Boundaries of Darkness
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Character Creation Guidelines.Pages
The Giovanni Chronicles Vampire 20th Anniversary Player Characters Create a vampire from any of the clans listed below. This chronicle starts off in medieval times so I’d like to keep it as pure as possible, therefore please consider not using Bloodlines. If you are adamant that you want to play a bloodline character please make sure it fits into the time frame and explain why you have to play it. I’m interested in telling a fun and a good story that starts at the inception of some major changes in vampire lore. I don’t want to have any comebacks because your bloodline gives you major advantages in the meta. Assamite , Brujah, Followers of Set, Gangrel, Lasombra, Malkavian, Nosferatu, Ravnos, Toreador, Tremere, Tzimisce, Ventrue If you want to research real life history to get a better feel for how your character lives then the year is 1444 and the place is Romania. Basically the Turks are taking over everything as the Ottoman Empire expands. Your average serf would know little outside of their village and some wouldn’t know much outside of their father’s pig farm. You are probably Christian, or Pagan, the Muslims are terrorising lands headed West. It’s basically their time to shine as Western terrorism has been failing recently. Sounds familiar somehow. I would recommend you do not research Kindred history, your characters will start off as humans and so aside from things that go bump in the night, vampire activities are very much concealed under the masquerade. You will be writing or at the very least witnessing Kindred history as part of this Chronicle so much of what you read could very well be science fiction by the time you encounter it. -
International Journal of Role-Playing
International Journal of Role-Playing The aim of The International Journal of Role-Playing is to act as a hybrid knowledge network, and bring together the varied interests in role-playing and the associated knowledge networks, e.g. academic research, the games and creative industries, the arts and the strong role- playing communities. Editorial The Many Faces of Role- The Invisible Rules of Role- Playing Games Playing. The Social The International Journal of Framework of Role-Playing Role-Playing is a response to a By examining a range of role- Process growing need for a place where playing games some common the varied and wonderful fields of features of them emerge. This This paper looks at the process of role-playing research and - results in a definition that is role-playing that takes place in development, covering academia, more successful then previous various games. Role-play is a the industry and the arts, can ones at identifying both what is, social activity, where three exchange knowledge and and what is not, a role-playing elements are always present: An research, form networks and game. imaginary game world, a power communicate. structure and personified player Michael Hitchens characters. Anders Drachen Anders Drachen Editorial Board IJRP Macquirie University Markus Montola Australia University of Tampere Finland 2 3-21 22-36 Roles and Worlds in the Seeking Fulfillment: A Hermeneutical Approach to Hybrid RPG Game of Comparing Role-Play In Role-Playing Analysis Oblivion Table-top Gaming and World of Warcraft This is an article about viewing Single player games are now role-playing games and role- powerful enough to convey the Through ethnographic research playing game theory from a impression of shared worlds with and a survey of World of hermeneutical standpoint. -
WOD CHI ADV.Indd
To Frankie that quarter-moon sky looked darker and all the iron apparatus of the El taller than ever. The artificial tenement light sweeping across the tracks made even the snow seem artificial, like snow off a dime-store counter. Only the rails seemed real, and to move a bit with terrible intent. — Nelson Algren, The Man With The Golden Arm An adventure for the World of Darkness using the Storytelling Adventure System Written by: Will Hindmarch Additional Writing: Ken Hite, Bill Bridges Layout: matt milberger Art: sam araya World of Darkness created by Mark Rein•Hagen STORYTELLING ADVENTURE SYSTEM SCENES MENTAL OOOOO XP LEVEL PHYSICAL OOOOO White Wolf Publishing, Inc. 8 SOCIAL OOOOO 0-34 1554 Litton Drive Stone Mountain, GA 30083 To Frankie that quarter-moon sky looked darker and all the iron apparatus of the El taller than ever. The artificial tenement light sweeping across the tracks made even the snow seem artificial, like snow off a dime-store counter. Only the rails seemed real, and to move a bit with terrible intent. — Nelson Algren, The Man With The Golden Arm An adventure for the World of Darkness using the Storytelling Adventure System Written by: Will Hindmarch Additional Writing: Ken Hite, Bill Bridges Layout: matt milberger Art: sam araya World of Darkness created by Mark Rein•Hagen STORYTELLING ADVENTURE SYSTEM SCENES MENTAL OOOOO XP LEVEL PHYSICAL OOOOO 8 SOCIAL OOOOO 0-34 White Wolf Publishing, Inc. 1554 Litton Drive © 2006 White Wolf, Inc. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only. -
Time of Judgement: Vampire. Gehenna: the Final Night
A Race Against Armageddon For millennia, vampires have fed on the living, hidden in the shadows of mortal society. Legends say the undead descend from Caine, the first murderer portrayed in the Bible, who passed on his curse through his blood. Those same legends speak of a final reckoning, when Caine and his mad children will rise from slumber and consume all the undead. Vampires call this time Gehenna. For the vampire Beckett, a researcher among the undead, it means one last shot at understanding the mysteries of the get of Caine—and at outrunning his own sins. Vampire: Gehenna, the Final Night is the first act of the Time of Judgment, telling the story of a wide-ranging Armageddon among the supernatural entities of the World of Darkness®. Act One of Three dark fantasy ISBN 1-58846-855-0 $7.99 U.S WW11910 A Race Against Armageddon For millennia, vampires have fed on the living, hidden in the shadows of mortal society. Legends say the undead descend from Caine, the first murderer portrayed in the Bible, who passed on his curse through his blood. Those same legends speak of a final reckoning, when Caine and his mad children will rise from slumber and consume all the undead. Vampires call this time Gehenna. For the vampire Beckett, a researcher among the undead, it means one last shot at understanding the mysteries of the get of Caine—and at outrunning his own sins. Vampire: Gehenna, the Final Night is the first act of the Time of Judgment, telling the story of a wide-ranging Armageddon among the supernatural entities of the World of Darkness®. -
SAS Falling Scales.Indd
Civility must be rewarded. If it isn’t rewarded, there’s no use for it. There’s just no use for it at all. — Dr. Logan, Day of the Dead An adventure for the World of Darkness using the Storytelling Adventure System Sample file STORYTELLING ADVENTURE SYSTEM SCENES MENTAL OOOOO XP LEVEL PHYSICAL OOOOO 10 SOCIAL OOOOO 0-34 Civility must be rewarded. If it isn’t rewarded, there’s no use for it. There’s just no use for it at all. — Dr. Logan, Day of the Dead An adventure for the World of Darkness using the Storytelling Adventure System Sample file Written by Matt McFarland Developed by Chuck Wendig Edited by Michelle Lyons Layout by Mike Chaney Art: Brian Leblanc and Eric Kolbek © 2012 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy which may be reproduced for personal use only. White Wolf, Vampire and World of Darkness are registered trademarks of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost, Hunter the Vigil, Geist the Sin-Eaters, Storytelling System and Parlor Games are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. -
Wonders by Type
Wonders by Type LevelWonder Title Page Number Talisman Unique Khalil aba-Malek, The Iron Satan Infernalism: The Path of Screams 92 1 Digital Online Package Digital Web 100 Fencing Square Mage: The Sorcerers Crusade 285 Hare's-foot Ward Mage: The Sorcerers Crusade 286 Spirit Goggles Mage: The Ascension 294 Spirit Goggles Mage: The Ascension, 2nd Ed. 286 Spy-Glass Artisans Handbook 89 Time-Divider Artisans Handbook 89 Truth-Seeing Stones Artisans Handbook 89 Tsu-Ti (Divine Bamboo) Book of Crafts, The 120 Witchward Infernalism: The Path of Screams 89 Woodblock of Auspicious Formulae Mage: The Ascension, 2nd Ed. 286 2 Abh-t Dagger Book of Crafts, The 59 Adze Unparalleled Artisans Handbook 88 Anulus Vigil (the Watchful Guardian Ring) Mage: The Sorcerers Crusade 286 Bangles of Infinite Acceptance Dragons of the East 129 Bird of Reason Artisans Handbook 87 Body-Forger's Arm Artisans Handbook 89 Bond of Ibn Daud, The Artisans Handbook 83 Brittany's Music Box Mage: The Ascension, 2nd Ed. 286 Classic of the Plain Lady Book of Crafts, The 120 Clockwork Sycamore Artisans Handbook 87 Endless Ammo Clips Book of Crafts, The 103 Fix-Sea Staff Dragons of the East 132 Flying Unguent Infernalism: The Path of Screams 89 Golden Walnut Book of Shadows, The 149 Grimoires Infernalism: The Path of Screams 90 Hephaistos' Tables Artisans Handbook 88 Jonah's Chariot Artisans Handbook 87 Juk Ak Book of Crafts, The 121 Lycanthroscope Book of Shadows, The 149 Magick Sword Coin Akashic Brotherhood Tradition Book 64 Master Joro's Sash Mage: The Ascension, 2nd Ed. 286 -
Backgrounds by Game Line
Backgrounds by Game Line Background Title Page Number Changeling: The Dreaming Allies Enchanted, The 72 Auspicious Treasure (Treasures) Land of Eight Million Dreams 90 Ceremonial Tattoo Kithbook: Eshu 82 Chimera Changeling: The Dreaming 175 Changeling: The Dreaming, 2nd Ed. 146 Chimera Companion Enchanted, The 69 Companion Changeling Players Guide 57 Contacts Changeling: The Dreaming 175 Changeling: The Dreaming, 2nd Ed. 147 Destiny Denizens of the Dreaming 72 Dragon Nest (Holdings) Land of Eight Million Dreams 91 Dreamers Changeling: The Dreaming 176 Changeling: The Dreaming, 2nd Ed. 147 Dross Enchanted, The 70 Faerie Blood Enchanted, The 71 Faerie Mentor Enchanted, The 71 Fame Enchanted, The 73 Feth Fiada Enchanted, The 72 Golem Kithbook: Nockers 55 Gremayre Changeling: The Dreaming 176 Holdings Changeling: The Dreaming 176 Changeling: The Dreaming, 2nd Ed. 148 Household Changeling Players Guide 144 Husk Inanimae: The Secret Way 67 Influence Enchanted, The 73 Jade Talisman: True Jade Land of Eight Million Dreams 91 Kenning Enchanted, The 72 Kinain Fool's Luck: The Way of the Commoner 74 Mentor Changeling: The Dreaming 176 Changeling: The Dreaming, 2nd Ed. 148 Orisha Bond Kithbook: Eshu 84 Pakua Land of Eight Million Dreams 92 Patron Nobles: The Shining Host 74 Political Connections Nobles: The Shining Host 74 Prestige Shadow Court, The 76 Regard Inanimae: The Secret Way 67 Remembrance Changeling: The Dreaming, 2nd Ed. 148 Land of Eight Million Dreams 92 Resources Changeling: The Dreaming 176 Changeling: The Dreaming, 2nd Ed. 148 Retinue Changeling: The Dreaming 177 Changeling: The Dreaming, 2nd Ed. 148 Land of Eight Million Dreams 92 Royal Lineage Kithbook: Eshu 84 Friday, September 28, 2001 Page 1 of 10 Background Title Page Number Scathach Status Book of Lost Houses: The Second Coming 111 Spirit Companion Changeling Players Guide 144 Title Changeling: The Dreaming 177 Changeling: The Dreaming, 2nd Ed. -
Talents, Skills & Knowledges
Talents, Skills & Knowledges Collected Abilites: Talents|Skills|Knowledges for World of Darkness 20 th Anniversary Edition Version 2.0 Table of Contents OVERVIEW 3 Categorization 3 Systems 3 Skill Key 5 Altered Nomenclature 5 STANDARD ABILITIES 6 Standard Talents 6 Standard Skills 7 Standard Knowledges 9 SPECIALIST ABILITIES 11 Specialist Talents 11 Specialist Skills 13 Specialist Knowledges 17 Redactions & Changes 20 INDEX: GENERAL ABILITIES 21 APPENDIX: SUPERNATURAL ABILITIES 22 Key 22 Supernatural Talents 22 Supernatural Skills 24 Supernatural Knowledges 25 Redactions and Changes 25 INDEX: SUPERNATURAL ABILITIES 26 CREDITS & CONTACT 27 2 | P a g e Overview Overview Biotech skill. Some of these abilities (Particularly those associated with Mage) may not be exclusive Across the various World of Darkness Game Lines, to these Supernaturals, but are generally associated rules and approaches can vary significantly. In almost exclusively with them. particular, the Abilities traits that are supposedly universal across all game lines can vary enormously Systems in definition and function. While this is no issue for The systems associated with Abilities may have games constrained to a particular game line, this changed many times since the inception of World can create issues for games set in a mixed of Darkness, but certain things have remained cosmology – Different lines often define abilities in universal. Most notably, the role and availability of different ways, assign them different categories, Specialties has changed several times through the and even introduce entirely new ways of handling editions and lines; see the section below for more Specialties. information. In this document, Players and Storytellers will find Dice Systems my own interpretation and house rulings for the When a character is called upon to use their Abilities in White Wolf and Onyx Path’s Classic abilities in a field, an ability roll is made. -
The Self-Reflexive Tebletop Role-Playing Game
Issue 05 – 2016 Journal –Peer Reviewed EVAN TORNER University of Cincinnati [email protected] The Self-Refexive Tebletop Role-Playing Game ABSTRACT Tabletop role-playing games combine performance, procedures, and improvi- sation to both tell stories and refect on the nature of storytelling. This article discusses the three games 1,001 Nights by Meguey Baker, What Is a Role-Playing Game? by Epidiah Ravachol, and World Wide Wrestling by Nathan D. Paoletta in terms of how their procedures of play and framing devices comment on the tabletop role-playing game medium. Taken together, these three “games on games” demonstrate the inherent tensions of player motivation, collective fction creation, and selling a “performance” to one’s fellow players, and how RPG theory helps us to understand them. KEYWORDS: Analog games, Role-playing games, self-refexivity, 1,001 Nights, World Wide Wrestling INTRODUCTION Contemporary game studies frequently ignores analog (i.e., board, card, social, dice, tabletop and live-action role-playing) games in favor of video games (Torner, Trammell, Waldron, 2014). Yet the feld does so at its own peril. TRPGs are formidable “simulation engines” in their own right (Dor- mans, 2006) and form the substratum of most modern video games (Barton, 2008; Peterson, 2012), including blockbuster titles such as Mass Efect (2007) and Fallout 4 (2015). Afordances and constraints of video games have con- versely impacted tabletop role-playing game (TRPG) design, such as World of Warcraf’s (2004) infuence on 4th Edition Dungeons and Dragons (2008). Design principles and their ideological propositions cut across boundaries of game- play. The below discussion of self-refexivity in TRPGs thus has ramifcations beyond just the small role-playing game theory community, ofering a means of evaluating and interpreting the meaning of games as texts within broader social frameworks of reference. -
Design Agency: Dissecting the Layers of Tabletop Role- Playing Game Campaign Design
DESIGN AGENCY: DISSECTING THE LAYERS OF TABLETOP ROLE- PLAYING GAME CAMPAIGN DESIGN A Thesis Presented to The Academic Faculty by Travis M. Gasque In Partial Fulfillment of the Requirements for the Degree Masters of Science in Digital Media in the School of Literature, Media, and Communication Georgia Institute of Technology May 2016 COPYRIGHT © 2016 BY TRAVIS GASQUE DESIGN AGENCY: DISSECTING THE LAYERS OF TABLETOP ROLE- PLAYING GAME CAMPAIGN DESIGN Approved by: Dr. Brian Magerko, Advisor Dr. Jay Bolter School of Literature, Media, and School of Literature, Media, and Communication Communication Georgia Institute of Technology Georgia Institute of Technology Dr. Janet Murray Dr. Lisa Yaszek School of Literature, Media, and School of Literature, Media, and Communication Communication Georgia Institute of Technology Georgia Institute of Technology Date Approved: April 28, 2016 TABLE OF CONTENTS Page LIST OF TABLES vi LIST OF FIGURES vii LIST OF ABBREVIATIONS viii SUMMARY ix CHAPTER 1 Introduction 1 2 Interactive Narrative Theory 4 3 Narrative Design Languages 10 4 Digital Example of Aesthetic Divergence 16 Spec Ops: The Line 17 Undertale 21 Gone Home 25 Façade 27 5 Tabletop RPG History 34 6 Dungeons and Dragons as a Lens for RPG Medium 44 Original Dungeons and Dragons (1974-1977) 44 Basic Set (1977-2000) / Advanced Dungeons and Dragons (1977-1985) 45 Advanced Dungeons and Dragons 2nd Edition (1989-2000) 47 Dungeons and Dragons 3rd / 3.5 Edition (2000-2008) 48 iv Dungeons and Dragons 4th Edition (2008-2014) 49 Dungeons and Dragons 5th Edition -
As Larp Grows up - Theory and Methods in Larp
As Larp Grows Up - Theory and Methods in Larp Knudepunkt 2003 When Larp Grows Up - Theory and Methods in Larp This first edition published 2003 by: Projektgruppen KP03 c/o Morten Gade Bentzonsvej 39 4tv 2000 Frederiksberg www.nordiclarp.org Finansed by DUF InitiativStøtte www.duf.dk/is Editors: Morten Gade Line Thorup Mikkel Sander Layout: Morten Gade Hans Peter Hartsteen Proof Reading: Jesper Donnis Caroline Enghoff Hans Peter Hartsteen Taika Helola Morten Gade Caroline Kasten Koren Brett Rodgers Sunniva Saksvik Ingrid Storrø Line Thorup Printed by; BookPartner ISBN 87-989377-0-7 4 5 When Larp Grows Up - Theory and Methods in Larp 4 5 Editors Foreword This year marks the seventh holding visions and dreams for the future of Knudepunkt. It originally started as of larp. The book, like Knudepunkt a pioneer project in 1997 in Oslo with itself, is about trying to move on from the vision of bringing the Nordic larp yesterday into tomorrow. The aim is communities together. Prior to the to help the Knudepunkt newbie up 1997 Knudepunkt there had been very to date - as well as spawn creativity, little contact between the different innovation and ideas. There is nothing countries and to many it came as a as practical as a good theory. That is surprise that they were not the only the foundation for this book. In a good ones to “do” larp. theory, you can find ideas, advices and Now, seven years after, the situation is practical solutions to your problems quite different. Joint ventures between and questions about larp. the countries have been undertaken and players are happy to travel beyond The book has five chapters. -
Action! System Core Rules Table of Contents Action! System Core Rules
TM C re Role-Playing Game Rules Volume 1 Core Rules Mark Arsenault Patrick Sweeny Ross Winn ACTION! SYSTEM CORE RULES TABLE OF CONTENTS ACTION! SYSTEM CORE RULES....................3 SKILLS.......................................................................7 COMBAT..................................................................15 THE BASICS .............................................................. 3 Why Skill Groups?.................................................7 Combat Turns......................................................15 Dice....................................................................... 3 Skill Group Scores ................................................7 Initiative...............................................................15 The GM................................................................. 3 SKILL LEVELS............................................................7 Modifying Target Numbers ..................................15 Players and Characters.......................................... 3 Specialties.............................................................7 Autofire................................................................16 Attributes & Skills ................................................. 3 Types ....................................................................8 Explosions...........................................................16 Skill Rolls.............................................................. 3 BUYING SKILLS.........................................................8