s got to be something in their pockets if we look hard enough”

I tried this for one game, and it didn’t take. Perhaps it would work better with other players. Perhaps I should have put in some XP reward for a couple of games, just to get into the swing of it.

As established in the previous article, the World of Darkness’ combat system sucks. But the right system can make everything better.

(If you want to skip the system explanations, you can just download the revised White Wolf pdf)

No Combat Emphasis

First off, I’m not making a combat system. The World of Darkness deserves something better. But I am absolutely binning the old combat system. There it rests, in the bin, with a couple of ashtrays emptied on top, and stale beer-juice festering with it at the bottom of the bag.

White Wolf Combat Sucks

- 4 mins read

White Wolf games always mentioned how small their system was - roll a number of D10’s equal to your Wits + Athletics (or whatever), and count all the dice which land on 6 or more. The player then reads the dice like so many runes, and the final result would yield detailed information.

  • 0 successes means failure, or at least no progress.
  • 1 success meant you fixed the car enough to get to the next town.
  • 2 successes means the car works, but imperfectly.
  • 3 successes were just ‘success’.
  • 4 successes suggested it was better working than before the fix.

It works eloquently, and the constant demand for interpretation really helped drive stories forward.