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Plasm access is not meant to be a central moral conflict for Sin-Eaters, most of the time. Some forms of Plasm harvest are problems for your Synergy, but in general Sin-Eaters will tend to accumulate a lot of Plasm over time, then blow it quickly in a few torrid encounters. This is why Sin-Eaters tend to have a lot of Plasm even at low Psyche ratings
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Much of what's described in the original post is material that CAN certainly be appropriate to a Requiem game. As a game of modern horror, Requiem focuses on the pressures that young vampires must work under as they struggle to discover their own places in the world of the undead. Social pressure from the Prince and other elders is to be expected
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[quote user="Rhapsody"]I've only run one so far: Murder Will Out , a HtV SAS, completed over the last week or so. The game was a lot of fun, and my players certainly had fun... up until the last scene and a half, which we all agree were somewhat lackluster and anticlimactic. I'm reading over Spearfinger now, as well as planning out
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Anne Rice really extended the notion of the romantic, suave vampire that descended from Le Fanu's Carmilla . (This should be no great surprise, coming off as she did from her erotic works under a pen name.) As a result, vampires in the Anne Rice mode have some significant differences in characterization from the vampires presented in Requiem , and
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Tonight I set down three of my friends and burned some capital to make them play in a Vampire game for me. Long story short, I'm writing a little story for Vampire and I want to test it; since I set the story in New Orleans, I decided to use the prelude in the New Orleans sourcebook as a jump-off point. This way, the players could flex their characters
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See Jess Hartley's excellent SAS, The Rose-Bride's Plight , for an emotional examination of the issues of marriage (especially Oath-arranged marriage) in Changeling society.
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The New Orleans: City of the Damned sourcebook references a dire secret about the true identity of Donovan, the Sheriff (on p. 76, sidebar). This points to Chapter Five, which mentions that Hurst knows Donovan's secret; in Chapter Five, on p. 96-97, Hurst apparently has a game of cat-and-mouse with Donovan over the secret identity - which then references
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The final draft text had Ceremonies, Haunts, and Mementos in the character chapter (2). If there's something else in another part of the book, I didn't hear about it . . .
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Car-as-keystone actually informed part of the rules, because in the first draft you could cause your keystone to appear pretty much anywhere you could see, which led to the realization that you could have a large keystone appear above your enemies and SQUASH.
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[quote user="tsameti"]Does the Plasm progression make Vice recharge a little silly? Virtue gives you a hundred, vice gives you one?[/quote] Virtue and Vice is typically good for Willpower, which is still 1-10.