March 7th, 2006

Leif Jammin

(no subject)

Hello everyone,

I just got referred here by an friend of mine. I am hoping to run a game of Wraith soon. I've only run a couple sessions due to schedualing conflicts with players and as such don't have as good a grasp at running it as I'd like. But hey, only one way to get experience at it, huh? I'm kinda worried that I won't do well, but I've run D&D for some of the same players and they liked it.

I have two questions: First, for those of you who've played/ran Wraith, is it just me or do the players and ST have to work together to come up with characters that can work as a cohesive group (as opposed to several independantly made characters who want to pull the story in different directions based on their passions/motivations).

Second, I have in mind what I think is a good story hook, but to make it work I'd have to put big limits on character creation; i.e. I like the idea of a group of U.S. soldiers dying in Iraq during the insurgency, and trying to get back "home" in the shadowlands. But obviously that really limits character creation. Has anyone here had good/bad experiences with a situation like this, either as a player or DM/ST?

Edit: Thanks to everyone for your input and support for the idea. It looks like I'll be changing some things. I plan on keeping the general story the same though. Thanks again.

Delerium - help?

I am currently searching for the source book for the RPG "Delerium". I saw it at GenCon, I saw it briefly at my local game shop - and now I can't find hide-nor-hair of it anywhere. What happened to it? Can anyone give me a link where I can order it?

Restrictions on Character Creation

So, it's the topic of the moment lately, and I know a good many of us are for it, so I'm just curious to see what kind of restrictions or guidelines people have used in their games.

The last Vampire game I ran everyone had to be tied in some way to the local mafia.

In the past, I've been even more narrow and run games where everyone had to be the same clan. (This actually went really well, and the next time I do VtR, I will probably do it again, although maybe same Covenant.)

For my current game, Orpheus, I basically just explained to everyone that the characters would be investigators, that it would be their job to go in and solve mysteries and the like. Characters should be smart enough to do this, and not so insane or loose cannons that they can't function in a work environment.

Evernight didn't have any restrictions, partly because it was a very classic D&Desque fantasy world, so everyone knew the basic ideas right away, and partly because the idea of the campaign was that you are the huddled together resistance fighting against the unstoppable alien overlords, so most anyone who could swing a sword or be otherwise useful was a fine PC.

But anyways, when you do put restrictions or guidelines down for a game, what sorts of things do you do or have you done?
Tux, Cthulhu
  • jagash

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