Posts Tagged With: Witchcraft

Games I Want to Play in 2017

The title says it all, what games do I want to play this year?

Dnd 5E is a simple choice, we’re still running with the Age of Worms adventure path, along with having to add in the odd adventure here and there. We’re all enjoying it, and I’m still having lots of fun figuring out the details of my campaign world in 5E terms.

Call of Cthulhu 7E – Everyone seemed to enjoy the short intro adventure(s). KT is really interested in playing one of the longer, classic campaigns and with the Pulp Rules that even seems possible without having to have a seemingly exhaustless supply of new characters. The big issue is that I have one player that has no interest in playing it and sits out those games.

Traveller – I love this RPG, and you can see some of my meanderings about the setting here on the blog. For the life of me I can’t decide if I wanted to use the Classic Traveller or the Mongoose Traveller rules-set. But they aren’t particularly incompatible, I’m just increasingly drawn to simpler vs. complicated. Both are pretty simple, and the complications are different in each edition.

Cyberpunk 2020 – Another game that I simply love, combined with a setting I enjoy (especially when I combine it with Traveller). I have to say that CP2020 is a slightly more adult game in the way it explicitly handles some subject matters (cybernetic sexual implants anyone?)- but I like how it is relatively fast-paced and the mechanics are pretty simple for everyone to grasp.

Kult: Divinity Lost – Ok, this may be a pipe dream simply because if Call of Cthulhu is too much horror (body horror, occult horror, etc), and CP2020 is too much sexuality (at least potentially), then Kult is the very grown up mix of the two and is intended to be played that way – think Hellraiser + Martyrs + American Psycho + Se7enMulholland Drive. I Kickstarted this, and have the alpha version of the Quick Start rules that were released around Yule. I’m not entirely certain about the Powered By The Apocalypse engine but would be willing to give it a try. It seems to be trying to be too clever for it’s own good in some ways… But finding players that want to play Kult? That might be the issue…

Lastly, I love to play Runequest – I Kickstarted the reprint of 2E, but what I’m really looking forward to is the new edition. For those who aren’t familiar, it is adventuring in it’s own, highly detailed setting, using Bronze Age technology and tropes. It’s always been a very different kind of game and I haven’t played it in years.  I kind of hope that it gets out this year but I’m actually thinking that it will get Kickstarted and then released in 2018… *sigh*

As an Honorable Mention, I’d also love to pick up the Chicago Unseen campaign that my husband and I co-ran back in the day. It was originally run using Mage: The Ascension, but we just find White Wolf as a system/engine pretty badly broken. I looked at a number of games as a replacement, and finally settled on Witchcraft and Armageddon as a bit of a mashup. The truth is, unless my husband gets excited about it, I can’t imagine that I’d get excited about running it. That may be a game/setting that has finally moved into the pasture, to be mined for ideas and remembered fondly.

TTFN!

D.

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Converting Chicago Unseen (II)

Yeah, I think I about have the Avatar thing figured out (and will post at some point), plus we reworked The Gift a bit into three separate Gifts, one for magic, one for necromancy, and one for the Sight – and Divine Inspiration / True Faith is just it’s own little thing.

That said, I just had a flash of something like “Holy Orders” that would resolve a couple of problems that we were having in trying to make sense of things.

We’ve also been running through the various Covenants and Traditions and Sects and deciding which ones we like and which one we don’t really. In all cases these are really meant to represent general philosophies and paradigms, the broader of which are the more diverse and less structured. So closer to Witchcraft than Mage, and often taken a step or two further.

So, the Old Faith, the Hermetics, the Akashic Brotherhood, the Legbans, the Dreamspeakers/Ghostdancers, the Technocratic Union, the Syndicate, the Lodge of the Undying (perhaps by a different name), the Solitaries, the Arcanum, the Hunters – we have decided that there is likely some sort of Necromancery thing, but aren’t really very certain what it is yet. Similarly, we like the idea of Ferals being organized around packs and the vampires being organized by bloodline, but haven’t got much further than that.

Actually, we looked at things and vampires are going to get tweaked a fair amount. We like our vampires as bloodsuckers, and we even like the idea that certain bloodlines are known for certain of the gifts/qualities. So, we’ll have to figure that out and get it down in writing.

Yeah, and we’ll have to someday make some rules for the Fae – definitely Seelie and Unseelie Court stuff, Glamours, Miens, Changelings, but we both hated the WoD vision of the Fae so it’s not going to look like that much at all.

Cosmologically speaking, we’re dumping the whole sephiroth thing. It would drive my husband crazy given the lack of concurrence with existing esoteric lore and confuse the hell out of players trying to google things and make sense of it. So at the moment we’re keeping things slightly more simple – Mundane World (or Midworld), Underworld (with a Threshold), Dream Realm, the Realm of Faerie (with a Borderland), and the Overworld (or Overworlds, given that these are the realms of the Gods). There is Astral Travel, plus we’ll probably have to figure out where the Eternal City (Heaven) and the Pit (Hell) are. There is probably a realm or two that we need to include as well, but this was a very cursory first pass from last night that grew out of the idea that we wanted to make sure that “Horizon Realms” from WoD still existed, which matched some things from the Book of Hod which then spawned the idea that perhaps the various Overworlds are actually horizon realms that “grew up” (evolved/etc).

TTFN!

D.

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Converting “Chicago Unseen” to Witchcraft

One of the critiques of Witchcraft is that it is nothing but a World of Darkness clone. There is, I have admit, some truth to that. There are many protestations that this isn’t the case but if folks are being honest I think you have to admit it. That said, it does kind of make it easier to convert a Chronicle from one system to the other.

But it does mean that you have to decide how to translate certain concepts if they played a large part of the original. For example, there is essentially no analog to the Avatar from Mage, so if that was an important part of the chronicle (as it was for us) you will need to decide if there is something from the Unisystem that can work or if you need to come up with your own Quality to explain it (which is our method, though we’re saying that this is a Quality akin to True Immortal and represents a connection to some other type of remnant from the Elder Kingdoms.

But do you use the Storm Dragons? Or the Akashic Brotherhood? I have to say that I like the Akashics better than I like the Storm Dragons – though I think the rules for martial arts are overly complicated and rather kludgy. They may get a re-write.

Similarly, the Nephandi are just way more fleshed out and cooler than the way they present the cults of the Mad Gods. I can’t say that I’m thrilled with the Combine, but the canon Technocracy isn’t much better. Luckily, the version of the Technocracy we came up with made much more sense and actually probably works better in Unisystem in general and the Witchcraft setting in specific.

But I have to say that while Witchcraft still tries a little bit too hard to do the “world-wide secret society” thing with it’s Covenants, they are still a million times better than the Traditions/Clans/Tribes of the World of Darkness.

D.

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