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    • CommentAuthorWillow
    • CommentTimeDec 4th 2009 edited
     # 1
    So, I've ran two sessions of this. I like it, but I'm having a little trouble getting one of the players (a vampire grognard) to grok quite what I'm trying to do. However, I'm at the point where I'm proud of what I got. So I present to Story Games: Wicked Nights! My vampire game.

    (Game follows. Or you can download the PDF!
    • CommentAuthorWillow
    • CommentTimeDec 4th 2009
     # 2
    Wicked Nights
    A Modern Horror Anthology Engine Game (With Vampires)

    Wicked Nights is my attempt to write a vampire game. It's not really In a Wicked World of Darkness; there are some fundamental setting assumptions that differ greatly from the big Vampire games. Really, I conceive the setting as being more of a mix of Supernatural and Sin City.

    Wicked Nights uses the rules of In a Wicked Age/The Anthology engine. You'll need those to play. The game features three oracles: Sex, Lies, and Blood, which focuses on intrigue, backstabs, dirty dealings, and (rarely) love. Hunters Hunted is about action and killing- vampires killing each other, vampires hunting mortals, and mortals hunting vampires. When Nightmares Walk the Earth features things even vampires fear. This is the oracle of stranger things, broader weirdness and creature features.

    Gameplay

    Drawing from the Oracles
    The Spades and suit of each deck explicitly features a Vampire or Vampires. (So do the Aces.) If no Aces or Spades are drawn in the first three cards, the last card is automatically considered a Spade.
    (If the 3 of Diamonds, the Four of Clubs, the King of Hearts., and then the 2 of Clubs are drawn, the last card- the 2 of Clubs- is considered a Spade instead.)
    When playing off the Owe List, the player picking the oracle may announce that the third card counts as a Spade before it is drawn (if no Spade is drawn in the first two cards), and then pick any Oracle entry, or they may pick a Spade for the fourth entry. Of course, if a Spade is drawn in the first few picks, the player may choose an oracle entry freely.

    Stats and the Supernatural
    Supernatural beings tend to have an advantage over their mortal counterparts. To account for this, mortal characters have the normal stat spread (d4, d6, d6, d8, d10, d12.)
    Non-Vampire supernatural creatures, such as ghouls (mortal humans who regularly drink vampire blood) other occultists, werewolfs, swampthings, and whatever the oracle generates, have a stat spread of d4, d6, d8, d8, d10, d12. Ghouls must put either their d4 or their d6 in With Love.
    Vampires have a stat spread of d6, d8, d8, d10, d12, and they put no die in With Love. They may not act With Love, ever. Vampires have to have two other stats reduced to zero to be out of the fiction.

    If a character becomes a supernatural thing in the progress of play, they do not get to reset their dice. Next session they may reset their dice as appropriate, AND gain a particular strength suited to their new status, if appropriate.

    Particular Strengths and Such
    You can't take an occult or supernatural particular strength unless it's reasonably indicated by the oracles. You can't be a supernatural creature unless it's reasonably indicated by the oracles. Mortal characters should generally have narrow, mundane particular strengths that are useful when they come up and allow them to be competitive in a certain specialization. Non-vampire supernatural things should generally take whatever they are as a particular strength (Werewolf, Necromancer, etc.) Vampires often have a particular strength tied to what particular vampiric powers they have unlocked, and should be given a bit of latitude in determining what those are.

    Setting Themes

    Social Isolation
    Only the characters implied by the oracles are important to the story. These are personal stories, about people with personal wants, needs, and grudges. The outside world does not care about your shit. The only people you can turn to are the other characters in the session. The contact you went to great lengths to gain in the last session? He sympathizes, but is caught up in his own mess. If you want to solve your problems, you got to do it yourself. Cellphones and TV and the internet are great, but they just expose you to a world of uncaring billions. Packing up and moving to the next town over is fine and good, but it just takes you out of it as you leave all your best interests behind. This is a world of black and white, where anything worth happening occurs at night, the neighbors shut their windows and turn the music up to drown out the screams, and it's probably raining.

    The Secret
    Vampires are real. And also occultists, and werewolves, and who knows what else. You'd think with all those things going bump in the night, someone would notice?
    Most people don't know. Most people don't want to know. The people who do know? They keep real quiet. Who's going to believe you?
    There is no global conspiracy to keep the Secret secret. Yet the Secret is surprisingly durable. People have a way of rationalizing things, selectively forgetting things, trivializing things. They want things to make sense. Other people want things to stay Secret. There may be no global conspiracy, but there are individual ones.
    Many, many individuals know a fragment of the truth- the supernatural is real. But society as a whole? It won't face up to it, and probably can't face up to it.
    And no one is trying to reveal the Secret- not the whole Secret anyway. They're too damn caught up in their own messes.


    Vampire Society (Or Lack Thereof)
    Vampires are antisocial creatures. They do not organize themselves into clubs, organizations, or governments. (Some try, but these experiments are typically small and short lived.) Usually, they hate and avoid each other. A vampire likely knows other vampires, and grudgingly tolerates them and even cooperates for a time against mutual enemies. There are no kings of the vampires, no pacts, no worldwide alliances or networks. Vampires are parasties upon man, but in regards to their own kind, each must be prepared to exist in a vacuum.
    • CommentAuthorWillow
    • CommentTimeDec 4th 2009
     # 3
    Sex, Lies, and Blood

    Clubs
    2: A college professor, guilty over an affair with a student.
    3: A line of something like, but not quite, coke, snorted off a hooker's stomach.
    4: A sleazy hotel, currently host to a dozen small crimes and one big one..
    5: A high-stakes election looms.
    6: A desperate young man, fired just today for using drugs while at work.
    7: The city's most exclusive club, home to beautiful leather-clad people, offering easy access to one's sin of choice.
    8: A corrupt cop, trying to save his marriage and faced with a dangerous choice.
    9: A controversial Nazi-themed nightclub, the bouncers trying to keep out the real skinheads.
    10: A prostitute, looking hard for honest work.
    J: A child slavery ring, operated by a shadowy evil.
    Q: The sixteenth birthday of a wealthy heiress.
    K: A famous televangelist, decrying sin, wealthy and hypocritical.
    A: A vampire artist, longing to see one last sunrise.

    Diamonds
    2: A group of wealthy and bored suburban housewives, with entirely too much time on their hands.
    3: A group of loud ravers dancing roughly in a club that nearly everyone else has deserted out of fear.
    4: A meat-packing factory, floor splattered with blood, animal and otherwise.
    5: A widow, courted by her husband's murderer.
    6: An epidemic, dangerous to humans and vampires alike, threatening to take hold in the city.
    7: Two wealthy businessmen, jovial, mistaken about the fidelity of their wives.
    8: A phone-sex operator, specializing in gruesome, illegal, and violent fantasies.
    9: The young beautiful wife of a rich old man.
    10: The unexpected closing of a homeless shelter.
    J: An old acquaintance, calling in a centuries-old favor.
    Q: A drunken bachelorette party, traveling from one bar to the next.
    K: A young-looking man in a stained, wrinkled suit driving a brand new luxury car down the highway, his comatose girlfriend laying the the passenger seat.
    A: A vampire and a werewolf, together in a passionate and dangerous relationship.

    Hearts
    2: A judge, offered heavy bribes to sway his decision.
    3: A mail-order bride from the Phillipines, not quite human.
    4: An aging drug dealer, hiding in his ex-wife's basement from a deal gone bad.
    5: A wide-eyed tourist and outsider, making a chance connection with an old flame.
    6: A cardboard box, full of needles, abandoned.
    7: An aging movie starlet, obsessed with her fading beauty.
    8: A porn shop, a meeting place for secret deals.
    9: A large group of black-clad twentysomethings, playing a game where they pretend to be vampires, one of them nursing a recent wound.
    10: A private detective, specializing in catching cheating spouses, out of his league on this case.
    J: A ghoul, serving his mistress well, even as she beats him.
    Q: A dingy, crumbling, forgotten apartment building, the residents who like it that way, and an ambitious new landlord.
    K: An influential state senator, with an unnatural addiction.
    A: A sensual vampire, who lures the lustful to their dooms.

    Spades
    2: An aristocratic vampire, who only dines on the blood of virgins.
    3: A formerly powerful vampire tyrant, his face violent with rage, and the groveling figure of his unnatural offspring begging for mercy at his feet.
    4: A jaded vampire, traveling the world seeking a new sensations.
    5: A corpulent and physically powerful vampire, feeding gluttonously.
    6: A lustful vampire, preying on young girls entranced by ideals of romanticism.
    7: A vicious vampire pimp, controlling his ghouled prostitutes with drugs, violence, and his own blood.
    8: A vampire mobster, looking to get a cut in the profits of the dockyard smuggling.
    9: A wrinkled crone of a woman, a vampire, bedecked in jewelry and exotic perfume,surrounded by a devoted clique of beautiful young disciples whom she leads through the grand museum she patronizes.
    10: A newly sired vampire, veins coursing with power and passion.
    J: Two young vampires, a hotel room, and two corpses that need to be disposed of, fast.
    Q: A handsome vampire, obsessed with male beauty and able to charm any man he meets.
    K: A sacred neutral meeting place, recently stained with the blood of vampires.
    A: The scion of a weak vampire and her outcast lover in each others' arms beneath a full moon, both oblivious to the monstrous things that are crawling out of the water onto their yacht.
    • CommentAuthorWillow
    • CommentTimeDec 4th 2009
     # 4
    Hunters Hunted

    Clubs
    2: Five blood-addicted ghouls, working to kidnap and feed on any vampires they can find.
    3: The congregation of a small Baptist church, convinced vampires are real, and ready to deal with them with shotguns and molotov cocktails.
    4: An open grave; the tombstone bears the name of a man still alive.
    5: A pack of graverobbers, digging up bodies in the city cemetery.
    6: A suitcase full of blackmail materials, accidentally left on the subway.
    7: A bankrupt gambler, returned to home to settle an old score.
    8: A high-speed collision on the freeway, killing three innocents but leaving those responsible alive.
    9: The accidental killing of a favored ghoul.
    10: A vampire hunter, a lifetime of success behind him, on the trail of a quarry he's been studying for over forty years.
    J: A mother, grieving over the loss of her son.
    Q: A burning tenement, children trapped within.
    K: A police detective, assigned to investigate a murder he committed.
    A: Two vampires, sharing the same sire, hateful rivals but under an oath to work together.

    Diamonds
    2: An attractive young woman, recently dredged from the river.
    3: A pair of incompetent ghouls, lucky to be alive.
    4: The ghosts of children, returned for vengeance.
    5: A bus depot, bringing an ominous stranger into town at a late hour.
    6: A driven cop, investigating a linked series of grisly killings.
    7: A manor house in the outskirts of the county, filled with secret passages.
    8: A robbery by masked men of the blood bank.
    9: A weary journalist, close to a dangerous truth.
    10: A man with strange tattoos covering his entire body, changing from a bullet-riddled jogging suit into an expensive business suit.
    J: A distinguished historian, an expert in his field, and the vampire who was quite active during that period.
    Q: A sword, on the shelves of a curio shop in Chinatown, mystically potent and thirsty for blood.
    K: A hidden monastery of monks dedicated to hunting vampires, horribly infiltrated and compromised.
    A: A dying vampire negotiates with a dying mortal for safety.

    Hearts
    2: A former addict of vampire-blood, once again longing for another taste.
    3: A gaunt, rough-looking man in an ill-fitting suit, watching an annual party for signs of trouble-makers, his hand never far from the revolver that has hung concealed at his side for nearly two centuries.
    4: Two old enemies, meeting at the crossroads at midnight.
    5: The most renowned vampire hunter of all time, brought back from the dead by darkest magics.
    6: A military surplus store, catering to paranoid survivalists gearing up for their secret war.
    7: Two men, disposing of a body in a chemical factory.
    8: The Red Line Subway, running through the city's most hotly contested territory.
    9: A cargo ship, recently arrived, most of the crew dead, the hull full of illegal cargo.
    10: A pious woman who unknowingly becomes a werewolf on the nights of the full moon.
    J: A frantic man, a bullet-wound in his gut, screaming at the cab driver.
    Q: A government operative, looking to capture a vampire for study.
    K: A crime syndicate falls to pieces after a hit job.
    A: A family of vampires, feeding and siring at whim, threatening to spiral out of control.

    Spades
    2: A skinwalking vampire, able to take the form of the people he skins.
    3: A vampiric assassin from out of town, who commands prices far higher than mere money.
    4: An urgent news announcement, warning of the oncoming hurricane, and a stodgy vampire who hasn't left his lair in eighty years.
    5: A once-elegant noblewoman, now a walking corpse, trying to uncover the secrets of this modern world by torturing the “peasants” drinking in a city park at night.
    6: An ancient vampire, with an appetite only for the blood of other vampires.
    7: A ravenous vampire chewing into the neck of her sire while egged on by a crowd, fearful of what will happen to her afterwards.
    8: A detailed map, showing the locations of several vampire dens.
    9: The city's second oldest vampire, powerful, renowned, and possessing crumbling sanity.
    10: A newly sired vampire, abandoned, clueless to it's true nature.
    J: A disfigured female vampire, lying weeping over the cold slab of her own empty tomb.
    Q: An outcast vampire, returned, exiled long ago by his sire.
    K: A gunslinger vampire, stuck in the traditions of the old west, longing for the fateful shootout at Midnight.
    A: A disgusting vampire, an odorous mockery of a man, betrayed by nearly everyone, risking his existence to help an old woman get to her car safely without being mugged.
    • CommentAuthorWillow
    • CommentTimeDec 4th 2009
     # 5
    When Nightmares Walk the Earth

    Clubs
    2: An ancient, gnarled tree, witness to hangings, lynchings, and suicides.
    3: A dingy abortion clinic, all the fetuses stored in the basement.
    4: An ex-cop, dismissed from the force, working a shitty security job guarding a warehouse for a shell company.
    5: A house containing a strange door, opening into an inky void.
    6: A solemn scholar from overseas, driven half-paranoid from the secrets he carries and half-psychopathic from the company he keeps.
    7: The blood of a veteran, horribly wounded in the war, with the power to heal the injuries of others.
    8: The residence of an exclusive fraternity, open only to the rich and powerful and practicing dark rites.
    9: A toothless old man, keeper of many secrets.
    10: Four thieves, each with their own secrets and powers, are gathered to steal a mystic artifact.
    J: Hell's Intersection, where five busy roads meet, and accidents are a nightly occurrence.
    Q: Two young teens out on their first date, something about to go horribly awry.
    K: An affluent man donned in a stylish suit, holding a cell phone in one hand and a deformed skull in the other, dictating stock purchases from a horned demon bound in chains.
    A: A slumbering vampire, powerful and forgotten, dreaming of blood and glory, and on the cusp of awakening.

    Diamonds
    2: A professor and numerologist, on the cusp of a terrible revelation.
    3: A disheveled student who has been attending college in one guise or another for decades, hosting a talk about a controversial subject.
    4: A century old mansion in the swamps at the edge of the county, housing a dark secret.
    5: A stray dog, ghouled, with a hunger for flesh and blood.
    6: A voodoo magician, capable of reanimating the dead as mindless husks.
    7: The tomb something best left undisturbed, unearthed by a recent subway excavation.
    8: A locked wing of the facility no one is allowed to enter.
    9: A monument in the harbor, testament to a buried god.
    10: A soldier, returning from Iraq with a cursed spoil of war.
    J: An abandoned farm, home to a marijuana crop and a strange glowing stone.
    Q: An old toymaker, infusing his creations with sentience and emotions, their existence born out of his sorrow.
    K: Police Car 13, with a radio that receives disturbing transmissions that have never been fully explained.
    A: An asylum, home to an insane vampire's victims, progeny, and playthings.

    Hearts
    2: A bland apartment complex, site of thirteen murders fifty years ago tonight.
    3: A soldier, reported dead in the war, returns home
    4: A night shift coroner and necrophiliac, getting more than he bargained for.
    5: An old priest who has lost his faith.
    6: A night market, where fates and destinies are bought and sold.
    7: A rare Tarot deck with a different set of Arcana, foretelling futures both accurate and dark.
    8: A perpetual motion machine in the university basement, draining the life energy from the surrounding area.
    9: An elderly collector of curios and antiques.
    10: A teenage girl, planning her suicide.
    J: A skilled researcher of ancient relics, gazing in horror at an ancient linen burial shroud, and the soul of the entity trapped within it.
    Q: A haunted man, who sees the deaths of others before they happen.
    K: A still-beating human heart, and the unscrupulous doctor transporting it to the illegal buyer.
    A: A vampire child chained in a basement, blood-starved and crazed.

    Spades
    2: A fat, pale vampire in a white lab coat, re-wrapping cadavers in the city morgue at the dead of night.
    3: An old woman and a small vampire girl, once twin sisters.
    4: A young vampire, forced to eat his own hand as a punishment.
    5: A Catholic vampire priest, ghouling those select faithful who receive his True Communion.
    6: A vampire known to others, returned and claiming to have a cure for vampirism.
    7: The city graveyard, home to the crypts of two rival vampires.
    8: A self-styled “king of the vampires,” facing a city that would die before it bowed to any master.
    9: A monstrous vampire clad in a tailored white suit, plotting with his horde of intelligent rats deep within the sewers.
    10: A shapeshifting vampire, preferring to feed in wolf-form, disguising its kills as animal attacks.
    J: A world-weary ghoul, servitor of a cunning but ignorant vampire.
    Q: A vampire with the power to craft and warp flesh, crafting perfect bodies for the right price, and making horrors of its victims.
    K: A vampire, deformed and bestial, enslaved, full of secret passions and prides.
    A: A hushed office of a law firm with an enviable view of the city's night skyline, and the disturbing vampire who sits behind the desk, always smiling, preparing to make a deal.
    • CommentAuthorAdrian P
    • CommentTimeDec 5th 2009
     # 6
    Sounds really cool - can you explain a bit more about Particular Strengths and how these reflect vampiric stuff? I'm guessing the higher die types cover vampiric strength, mesmirising presence and so on, but how about turning into a bat, or the kind of V:tM powers like Obfuscate? Are vampires assumed to have a default package of powers + whatever they get from Particular Strengths?

    I like the idea - I've had some success running In a Wicked Age, but I know a fair few people who predominantly only play Vampire, so this could be a nice way of trying to bridge our respective interest gaps.
    •  
      CommentAuthorRy
    • CommentTimeDec 5th 2009 edited
     # 7
    All you need is some maps of Baltimore (or maybe New Orleans) and you've got a beautiful clan war.
  1.  # 8
    Not bad. I don't understand the purpose of those special rules, though - seems to me like the game would work as well or better without them. The spade-enforcement for instance seems to be necessary only in a very narrow mindset that requires vampires to make a showing in every single story while being unable to just declare that an implicit vampire is lurking in the drawn oracle. Just as an exercise, try to select a valid oracle draw from those cards that doesn't make introducing a vampire into the set-up trivial - I'm not seeing it, and even if I were, I don't understand why the vampire needs to be in each and every story instead of just 95% of them.
    •  
      CommentAuthorRy
    • CommentTimeDec 5th 2009
     # 9
    You have a 22% chance of not getting an explicit vampire.

    But I think Eero's right that many of the implicit elements are usually sufficient for the implication of a vampire...

    especially if you told your players "we're playing a vampire game" to start off with.
    • CommentAuthorlumpley
    • CommentTimeDec 5th 2009
     # 10
    This is wicked cool, Willow.

    The oracle entries are thrilling.

    -Vincent
    •  
      CommentAuthorGraham
    • CommentTimeDec 5th 2009
     # 11
    I really like this, Willow. I like the World of Darkness and I can imagine In A Wicked Age... making it fun, in a way the Storytelling/er system didn't.

    I'm disappointed with Vincent's response. Just once, I'd like to see a designer going "Nooo! You have ruined my game!".

    Graham
    • CommentAuthorWillow
    • CommentTimeDec 5th 2009
     # 12
    Adrian- As played this far, vampires tend to be charming tough badasses right out of the box, but with little specific superpowers. If you want to change into animals, mesmerize people, or turn invisible, you'll need a discipline er particular strength for that.

    Make sure you show them those three setting paragraphs. The fact that there's no socially enforced masquerade or higher authority is important.
    • CommentAuthorWillow
    • CommentTimeDec 5th 2009
     # 13
    Eero- Upon reflection, I quite suspect you're right. I'll try it that way. I suppose I need to trust the players more. What I don't want is for people to try to find ways to make every damn character a vampire.

    Vincent/Graham- Thanks!
    • CommentAuthorWillow
    • CommentTimeDec 5th 2009
     # 14
    This thread is useless without actual play!

    So, I've ran two sessions. The first was me, Tim, and Brendan, and used the WNWtE Oracle. We drew 4C (Ex-cop, working for a shell company), the 8H (perpetual motion machine drawing energy), the Ace of Hearts (vampire child chained in a basement), and an entry I deleted, which was a freak snowstorm in July.

    Story involved two corrupt university researchers, one (Brendan's character) experimenting on her own vampire son, and the other who designed an entropy machine that was tearing everything apart, and the characters stuck in the middle, like Tim's security guy, the father of the vampire, the scientists research assistant, and of course, Billy, the 6 year old savage blood starved vampire.

    And that damn July snowstorm? Never really came up. Ostensibly created by the workings of the entropy machine, I nixed it from the oracles because it was not at all inspiring. Really, a good example of how to write a bad oracle entry. I'm not completely satisfied with what I replaced it with either (Jack of Hearts, Hell's Intersection.)

    Session two was also WNWtE, and was a larger crowd- me running for Tim, Len, Amelia, Sabe, and Misha. Entries were the Marijuana Farm w/ Glowing Stone, Voodoo Magician, Dark Magic Fraternity, and Young Vamp forced to Eat Own Hand. Plot was basically the fratguys (Amelia, plus Sabe playing the girlfriend), trying to get high, not get shot by the crazy redneck lady who tilled the farm (Len), with interference from vampire Misha and voodoo guy Tim. Had very much a slasher movie vibe. Focus was really on the fratguys and the girlfriend. Mortals have an amazingly easy time of getting on the owe list, which may be appropriate in this kind of story, since it's really about the victims. Misha's vampire got rather low screen time, but ended up forging a cool unholy alliance with the Voodoo guy.

    The oracle entries here were a lot punchier- the Fraternity was ripe with lots of characters, the marijuana field seemed to tie right in, and the glowing stone was the focus of power for the Voodoo guy, who was a great villain. The least punchy one seemed to be the vampire one, as we struggled to tie it in. But the session was good!
    • CommentAuthorWillow
    • CommentTimeDec 5th 2009
     # 15
    So, if anyone else plays this, let me know how it goes. And if you go through those oracle entries and see a real stinker, also let me know.
  2.  # 16
    Nifty!
    •  
      CommentAuthorJohnstone
    • CommentTimeDec 5th 2009
     # 17
    Do you just use Injured and Exhausted, and not Shamed (just like IaWA), or what? Or do you use Risk It, Lose It?
    • CommentAuthorWillow
    • CommentTimeDec 6th 2009
     # 18
    When we played, we used Injured, Exhausted & Shamed as options. Though I suspect whichever one effects With Love (I think Shamed) should work a little differently on Vampires- maybe not at all on them.
    •  
      CommentAuthorSam!
    • CommentTimeDec 6th 2009
     # 19
    Just as an aside and then everyone can get back to discussing matters of import: has anyone considered putting these oracles up over at Abulafia? I'm sure they would be appreciated.
    • CommentAuthorPaul T.
    • CommentTimeDec 6th 2009
     # 20
    That die spread (different for different types of creatures) seems like it would land normal humans far more often on the Owe List. Over time, this suggests that your game is more about exploring the regular human characters than the supernaturals, who act more like monsters or villains.

    Might this, by itself, not be enough motivation for people not to play vampires all the time?
  3.  # 21
    These oracle entries are fantastic! They really get me excited to run a game with my girlfriend and our vampire-loving friend. I'm also wondering about the optional rules and if they're needed.

    Some thoughts:
    I'D LOVE IT if some graphically inclined person would whip up a character sheet for this, but the regular IAWA sheets seem to fit the aesthetic ok but not perfectly.

    With the vampires dice spread at 5 forms, how the hell do I figure out the npc's forms? Or does this mean that the GM has to whip up all 5/6 forms for npcs? NOOOO! Don't take away ease of use!

    There's a shit-ton of vampires in this setting. I'm assuming that's the intent, but even without the slightly confusing oracle draw restrictions rules you made, it seems that vampires will be bumping into each other all of the time and that seems to take away some of the horror and mystery about them.

    The spade draw rule thing seems to already be solved by simply having so many damned vampire entries. And think, if there is a session in a VAMPIRE game where no vampires are in the session, that would be very fun to see how the non-vamps do things for a bit. Remember that the owe list and and oracles will keep those bloodsuckers coming.

    I don't think you need to differentiate the particular strength rules when it comes to mortals/nonmortals/vamps as the fiction and players will tend to do that. What would be cool is add a new type of particular strength rule that would be appropriate.

    I DO like the idea of different dice spreads for vamps/mortals/and everything else. That just seems fun.

    The NO WITH LOVE rule is awesome!

    I am a huge fan of only using two of the Injured, exhausted, and shamed/humiliated um, things. I think it reinforces the genre nicely without hammering it over the player's heads. I would personally use shamed/humiliated (calling it frightened) and exhausted. I'd be taking out injured, as hardly anyone should survive an actual attack in this world. This would also mean that weakened (mechanically) characters would rely on "for others" and "covertly" which gives those vampire characters a nice way to reform themselves.

    My main point is that your oracles rock. And those are the hardest part of customizing IAWA. Nice job.
    • CommentAuthorWillow
    • CommentTimeDec 6th 2009 edited
     # 22
    Thanks for all the praise, everyone.

    Vampire NPCs get a spread of 2d6, 2d8, d10, d12. And can't, within the narrative, act With Love.

    And yes, the normal dudes got on the owe list much, much more often.
  4.  # 23
    Posted By: WillowThanks for all the praise, everyone.

    Vampire NPCs get a spread of 2d6, 2d8, d10, d12. And can't, within the narrative, act With Love.

    And yes, the normal dudes got on the owe list much, much more often.


    That's still 4 forms? I'm confused. Are you using Action, Manuevering, and Self-protection?
    • CommentAuthorWillow
    • CommentTimeDec 6th 2009
     # 24
    "That's still 4 forms? I'm confused. Are you using Action, Manuevering, and Self-protection?"

    Yes. That's six dice across 3 forms.
  5.  # 25
    This is great. The oracles are outstanding.

    So, can a Vampire act with love (in the fiction) and just not get to roll that die when it goes to dice? Is the idea that when a Vampire acts with love, they're weaker (missing a die) or that they can't act that way at all?
  6.  # 26
    Oh wow, I'd just assumed the second, but I think the first is totally hotter.
    • CommentAuthorWillow
    • CommentTimeDec 7th 2009
     # 27
    My intention was that vampires can't act that way at all.
    •  
      CommentAuthoranansigirl
    • CommentTimeDec 14th 2009
     # 28
    I can't wait to play this. I love IAWA and Vampires to death. Thanks for puttin the work in!
    • CommentAuthorTim Jensen
    • CommentTimeJan 14th 2010
     # 29
    Work on this continues, off and on. If anyone has played it, Willow and I would like to know how it went.
    •  
      CommentAuthoranansigirl
    • CommentTimeJan 15th 2010
     # 30
    Y'know, I totally forgot that you guys had made this until this morning. Mind if I take it to run at Gencon? I was thinking of running IAWA, it would be cool to run the vampire version too.
    • CommentAuthorTim Jensen
    • CommentTimeJan 16th 2010
     # 31
    Please run this at Gencon. Don't wait until then if you can help it.
    •  
      CommentAuthorTeataine
    • CommentTimeJan 17th 2010
     # 32
    While I really like the idea behind "no With Love", I'm not sure it fits. I'm not an expert on WoD, but do Vampires really not love? I'd sooner remove their "For Others", I see them more as solitary, egocentric, non-altruistic creatures. But creatures that can still love. Or maybe I've just watched Coppola's Dracula too recently. You know, the undying love for his wife transfered to Mina and all that.

    And aren't ghouls in WoD often a sort of slave, bound to their vampire masters by blind adoration, something we might in fact call love? I'd give the ghouls the high die in With Love instead of high.


    But yeah, it all depends on your interpretation of vampire lore, it's a great hack.