Revisiting Firefly: Belief in the ‘Verse

Dev Purkayastha recently concluded a series of posts that revisit the Firefly/Serenity universe. There’s some great stuff there that takes some of the more problematic issues in the ‘Verse and attempts to solve them.

One area that Dev’s posts don’t touch on is religion. Since belief and theology are kind of in my wheelhouse, I thought it’d be a good idea to add some thoughts of my own to the mix. Let’s start with what’s in the canon.

As far as I know, the only religion mentioned is a very nominal Christianity. My entire thoughts on that would probably require another post, so I’ll just say this: it’s a thin veneer of belief with very little impact on the setting.

I foresee three different approaches to handling religion in Firefly. Let’s take them one at a time, shall we?

Keep What’s There

Approach #1 is to keep the thin veneer of (in my opinion) touchy-feely Christianity. I think this is okay, but misses a golden opportunity to tell some really interesting stories.

Genre Inspiration

Firefly’s basically an American western set in space, so we could stick with what’s typical for the genre and have missionaries that attempt to spread the Christian faith. Native American faith doesn’t figure into much of the genre, as far as I know, so this solution leaves us with some of the same problematic material vis-à-vis colonialism.

Earth Religions

What’s that leave us with? How about we take actual belief systems and drop them in, making changes as needed for the setting? Most of the beliefs of the major Earth religions (Christianity, Islam, Hinduism, and Buddhism) require no changes whatsoever to their belief systems (as far as I can see).

My Take: Option #3

I think it’s best to take option #3 and put them in. Here’s a couple of thoughts I came up with to spark some ideas. Some are plot hooks; others are merely an interesting idea to take the settings into different directions.

  • Imagine if the crew interrupted a very public nature ceremony being performed by pagans.
  • A prominent Jesuit hires the crew as bodyguards to protect her during a council to talk about the Reaver threat and how best to minister to those affected.
  • The Buddhists believe that the Reavers are actually a manifestation of Neraka.
  • The Christian contingent on a planet has outlawed Companions and their services in a system.

I know there’s some interesting things I’ve probably missed here. Leave a comment and let me know what other ideas could come from this. Have you ever thought of mixing religious belief into Firefly?

 

A Cool Minute with David Hill

Yesterday I mentioned that I might interview David Hill about #ADX. I emailed him some questions, and he was kind enough to respond.

David HillDavid Hill is one-half of the amazing Machine Age Productions. He’s also a freelance game writer and editor. He’s worked on projects for Onyx Path and Margaret Weis Productions. David’s a real joy to talk to, and his games reveal a social consciousness and awareness that is rare in tabletop game design.

On to the questions!

1. For those who aren’t in the know, give us the elevator pitch for ADX.

Apotheosis Drive X explores what it means to be human, and the points where humanity and technology intersect. The factions of ADX believe that sufficient technological warfare will end war forever. They believe that nationalism, expanded to the superlative, will end human struggle. They place their faith in weapons. You’re playing the pilots of those weapons. You’re playing the target of that misguided patriotism. You’re telling stories about humanity. Will they learn the necessary lessons before it’s too late? Will you stop humankind from destroying itself?

“Through the auspices of the gun, man is relieved of responsibilities-placing his faith in sister machine gun, brother bomb.” – Jim Marcus

“Peace cannot be kept by force; it can only be achieved by understanding.” – Albert Einstein

2. Okay, let’s say I know very little about mecha. Can you give me links for a crash course via Netflix, Hulu, or YouTube?

That’s rough. Netflix has some anime, but no good mecha stuff. You can watch Xenosaga on Hulu. I’ve never seen the series, but the games are a huge inspiration for #ADX. Youtube doesn’t have much in full form. I believe http://www.animefreak.tv/ is legal, it’s really difficult to tell with international releases. They have tons of stuff available.

I’d recommend watching Mobile Suit Gundam Wing. It’s really what brought the genre to the United States popularly, since it was on Cartoon Network. It’s a great representation of the genre, and touches on a lot of the themes we’re going for in ADX. I’d recommend classic Mobile Suit Gundam or Robotech, but they’re really kind of dated, and you have to be really into 1980s animation to enjoy them. They get cheesy. Neon Genesis Evangelion’s another great starting point, they just rebooted the series as a serial of films. If you want the more fantastical side of things, Magical Knight Rayearth is a good one, so is Escaflowne.My personal favorite mecha series is Mobile Suit Gundam: 00. I can’t recommend it enough.

3. What made you decide to base this on Fate Core instead of creating your own system?

There’s a few major reasons:

  • I’m a huge proponent of open licensing. When Evil Hat announced that they were taking Fate Core to Creative Commons, I wanted to do something to show my support of that awesome decision.
  • It saves me a lot of time. #ADX is a setting-heavy game, so if I don’t have to do the majority of the rules design, I can spend more time and energy honing the setting to a razor point. Besides, why reinvent the wheel? Fate does the type of stories that we want to tell with only minor modification.
  • We’re all about reaching out of our little garage indie market. Fate’s pretty popular, while not sacrificing what we want out of a game. This way, new people might be interested in #ADX that wouldn’t otherwise.

4. Most of the games Machine Age puts out have a social conscience, a punk aspect of railing against the status quo. Does ADX keep up this tradition and if it does, how?

Well, first of all, we don’t believe in good and evil. We’re not going to harp on fascism. There will be no space orcs. There will be no space Nazis. Our game is all about personal motivations, and how everyone has a reason to be in the fight. We really focus on the trees, less than the forest. If you’re familiar with Farewell to Fear, you’ll know what I mean by that. (Editor’s note: I’m familiar. It’s an amazing game that everyone should play. Full disclosure? I’m working on the Pathfinder conversion for Machine Age) We want our universe to be populated with people that live and breath and work and play and love and fight and aren’t defined by stereotype.

That’s really what punk is, to me. I don’t come from the “classic uniform, consisting of leather, boots, spikes, et cetera” school of punk. I come from the Bad Religion, “your weapon against oppression is your brain” school.

5. What are you most excited to see with this project?

Right now? Topher Gerkey‘s Princess Drive hack. I love the idea of playing a giant robot game with my six year old daughter. (Editorial note: Perhaps I can get my 4-yr-old daughter hooked with this. She’s already intrigued by daddy’s weird-shaped dice.) But this will change as the campaign progresses. I’m excited about the reaction we’re getting so far. I really want to hear the ways people interpret our words and setting.

Huge thanks to David for agreeing to answer my questions!

Two Awesome Kickstarter Projects

Today’s a marketing post, but it’s well worth your time to check out these two awesome Kickstarter projects. Don’t feel too bad if you can’t throw money their way; you can always help by boosting the signal.

Spark RPG

The first is Spark RPG by Jason Pitre (Twitter, G+), the creative mind behind Genesis of Legend Publishing. I’ve been hearing about this one for a while, and I can’t wait to get a chance to play around with it. Anyone that’s been following me should know that the nature of belief is right in my wheelhouse. It should come as no surprise that I’m excited about an RPG whose main concern asks players to hold strong beliefs and then give them benefits for challenging those beliefs. This one’s already hit its funding goal, but I want to see what those stretch goals will be. Ten dollars gets you in on the ground floor with a digital copy of the book (and any stretch goals).

Apotheosis Drive X

The second is Apotheosis Dive X (#ADX). This one’s by Machine Age Productions, also known as David Hill (Twitter, G+) and Filamena Young (Twitter, G+). It leverages the Fate Core system (which I also backed). To be fair, the giant robot genre is something I don’t have a lot of familiarity with, but David and Filamena have an amazing ability to create games the speak to the human condition. This game is no exception and promises to give us all kinds of interesting answers to the question of whether humanity should be saved. Stretch goals involve alternate settings that promise to have some interesting twists on the theme, too. This one is so close to funding (as of this blog post), and $1 gets you immediate access to the drafts (I love when KS projects do this, by the way).

Schedule permitting, I’d love to talk to Jason and David and Filamena about these projects.

BHM – The Ahshan

Over at Thoughtcrime Games, they’re taking Black History Month and blogging topics specific to that. As part of this, Quinn issued this call. Today is my humble attempt to answer that call. The material I present here is largely based on Ashanti mythology with my own particular spin on it.

The Ahshan People

The Ahshan have always inhabited the region between the four sacred rivers. Prior to calling themselves the Ahshan, they simply viewed themselves as Akani. It wasn’t until Osei the King and his chief priest Okomfo gathered the people and declared war against the other Akani that the Ahshan people officially began.

Ahshan Belief

The supreme god is Onyame, a sky god with three aspects. The first is Nyame, depicted as a female and representing the natural universe. The second is Nyankopon, depicted as male and representing the sun and its life-giving power. The third is Odamonkoma, neither male nor female and representing the creative force that the universe first sprang from.

From this god sprang 4 sons and a single daughter. Each of the sons represents one of the four major rivers running through the heart of the Ahshan empire. These four sons are Bia, Tano, Apo, and Bosomtwe. The daughter is Asaase Ya, a goddess of fertility.

Bia is a peaceful god and his river is calm and flows slowly throughout the year. Tano is turbulent the entire year, reflecting his nature as a god of war. Little is known of Apo and Bosomtwe, as these rivers flow through inhospitable regions of the empire.

Asaase Ye is a fertility goddess, but also watches over the barren places of the world. She has no temples, but her followers are known to build small shrines in fields to obtain her blessing.

In addition to these gods, the Ahshan also worship regional deities typically connected to the various city-states of the empire. The people also worship tree and animal spirits that serve the gods by preserving the natural order. The Ahshan believe that charms and talismans can be imbued with these spirits or even the spirits of their ancestors.

Conclusion

This has been a short introduction to the kind of mythology found on the continent of Africa. Students of myth will find interesting parallels between this and other more well-known mythological systems. What I’ve laid out here only scratches the surface of some really interesting beliefs and culture. For more reading, check out the following links:

Marco Polo Sucks Compared to Ibn Battuta

Ever heard of Ibn Battuta? No? It sounds like your history class was as eurocentric (read: lacking) as mine. This man was amazing; his passport (if such a thing had existed at the time) would be more impressive than all of his contemporaries.

Enter my fellow game designer and friend, Quinn Murphy. Quinn’s been blogging some amazing stuff in honor of Black History Month (and I’ll have to tell you some other time how I’ve come to see BHM as a good thing). One of his blog’s contributors, Ryven Cedrylle (another game designer and friend) posted this awesome article yesterday and included a Spirit of the Century character sheet. He or Quinn (I can’t remember which) remarked on Twitter that it would be nice to see a Fate Core version.

How could I resist? I threw this together pretty quickly, so forgive its roughness. I give you Ibn Battuta, Fate Core character reporting for duty.

As we like to say at my workplace, here’s a rock, feel free to polish, chip away, or replace.

 

Planefate

I’m terrible with names, but let’s go with Planefate for now. I’m a backer of Fate Core on Kickstarter (you should be too, if you’re able), and I can’t help but try and hack Planescape into Fate Core (it’s a sickness, one that apparently other designers share).

I’ve done a little bit of work with this in the past, although at the time, I hadn’t played either Fate or Cortex+, so I was a bit confused by the similarities between the two systems. Fast forward to now, and I’ve been able to play a few sessions of different implementations of Fate (Bulldogs!, Atomic Robo, Dresden Files) and some Marvel Heroic Roleplaying (a Cortex+ implementation). I’ve also several conversations about Alignment in various places around the Internet (the most recent one on G+ here).

This post serves as a jumping-off point, a place to jot some quick thoughts down so they don’t get lost.

Everything’s a Character

Still one of my favorite things about Fate, and a concept that the designers carried forward into Fate Core. Each plane must have its own Aspects (I talked about something similar here).

 

Planar Influence

Each plane should have an influence on the adventurers. This is similar to some of the work I did in the post in the last link (involving stress), but I really need to make this a major part of this conversion.

Skills

I know a major part of this is going to be what skills the characters have. I’m still thinking about what the skills should be, although I kind of want to use something similar to Dungeon World’s moves. I’m not sure if this would work, but it seems reasonable, as it covers a lot of the things a D&D character would need to do. On the other hand, that may not fit really well with Fate. I’ll probably have to try it out and see what happens.

Scalability

One of the tenets of Fate Core is scalability. Personal and epic conflict should both be viable parts of the campaign. In fact, I’d argue both should occur, but that’s a discussion for another time. For the purposes of this, I mean that it should be just as possible to play Planefate without the protagonists ever leaving Sigil or a Gatetown. An epic, plane-hopping campaign should also be doable.

Conclusion

Let me know your thoughts here, on G+, or Twitter. I know I’m crossing the streams here, but good design pulls ideas from wherever.

Night’s Black Masquerade: Clans Redux

The last time I talked about Night’s Black Masquerade, I included a first stab at the Nosferatu. After posting, I talked with one of my many supporters, and he gave me a different (read: better) approach. Today, I’m going to walk through that approach and give you a glance at all of the clan templates I’ve come up with so far (which is all of the Camarilla clans!). You’ll notice also that I’ve replaced Vampire: the Masquerade terminology with Night’s Black Agents terms.

Base Vampire

General Abilities: Aberrance 20, Hand-to-Hand 0, Health 4
Hit Threshold: 3
Alertness Modifier: 0
Stealth Modifier: 0
Damage Modifier: +1 (bite; extended canines), or +0 (fist, kick)
Armor: 0
Stability: 4
Free Powers: Drain
Other Powers: Addictive Bite, Vampiric Strength, Vampiric Speed, No Reflection
Banes: Sunlight, Wooden Stake through Heart Immobilizes
Dreads: Fire

Now that we have a base vampire template (which will work for PCs or NPCs), we can extrapolate to each of the clans simply by modifying this template. See each of the descriptions below.

What’s Left to Do?

I still have to work up some guidelines on how to generate templates for clan I haven’t covered here (Tzimisce, anyone?).

I also still have to do the skill mapping, which is really the process of modifying the NBA character sheet, but that work is in process.

Another to-do is a starting scenario, but I’ve got a general concept and some ideas about what to do with it.

Brujah

General Abilities: Aberrance 20, Hand-to-Hand 1, Health 4
Hit Threshold: 4
Alertness Modifier: 0
Stealth Modifier: 0
Damage Modifier: +1 (bite; extended canines), or +0 (fist, kick)
Armor: 0
Stability: 3
Free Powers: Drain
Other Powers: Addictive Bite, Vampiric Strength, Vampiric Speed, No Reflection
Banes: Sunlight, Wooden Stake through Heart Immobilizes
Dreads: Fire

Gangrel

General Abilities: Aberrance 20, Hand-to-Hand 0, Health 4
Hit Threshold: 3
Alertness Modifier: +2 (animal senses)
Stealth Modifier: 0
Damage Modifier: +2 (claws), +1 (bite; extended canines), or +0 (fist, kick)
Armor: -1 (tough skin)
Stability: 4
Free Powers: Drain
Other Powers: Addictive Bite, Vampiric Strength, Vampiric Speed, No Reflection, Turn to Creature
Banes: Sunlight, Wooden Stake through Heart Immobilizes
Dreads: Fire

Malkavian

General Abilities: Aberrance 20, Hand-to-Hand 0, Health 4
Hit Threshold: 3
Alertness Modifier: 0
Stealth Modifier: 0
Damage Modifier: +2 (claws), +1 (bite; extended canines), or +0 (fist, kick)
Armor: 0
Stability: 2
Free Powers: Drain
Other Powers: Addictive Bite, Vampiric Strength, Vampiric Speed, No Reflection, Clairvoyance, Dominate
Banes: Sunlight, Wooden Stake through Heart Immobilizes
Dreads: Fire

Nosferatu

General Abilities: Aberrance 20, Hand-to-Hand 0, Health 4
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: +2
Damage Modifier: +1 (bite; extended canines), or +0 (fist, kick)
Armor: 0
Stability: 4
Free Powers: Drain, Darkvision
Other Powers: Addictive Bite, Vampiric Strength, Vampiric Speed, No Reflection, Cloak of Darkness, Cloud Men’s Minds, Telepathy, Dominate, Communicate with Animals, Summon Animals
Banes: Sunlight, Wooden Stake through Heart Immobilizes
Dreads: Fire

Toreador

General Abilities: Aberrance 20, Hand-to-Hand 0, Health 4
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: 0
Damage Modifier: +1 (bite; extended canines), or +0 (fist, kick)
Armor: 0
Stability: 4
Free Powers: Drain
Other Powers: Addictive Bite, Vampiric Strength, Vampiric Speed, No Reflection
Banes: Sunlight, Wooden Stake through Heart Immobilizes
Dreads: Fire

Tremere

General Abilities: Aberrance 20, Hand-to-Hand 0, Health 4
Hit Threshold: 3
Alertness Modifier: +2
Stealth Modifier: 0
Damage Modifier: +1 (bite; extended canines), or +0 (fist, kick)
Armor: 0
Stability: 4
Free Powers: Drain
Other Powers: Addictive Bite, Vampiric Strength, Vampiric Speed, No Reflection, Telekinesis, Telepathy, Magic, Dominate, Presence
Banes: Sunlight, Wooden Stake through Heart Immobilizes
Dreads: Fire

Ventrue

General Abilities: Aberrance 20, Hand-to-Hand 0, Health 4
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: 0
Damage Modifier: +2 (claws), +1 (bite; extended canines), or +0 (fist, kick)
Armor: 0
Stability: 4
Free Powers: Drain
Other Powers: Addictive Bite, Vampiric Strength, Vampiric Speed, No Reflection, Dominate, Presence
Banes: Sunlight, Wooden Stake through Heart Immobilizes
Dreads: Fire

Conclusion

So now you should be able to bring a little Camarilla flavor to your NBA game. If you do, please let me know by commenting here or sending me a tweet or email. I’d love to know how it went.

A Cool Minute with John Adamus

This is the first of what might become a new feature here at Stormin’ Da Castle! I email questions to various RPG luminaries and pester them until they respond. (Actually, I ask politely and wait patiently, although that wasn’t a problem here, as I’ve gotten to know my guest today, and he’s one of the quickest responders I’ve ever seen).

John Adamus, the Writer Next Door

John Adamus's Avatar

John is an editor, game designer, and writer: a Renaissance man, you might say. He’s worked for several people in the industry, and he’s an absolute joy to talk to, regardless of the topic. He’s also very tolerant of newbie questions (a fact to which I can attest personally). If you want something more formal, he offers workshops and other services. You can find him on the web at the Writer Next Door, and he’s active on Twitter as @awesome_john.

So John, you wear quite a few hats. You’ve edited (both literary and game editing), written, and done game design. If you had to rank the three from favorite to least favorite, how would you do it?

I’d have to say my favorite is game editing. There’s something about the collaborative creative process that I don’t see duplicated anywhere else. Second, game design, because it’s such an entirely different set of tools that every time I set out to make something I surprise myself with what I discover both in the game and in myself. Lastly, I’d have to say writing, only because I really don’t feel I’ve hit my stride with it and it’s still one arena where I feel anxiety.

How much of an overlap do you see amongst your many hats?

There’s a lot of overlap between editing and game design and writing. Frequently an editorial discussion evolves into a discussion of mechanics and narrative writing and all these skills meld together to produce a total game. It’s not just a simple recipe of thirds: sometimes a game needs more of one skillset than another to help it make progress towards completion.

What irons do you have in the fire right now, and what are you most excited about?

Game-wise I’m really looking forward to the X-Men Event book for Marvel Heroic Roleplaying, as well as Metatopia (the game design convention) in November – that weekend is such a turbocharge for me personally and professionally to go full-steam ahead on any project big or small.

As for what I’m working on now, it’s a lot of smaller projects while bigger projects simmer. I’ve got some different hacks of Night’s Black Agents I’m developing (Night’s Black Assassins, an Assassin’s Creed hack; and Victoria’s (Secret) Black Agents, an 1895ish setting).

I’m quite busy outside of gaming (working in theatre and in web series) and I’m curious to see how that will inform my game design and playing in the coming months.

What project have you struggled the most with? What was the nature of the struggle and how did you overcome it?

I think the greatest struggle I had was in my first-ever project, The Paranet Papers for Evil Hat Productions. Admittedly, I was way intimidated by a few factors: I was “new” to the industry, I was working for a company that I’d dreamed of working for, and I was working on a project that is so big and dense in scope and ambition that I was terrified I’d screw it up. My first initial edits were a combination of bravado and fear as I tried to prove myself and prove I could “do the job”, even though it hadn’t yet sunk it that I already got the job and was now being paid to do what I do best – which is help make products better. Once I talked to the authors (Lenny Balsera, Brian Engard in particular) and got some really reassuring structure from editor Amanda Valentine that anxious challenge melted away and I’ve been able to help shape what I’m confident will be an amazing product.

I know that one struggle a lot of people in our industry have is that notion of ‘faking it’, that pernicious lie that we’re not good enough to do this thing that we love. What’s your strategy for exposing that lie to the light of day?

You mean ‘fake it until you make it’? I can’t stand that sentiment, because it’s just so easy to start getting involved in the industry. Now there’s a difference between getting started and being a super success, which I think is a distinction a lot of people need to make – only in rare cases are you going to wake up one morning and be the celebrated overnight sales machine, but you do a lot without being in the rarefied stratum of “big names” in the industry, just by being proactive: ask questions, make an effort to attend conventions and try your hand at designing your own material for your friends, and asking for help from people who can help you (editors, other writers, etc), so that you can be better educated. Education and information are so accessible in this industry there’s no reason to “fake” anything. It’s just a matter of asking questions, be willing to make mistakes on the road to getting better at whatever you want to do and trying again and again in the face of doubt.

Time to introduce us to cool new stuff. Who’s on your radar that needs to be on everyone else’s radar?

There’s a lot on my radar that I would love to talk about, but I just can’t. I can say this – I think Fate Core is going to be a very big and successful deal.

Now for the hard question: Donuts or bagels? If it’s donuts, do you dunk them? If it’s bagels, how do you take them?

Can I say both? When I ate donuts, I never dunked them. When I ate bagels, it was a plain bagel toasted with a little butter.

In closing, what’s one thing people would be surprised to know about you?

Hmm. I think people would be surprised to know that I for as busy as I am, there’s a LOT of downtime, even with all these projects going on – a lot of hurry up and wait and a lot of time between deadlines. And in that downtime, I’m accessible. Finding me online (on twitter, on gchat) isn’t hard, and I’m always happy to answer questions or help people with game-related designs.

I lied. One last question: how would you rate this interview (using whatever criteria you wish)?

I think this has been a pretty good interview. I like interviews.

Clans in Night’s Black Masquerade

I started working on fleshing out the Clans for Night’s Black Masquerade tonight, and a strange thing occurred. I had a well-laid out path, and things appeared to be going pretty well. Enter John Adamus, an editor, writer, and game designer who I consider a good friend. He let me know that I was going about things ‘the hard way.’

It turns out the pieces I needed to make things work were already in Night’s Black Agents; I just didn’t see them. In NBA, vampires are the antagonists, so there are rules for building them and including iconic vampire abilities like turning to mist, shapeshifting, and the like. So what if I just use those for the PCs? This makes the PCs more powerful than typical Night’s Black Agents, but being one of the Kindred is supposed to make you more powerful, right?

Here’s my current thought on how this works. At character creation, a player chooses a Clan (NBA Background) and this gives him a package of abilities. Here’s an example…

Nosferatu

  • Stealth mod +2
  • Free 1-pt spend on Intimidation
  • May not take points in High Society (optional)
  • Animalism: Communicate with Animals, Summon Animals
  • Obfuscate: Cloak of Darkness, Cloud Men’s Minds
  • Potence: Damage mod +2

I don’t know if the free 1-pt spend is worth it, but it’s a starting point. Notice that I also made the original Nosferatu weakness optional. That’s up to the GM and the players to decide whether they want to use them or not. I personally like the idea.

Another potential issue I see is that of balance between the Clans. Gangrel (which I may post later) appears to be more powerful than the Nosferatu I have here. To be honest, I’m not that concerned about that for the moment (that’s what playtesting is for). I’m more concerned with retaining the feel of each Clan.

Don’t be shy (I mean it)! Have I captured the feel of a Nosferatu? Leave a comment or tweet at me.

Nosferatu clan symbol from flickr by user Fluffgar used under (CC BY-SA 2.0)

 

Skillfull Thinking and Feeling Evocation

Night’s Black Masquerade chugs along in my head. I had gotten to the point where I was starting to map the guts of one system into another. Oddly enough, it was going along pretty well.

Skills

I had the list of Skills, Talents, Knowledges, and Disciplines in Vampire: the Masquerade (VtM) and began mapping them to Skills and Cherries in Night’s Black Agents (NBA). I quickly realized the mapping was not going to be 1-to-1. This made me take a step back and really consider what each piece does in VtM and NBA.

As I understand it, the following are true.

  • Talents: Any PC can attempt any of these. Mechanically, this means a roll with no penalty.
  • Skills: A PC has some kind of aptitude or specialization for these. Mechanically, lacking the requisite skill imposes a penalty on a roll but still allows the roll itself.
  • Knowledges: These are areas of expertise that a PC has. Only a PC with a particular knowledge can attempt a roll.
  • Disciplines: These are special abilities over and above the existing categories. A PC can spend Blood to augment talents, skills, and knowledges (depending on the specifics of the Discipline).

The Talents and Skills map very well mechanically, as NBA is already skill-based. Knowledges present somewhat of a challenge, but I’m going to hand-wave them a bit and say they’re Skills in Night’s Black Masquerade just like Talents and Skills are.

I’m still working on Disciplines, but my feeling right now is that because your Clan (which is a Background now) is just a collection of Skills and Cherries, the Disciplines will be a similar mechanic. They’ll use a Blood Pool that allows extra Spends on certain skills. They may also grant some Cherries. I’ll have to see how I want that to work when I get further along.

Feeling

Up to now, I’ve punted on what I actually want the game to be about. I’m happy to say that today I have a concept in my mind. Here’s the elevator pitch:

Imagine you’re a team of Vampires from Camarilla clans that are tasked by the Prince of a particular city to hunt down those who break the Masquerade and seek to end it.

In Closing

That’s what I’ve got for now. Let me know what you think so far. I need feedback from people who know VtM and NBA, so don’t be shy! Leave a comment below or tweet at me.