<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
	>

<channel>
	<title>Life and Times of a Philippine Gamer</title>
	<atom:link href="http://philgamer.wordpress.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://philgamer.wordpress.com</link>
	<description>Gaming in the Third World</description>
	<lastBuildDate>Fri, 17 May 2013 06:12:17 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.com/</generator>
<cloud domain='philgamer.wordpress.com' port='80' path='/?rsscloud=notify' registerProcedure='' protocol='http-post' />
<image>
		<url>http://0.gravatar.com/blavatar/40c80a6bae0ad15245f5958ba5f411d3?s=96&#038;d=http%3A%2F%2Fs2.wp.com%2Fi%2Fbuttonw-com.png</url>
		<title>Life and Times of a Philippine Gamer</title>
		<link>http://philgamer.wordpress.com</link>
	</image>
	<atom:link rel="search" type="application/opensearchdescription+xml" href="http://philgamer.wordpress.com/osd.xml" title="Life and Times of a Philippine Gamer" />
	<atom:link rel='hub' href='http://philgamer.wordpress.com/?pushpress=hub'/>
		<item>
		<title>The Philosophy of Ex3 Combat by Holden Shearer</title>
		<link>http://philgamer.wordpress.com/2013/05/15/the-philosophy-of-ex3-combat-by-holden-shearer/</link>
		<comments>http://philgamer.wordpress.com/2013/05/15/the-philosophy-of-ex3-combat-by-holden-shearer/#comments</comments>
		<pubDate>Wed, 15 May 2013 14:26:34 +0000</pubDate>
		<dc:creator>pointyman2000</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Exalted]]></category>
		<category><![CDATA[Roleplaying Games]]></category>

		<guid isPermaLink="false">http://philgamer.wordpress.com/?p=5055</guid>
		<description><![CDATA[A few days back, Holden Shearer posted an article in the White Wolf forums talking about the philosophy of Exalted 3rd Edition combat. I&#8217;ve reposted it here for convenience: Exalted 1 and Exalted 2 both used what I think of an &#8216;action model&#8217; combat engines&#8211; that is to say, when you rolled your dice pool, [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5055&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>A few days back, Holden Shearer posted an article in the White Wolf forums talking about the philosophy of Exalted 3rd Edition combat. I&#8217;ve reposted it here for convenience:</p>
<blockquote><p>Exalted 1 and Exalted 2 both used what I think of an &#8216;action model&#8217; combat engines&#8211; that is to say, when you rolled your dice pool, that represented a discrete action. This dice roll is an attack, for example, and it tells me how good the attack is.</p>
<p>This is a good model in that it feels very textured and involved&#8211; &#8220;my roll represents my attack, and because I&#8217;m a ferociously skilled swordsman, I get to roll a lot of dice.&#8221; That&#8217;s visceral, and good.</p>
<p>The problem of the system was that what Exalted wanted to emulate, when two of its larger-than-life heroes battled, was the martial clashes of cinema (whether this meant Errol Flynn, Chinese wuxia, or Jedi lightsaber battles was largely up to the tastes of the group playing). And Exalted did a fairly faithful job of recreating this! Unfortunately, an action-by-action recitation of such a battle usually looks like this: *whiff* *whiff* *whiff* *whiff* *whiff* *whiff* *whiff* *whiff* *whiff* *dead*</p>
<p>That&#8217;s faithful to the source material, but we felt that it had problems as a gameplay model&#8211; as a player, it was frustrating. It felt like you were getting nowhere, until very suddenly you won or lost. But in the epics, and in cinema (again, this is true whether you&#8217;re talking Shaw Brothers kung fu, Lu Bu vs the Brotherhood of the Peach Orchard, or Luke Skywalker vs Darth Vader), most of the storytelling of the fight is contained in that &#8220;dead zone&#8221; where every swing is getting blocked or dodged or only banging the enemy around and otherwise generally not accomplishing its main goal of killing or defeating the other guy. It&#8217;s not just whiff-whiff-whiff&#8211; we can look at that fight and see how the momentum of the battle is running, we can tell who&#8217;s winning and losing, and we can tell when someone has just pulled a marvelous reversal and is mounting a comeback. When Luke and Vader fight in Empire Strikes Back, Darth Vader only strikes a single blow that really injures Luke&#8211; the last one that cuts off his hand&#8211; but we can see that Vader is clearly dominating the fight before that. Luke makes a desperate strike near the end, but only manages to graze Vader&#8217;s arm and goad him on finish things by battering Luke to the end of the bridge and ending the fight with a decisive blow. That&#8217;s good storytelling, that&#8217;s an exciting fight scene&#8211; much more than just the sum of &#8220;whiff whiff whiff whiff over.&#8221;</p>
<p>That&#8217;s what EX3 aims to capture, by turning the &#8216;dead zone&#8217; into something compelling.</p>
<p>In Exalted Third Edition, the majority of attacks heroes launch at one another don&#8217;t damage the opponent&#8217;s health track*. Instead, these attacks are used to build momentum, gain the upper hand, and place the character in an advantageous position relative to his opponent(s!). They are also calculated to stymie the enemy&#8217;s attempts to do the same, to disrupt his tempo, and to confound his efforts to harm you. If an attack of this sort succeeds, then it might force the opponent back, batter down his defenses, push him into disadvantageous position, or even land a blow that rattles him but inflicts no telling injury.</p>
<p>Once you feel you&#8217;ve garnered sufficient advantage, your character can attempt to launch an attack which can damage the enemy&#8217;s Health Track&#8211; and if you&#8217;ve fought well enough, picked your moment well, and the dice are with you, you might even slay your opponent in a single well-aimed blow, striking off his head or running him through! However, attempting to strike such a blow with undue haste can be quite risky&#8211; it might even create an opportunity for the opponent to turn the tables completely, and seize control of the fight!</p>
<p>This is the battle dynamics philosophy of EX3, and is the result its combat engine has been designed to realize.</p>
<p><em>*Note: This is a mechanical abstraction intended to represent the ebb and flow of cinematic combat, not an actual thing that exists in the setting. When a Solar and an Abyssal are swinging daiklaves at one another, they very much are trying to cut and kill their enemy with each blow&#8211; even if we, the players, know that all the attacks this round are able to do is to win them advantage.</em></p></blockquote>
<p>The focus on making combat focus on the momentum of the fight is an interesting one in my book. I don&#8217;t fancy myself as a big mechanics person, but the idea of combat simulating momentum is novel and I am certainly looking forward to hearing more about how it works in practice. Add the fact that it will impact a great number of Charms and I can imagine the amount of rework that EX3 has gone through. Overall, I can&#8217;t really say more about it than this as there&#8217;s precious little to go on. The intent of the design team is made clear, but we can&#8217;t tell if they&#8217;ve achieved their goals until we&#8217;ve seen the mechanics.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/philgamer.wordpress.com/5055/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/philgamer.wordpress.com/5055/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5055&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://philgamer.wordpress.com/2013/05/15/the-philosophy-of-ex3-combat-by-holden-shearer/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/985dd10497dc9bbf42dfb6517c713254?s=96&#38;d=identicon" medium="image">
			<media:title type="html">pointyman2000</media:title>
		</media:content>
	</item>
		<item>
		<title>[Kickstarter] It&#8217;s an Anime kind of season</title>
		<link>http://philgamer.wordpress.com/2013/05/10/kickstarter-its-an-anime-kind-of-season/</link>
		<comments>http://philgamer.wordpress.com/2013/05/10/kickstarter-its-an-anime-kind-of-season/#comments</comments>
		<pubDate>Fri, 10 May 2013 02:09:57 +0000</pubDate>
		<dc:creator>pointyman2000</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Exalted]]></category>
		<category><![CDATA[Roleplaying Games]]></category>
		<category><![CDATA[Golden Sky Stories]]></category>
		<category><![CDATA[kickstarter]]></category>
		<category><![CDATA[OVA]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://philgamer.wordpress.com/?p=5048</guid>
		<description><![CDATA[Looks like the recent RPG kickstarters are all looking kind of anime-inspired lately. Not that I&#8217;m complaining as I have enjoyed the occasional show or two and many of the games look like they&#8217;re really worth the money that people will be pledging. I for one am already earmarking funds for all three of the [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5048&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Looks like the recent RPG kickstarters are all looking kind of anime-inspired lately. Not that I&#8217;m complaining as I have enjoyed the occasional show or two and many of the games look like they&#8217;re really worth the money that people will be pledging. I for one am already earmarking funds for all three of the following games:</p>
<p><strong>OVA: The Anime Role-Playing Game</strong></p>
<p><a href="http://www.kickstarter.com/projects/1655572033/ova-the-anime-role-playing-game?ref=category"><img class="alignnone" alt="" src="http://wiseturtle.com/headline-kickstarter.png" width="692" height="86" /></a></p>
<p>OVA came to my attention a long time ago when it first came out. It was a quick rules-medium anime game that promised to deliver a ruleset that could keep up with anime tropes without being bogged down with the technical weight of generic systems like GURPS and HERO. It was pretty well written and the author, Clay Gardner was someone who had an obvious love for Anime, but didn&#8217;t let it cloud his ability to write a fairly balanced system. I&#8217;ve heard he was working on a new edition for a while now and I&#8217;m glad to have a chance to jump into it early.</p>
<p><strong>Golden Sky Stories</strong></p>
<p><a href="http://www.kickstarter.com/projects/nekoewen/golden-sky-stories-heartwarming-role-playing"><img class="alignnone" alt="" src="http://starlinepublishing.com/wp-content/uploads/2012/05/Fake-Book-Flat.jpg" width="300" height="384" /></a></p>
<p>Another intriguing concept is this heart-warming roleplaying game translated into English. The game concept is one that seems perfect for young kids, as players take the role of Henge, animal spirits who can take on human form and have special powers. These Henge go off on non-violent adventures that have them helping people out or solving mysteries in a small town.</p>
<p><strong>Deluxe Exalted 3rd Edition</strong></p>
<p><a href="http://www.kickstarter.com/projects/200664283/deluxe-exalted-3rd-edition?ref=category"><img class="alignnone" alt="" src="https://s3.amazonaws.com/ksr/assets/000/550/628/d4bc023eb13864ab79b42925626355a0_large.jpg?1367205837" width="600" height="254" /></a></p>
<p>&nbsp;</p>
<p>After what feels like ages, Exalted&#8217;s 3rd Edition is coming out, and the Kickstarter for the Deluxe rulebook is pretty spiffy. There&#8217;s a host of goodies to be had here, and there&#8217;s a promise of a lot of spoilers for what Exalted 3rd will have in store. While I&#8217;m genuinely stoked for the game, I&#8217;m going to have to admit that the price of the tiers has me pained as the only way I can get a deluxe copy of the book in physical form is by shelling out $130.00, which is definitely out of my casual spending habits. That won&#8217;t stop me from pledging $30.00 for the PDF though.</p>
<p>&#8212;</p>
<p>Kickstarter has been a boon for the RPG industry, and I&#8217;m very happy to see these guys all succeeding at their respective projects. Likewise PDF tiers are perfect for people like me who don&#8217;t have the kind of income to be able to consistently order physical copies, insuring that I get a little bit of the semi-instant gratification bit even if I live half a planet away.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/philgamer.wordpress.com/5048/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/philgamer.wordpress.com/5048/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5048&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://philgamer.wordpress.com/2013/05/10/kickstarter-its-an-anime-kind-of-season/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/985dd10497dc9bbf42dfb6517c713254?s=96&#38;d=identicon" medium="image">
			<media:title type="html">pointyman2000</media:title>
		</media:content>

		<media:content url="http://wiseturtle.com/headline-kickstarter.png" medium="image" />

		<media:content url="http://starlinepublishing.com/wp-content/uploads/2012/05/Fake-Book-Flat.jpg" medium="image" />

		<media:content url="https://s3.amazonaws.com/ksr/assets/000/550/628/d4bc023eb13864ab79b42925626355a0_large.jpg?1367205837" medium="image" />
	</item>
		<item>
		<title>[Let&#039;s Study] God-Machine Chronicle Rules Updates Part 4: Combat</title>
		<link>http://philgamer.wordpress.com/2013/05/09/lets-study-god-machine-chronicle-rules-updates-part-4-combat/</link>
		<comments>http://philgamer.wordpress.com/2013/05/09/lets-study-god-machine-chronicle-rules-updates-part-4-combat/#comments</comments>
		<pubDate>Thu, 09 May 2013 04:56:07 +0000</pubDate>
		<dc:creator>pointyman2000</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Let&#039;s Study]]></category>
		<category><![CDATA[Roleplaying Games]]></category>
		<category><![CDATA[World of Darkness]]></category>
		<category><![CDATA[God Machine Chronicle]]></category>
		<category><![CDATA[Let's Study]]></category>

		<guid isPermaLink="false">http://philgamer.wordpress.com/?p=5045</guid>
		<description><![CDATA[Today we&#8217;re taking a look at the updated rules for combat from the GMC. Those familiar with nWoD combat will find some interestin changes here, as well as a few optional rules that emulate aspects of combat that don&#8217;t normally show up in most games. Some of the tweaks applied to the combat system are: [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5045&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Today we&#8217;re taking a look at the updated rules for combat from the GMC. Those familiar with nWoD combat will find some interestin changes here, as well as a few optional rules that emulate aspects of combat that don&#8217;t normally show up in most games.</p>
<p>Some of the tweaks applied to the combat system are:</p>
<ul>
<li>Weapons now have an Initiative Modifier that affects the initiative roll. Bigger, heavier weapons have bigger penalties.</li>
<li>All weapon damage is now Lethal. Which makes sense, getting hit across the face by a crowbar isn&#8217;t Bashing damage no matter how I think of it.</li>
<li>Weapon Damage is now applied as straight damage rather than additional dice to the attack roll. Needless to say the use of any weapons now are definitely indicative of doing some serious harm.</li>
<li>Defense is now calculated as the Lower of Dexterity or wits plus Athletics. This makes for slightly higher Defense scores for most characters.</li>
<li>Dodging allows for characters to double their Defense score and roll it as a pool of dice against an attack. Successes on a Dodge roll are subtracted from the attacker&#8217;s successes. This comes in very handy as this might be the best way to use Defense against ranged attacks that would otherwise nullify Defense.</li>
</ul>
<p><strong>Down and Dirty Combat</strong></p>
<p>This system introduces a &#8220;one roll&#8221; combat for those fights that aren&#8217;t a dramatic focus. While some might argue that every fight deserves screen time, sometimes a fight exists as a speedbump and this system allows for the game to move past those as quickly as possible.</p>
<p>Intent is key to the Down and Dirty Combat system, as the attacker declcares their intent to justify a &#8220;one roll&#8221; approach to the Storyteller. If the ST is okay then they proceed with the simplified combat. Of course, Storyteller characters aren&#8217;t allowed to use these rules.</p>
<p>The roll is handled as any combat task. The Attacker rolls their combat pool, and the target rolls either a combat pool against it, or an attempt to escape.</p>
<p>If the attacker succeeds, then they win the contest, and deals damage equal to the difference in successes plus her weapon damage and achieves her intent. If the intent includes killing then that happens too.</p>
<p><strong>Optional Rules: Beaten Down and Surrender</strong></p>
<p>The Beaten Down and Surrender rules have to be one of the most interesting additions I&#8217;ve seen in a game set in the modern-day setting. As an optional rule, a character that takes more than their stamina in Bashing damage or any amount of Lethal damage has the fight knocked out of them and gains the Beaten Down Tilt (a Tilt is a special condition that affects combat, but more on that later.)</p>
<p>Characters who are Beaten Down must spend Willpower each time they want to take an offensive action. He can defend, dodge and run but can&#8217;t strike back without spending Willpower.</p>
<p>One of the most important considerations here is that the character who is Beaten Down can then surrender, and gains a Beat and a point of Willpower for their trouble. Furthermore, the assailant now has to spend Willpower to attack you and will most likely suffer a breaking point for doing so.</p>
<p>I&#8217;m especially fond of these rules as it simulates a common fact in a lot of real fights. People fight until someone gives up or runs away. Very rarely do fights escalate to the point at which someone dies, and even in those instances, it&#8217;s often an accident.</p>
<p>Of course these rules only apply when the side that surrenders has something that he can give up. If the assailant is purely after the person&#8217;s life, the Beaten Down and Surrender rules do not apply and both fight with the same kind of desperation.</p>
<p><strong>Intent</strong></p>
<p>I know we mentioned Intent before, but it matters at all times now. Intent is gathered at the start of any hostile encounter to determine what people are after in a fight. This is very important as if an Intent is to commit violence for it&#8217;s own sake, the Beaten Down Tilt doesn&#8217;t occur.</p>
<p><strong>Storyteller Characters and Willpower</strong></p>
<p>Storyteller characters now have caps on how much willpower they&#8217;re able to spend, which is always a good thing, as opposed to the old situation where a character with 5 willpower may end up facing off against 3 nameless goons with a combined pool of say, 12 Willpower.</p>
<p><strong>Combat Tilts</strong></p>
<p>With the Conditions rules, there are now Combat Tilts that affect gameplay during a fight. These conditions range from ones that are obtained after being hit by a called shot (like Arm Wrack) to various environmental factors like extreme temperatures or being flooded.</p>
<p>&#8212;</p>
<p>The new combat system improves the game in ways that I&#8217;d not considered, which is a very good thing. New insights into the brutal and occasionally non-lethal outcomes of combat are greatly appreciated, and will come into play somehow. I&#8217;m very eager to try this out and see how it works out side of the usual empty room scenario, with actual stakes, intent and props to work with.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/philgamer.wordpress.com/5045/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/philgamer.wordpress.com/5045/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5045&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://philgamer.wordpress.com/2013/05/09/lets-study-god-machine-chronicle-rules-updates-part-4-combat/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/985dd10497dc9bbf42dfb6517c713254?s=96&#38;d=identicon" medium="image">
			<media:title type="html">pointyman2000</media:title>
		</media:content>
	</item>
		<item>
		<title>[Let&#039;s Study] God-Machine Chronicle Rules Updates Part 3: Social Maneuvering</title>
		<link>http://philgamer.wordpress.com/2013/05/08/lets-study-god-machine-chronicle-rules-updates-part-3-social-maneuvering/</link>
		<comments>http://philgamer.wordpress.com/2013/05/08/lets-study-god-machine-chronicle-rules-updates-part-3-social-maneuvering/#comments</comments>
		<pubDate>Wed, 08 May 2013 01:38:42 +0000</pubDate>
		<dc:creator>pointyman2000</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Let&#039;s Study]]></category>
		<category><![CDATA[Roleplaying Games]]></category>
		<category><![CDATA[World of Darkness]]></category>
		<category><![CDATA[God Machine Chronicle]]></category>
		<category><![CDATA[Let's Study]]></category>

		<guid isPermaLink="false">http://philgamer.wordpress.com/?p=5043</guid>
		<description><![CDATA[Social Maneuvering is a new system introduced in the GMC rules to simulate the process of trying to convince someone to do something for your character. It&#8217;s an interesting mechanic, and one that makes for an interesting rules-based fallback for players who might not be in the mood to handle socials from a pure roleplaying [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5043&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Social Maneuvering is a new system introduced in the GMC rules to simulate the process of trying to convince someone to do something for your character. It&#8217;s an interesting mechanic, and one that makes for an interesting rules-based fallback for players who might not be in the mood to handle socials from a pure roleplaying angle.</p>
<p>The Social Maneuvers system works with the acting character attempting to break down a series of metaphorical &#8220;Doors&#8221; which represent the difficulty of convincing a character to take a desired action. Doors are a system term, and represent skepticism, mistrust or general disposition to not do what is being asked of them.</p>
<p>The number of Doors is variable, with a base value of the lower of the target character&#8217;s Resolve or Composure, and modified by other factors such as whether or not the action goes against their Virtues or Aspirations and other things like whether or not the action in question will trigger a Breaking Point.</p>
<p>Aside from doors, the other component of Social Maneuvering is the Impressions. Better impressions allow for an acting character to be able to make successive rolls in a faster time interval than those who make less memorable impressions upon the target character.</p>
<p>Ways to smooth over things and make a favorable impression is called Leverage, and can take the form of bribes, gifts, or a favorable experience. Each interval allows for a single roll, and if the roll is successful, then the acting character is able to open one (or more) Doors and moves closer to getting the target character to doing what they want them to do.</p>
<p>Sometimes however, one has to force a Door by the use of intimidation and possibly bodily harm. Such actions can trigger an immediate social roll, but allows for a door to be opened in quick order.</p>
<p>&#8212;</p>
<p>The systems presented by the GMC are a novel one, and can be used in conjunction with standard RP to provide the necessary dice bonuses and penalties to the social roll when it comes to setting up Impressions or in Opening Doors.</p>
<p>I like this system a lot as it feels more organic, as opposed to straight-up mind control, and shows that getting someone to do something for you is a project in itself. Of course, I wouldn&#8217;t use this system on all social interactions, but reserve it purely for the ones that would be the most dramatically appropriate for.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/philgamer.wordpress.com/5043/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/philgamer.wordpress.com/5043/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5043&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://philgamer.wordpress.com/2013/05/08/lets-study-god-machine-chronicle-rules-updates-part-3-social-maneuvering/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/985dd10497dc9bbf42dfb6517c713254?s=96&#38;d=identicon" medium="image">
			<media:title type="html">pointyman2000</media:title>
		</media:content>
	</item>
		<item>
		<title>[Let&#039;s Study] God-Machine Chronicle Rules Updates Part 2: Merits, Conditions and Soul Loss</title>
		<link>http://philgamer.wordpress.com/2013/05/06/lets-study-god-machine-chronicle-rules-updates-part-2-merits-conditions-and-soul-loss/</link>
		<comments>http://philgamer.wordpress.com/2013/05/06/lets-study-god-machine-chronicle-rules-updates-part-2-merits-conditions-and-soul-loss/#comments</comments>
		<pubDate>Mon, 06 May 2013 02:26:34 +0000</pubDate>
		<dc:creator>pointyman2000</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Let&#039;s Study]]></category>
		<category><![CDATA[Roleplaying Games]]></category>
		<category><![CDATA[World of Darkness]]></category>
		<category><![CDATA[God Machine Chronicles]]></category>
		<category><![CDATA[Let's Study]]></category>

		<guid isPermaLink="false">http://philgamer.wordpress.com/?p=5041</guid>
		<description><![CDATA[Hello everyone and welcome back to Part 2 of the GMC series. Today we&#8217;re taking a look at the retooled Merits, the new Conditions system and a bit about Soul Loss. Merits The Merits system for GMC is still largely the same as it was in the core rules, with the exception that the Merits [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5041&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Hello everyone and welcome back to Part 2 of the GMC series. Today we&#8217;re taking a look at the retooled Merits, the new Conditions system and a bit about Soul Loss.</p>
<p><strong>Merits</strong></p>
<p>The Merits system for GMC is still largely the same as it was in the core rules, with the exception that the Merits in GMC supercede those in the core rulebook. Many of the new Merits are much more balanced than their original versions, and have been toned down. The biggest change would be the fact that multiple attacks have been removed from the Fighting Styles. This reduces a lot of the rolling that used to happen with Fighting Style focused characters.</p>
<p>One other thing to note is that there are no longer dead dots in merits. Each dot does something, which is a big relief rather than spending experience for a speed bump dot.</p>
<p><strong>Conditions</strong></p>
<p>Conditions are a &#8220;new&#8221; system that might seem very familiar to those who have played any game that uses the FATE system. Conditions are descriptors with mechanical effects that are applied to characters. The neat thing about them is that they&#8217;re a source of Beats, and characters are therefore encouraged to accept or play through these Conditions to benefit from the added experience of resolving them.</p>
<p>Conditions caused by exceptional successes or via supernatural powers. Breaking points are also a source of Conditions. Furthermore, complex behaviors may also cause Conditions. In general an ST has a large amount of leeway on when he or she feels that they can apply a condition to players and NPCs.</p>
<p>I feel that Conditions are an inspired set of mechanics and I&#8217;m very happy to see them in the world of Darkness. It&#8217;s a simple mechanic, and yet it slots seamlessly into a more story-focused game. It also helps GMs enforce the gravity of certain situations and gives players roleplaying cues as to how their character feels or is affected by a situation.</p>
<p><strong>Soul Loss</strong></p>
<p>Soul Loss is a special kind of supernatural trauma that affects individuals in the World of Darkness (and is often something of severe importance in Mage: the Awakening games.)</p>
<p>Admittedly losing one&#8217;s Soul isn&#8217;t something that happens everyday, but several Supernaturals can have the ability to rip it out of someone. This leads to a downward spiral of conditions all based on the fact that the person has lost their soul.</p>
<p>The first condition, Soulless has characters at a state where they are more susceptible to possession and cannot gain Willpower through normal means, and the rewards of her Virtue and Vice are reversed. Virtues can&#8217;t give them the kind of affirmation they seek, but Vices are capable of giving more Willpower back but only while indulging their vice in a manner that is potentially harmful to themselves.</p>
<p>Enervated happens when their Integrity has been lost, and their Willpower is the only thing sustaining them. At this point Virtue is no longer capable of giving Willpower, and Vices restore Willpower while reducing the maximum cap of Willpower.</p>
<p>Thrall is the last condition, and is a point at which a player character is no longer considered playable. Willpower may no longer be spent, and they cannot apply their Defense in combat. Further more they cannot spend Experiences and are counted as perpetually under the Broken Condition.</p>
<p>Magics can restore a soul back to a person, but I&#8217;m pretty sure that unless Mages and other supernaturals are concerned the process is most likely difficult. Recovery is swift however, as regaining a soul (even ones that aren&#8217;t originally theirs) allows for the character to shed these conditions and begin regaining Willpower.</p>
<p>&#8212;</p>
<p>Overall the changes in the system might leave a bit of a wrinkle in existing games, but I think with a few tweaks, they should be easy enough to convert. The new Conditions system is a great addition, and refreshes the Storytelling system to the point where it feels almost like a new edition with a stronger focus on making dramatic situations that are part and parcel of any horror game.</p>
<p>I&#8217;ve already had a chance to pitch the new rules onto my gaming group and we&#8217;re gearing up to do a quick playtest of the rules. I&#8217;m slowly putting a scenario together that ties in to the God Machine Chronicles themselves with a few twists to make it my own.</p>
<p>Tomorrow we take a look at the systems that make up the new Social Maneuvering System.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/philgamer.wordpress.com/5041/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/philgamer.wordpress.com/5041/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5041&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://philgamer.wordpress.com/2013/05/06/lets-study-god-machine-chronicle-rules-updates-part-2-merits-conditions-and-soul-loss/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/985dd10497dc9bbf42dfb6517c713254?s=96&#38;d=identicon" medium="image">
			<media:title type="html">pointyman2000</media:title>
		</media:content>
	</item>
		<item>
		<title>[Let&#039;s Study] God-Machine Chronicle Rules Updates Part 1: Aspirations, Virtues and Vices and Integrity / Breaking Point systems</title>
		<link>http://philgamer.wordpress.com/2013/05/03/lets-study-god-machine-chronicle-rules-updates-part-1-aspirations-virtues-and-vices-and-integrity-breaking-point-systems/</link>
		<comments>http://philgamer.wordpress.com/2013/05/03/lets-study-god-machine-chronicle-rules-updates-part-1-aspirations-virtues-and-vices-and-integrity-breaking-point-systems/#comments</comments>
		<pubDate>Fri, 03 May 2013 00:30:02 +0000</pubDate>
		<dc:creator>pointyman2000</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Let&#039;s Study]]></category>
		<category><![CDATA[Roleplaying Games]]></category>
		<category><![CDATA[World of Darkness]]></category>
		<category><![CDATA[Let's Study]]></category>

		<guid isPermaLink="false">http://philgamer.wordpress.com/?p=5038</guid>
		<description><![CDATA[Hello everyone, today we&#8217;re taking a peek at the new mechanics that have been rolled out for the Storytelling system via the newly released God Machine Chronicle book. It&#8217;s a big update, and we&#8217;ll be tackling bits and pieces of it to get a better appreciation for the new changes. Aspirations The new Aspirations system [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5038&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Hello everyone, today we&#8217;re taking a peek at the new mechanics that have been rolled out for the Storytelling system via the newly released God Machine Chronicle book. It&#8217;s a big update, and we&#8217;ll be tackling bits and pieces of it to get a better appreciation for the new changes.</p>
<p><strong>Aspirations</strong></p>
<p>The new Aspirations system is a means for the player to set &#8220;goals&#8221; for their characters. At the Final Touches stage of character creation, the player defines three goals that they want to achieve and play through.</p>
<p>These Aspirations can be short-term or long-term, though a mix is always good. Aspirations are positive, pro-active statements and are a way to tell the ST what you want out of the game. I find that this is valuable feedback as far as STing goes, as having players hand out their goals gives me something to work on.</p>
<p><strong>Virtues and Vice</strong></p>
<p>I&#8217;m starting to get a sense that the game is moving towards a more &#8220;indie&#8221; sort of mechanic. Rather than choosing from a list of virtues and vices, players are now free to define their virtues and vices on their own.</p>
<p>These are adjectives that describe dominant personality traits. Virtues are those that further self-actualization, while vices are short-term coping behaviors. This opens a whole slew of different descriptions for different players. Thankfully there&#8217;s also a list of sample Virtues and Vices to pick from as well for those who have a hard time coming up with their own.</p>
<p>when a character&#8217;s actions reflect their Vice, they gain 1 Willpower point. On the other hand, if the character acts in accordance to their Virtue while at risk, then they regain all their spent Willpower.</p>
<p><strong>Integrity</strong></p>
<p>The Morality system of the Storytelling System was one that was met with all sorts of reactions, the most vocal of which have been rather negative. While I didn&#8217;t mind having the old method, I do like the Integrity rules that take over this particular job.</p>
<p>Each character starts with an Integrity score, and this represents how well a character can cope with traumatic and supernatural events. A character can lose Integrity when they experience a breaking point.</p>
<p>Breaking points occur when a character goes through a traumatic experience such as witnessing horrific violence, something utterly unnatural, or experiences something that violates their sense of self.</p>
<p>Determining a character&#8217;s Breaking Point is done by answering a list of 5 questions that help determine what limits there are for a given character. While this seems awfully subjective, the players and storyteller are meant to use this chance to negotiate and find out just where the character&#8217;s tolerances are for such things. This way each character is different in the face of atrocity.</p>
<p>When a character encounters a situation that counts as a Breaking Point, the player makes a Resolve + Composure roll, modified by circumstances that can help or hinder their attempt to keep their psyche intact. Depending on the result, the character could lose Integrity dots and gain various Conditions.</p>
<p>I feel that I like this system much better than the original, though they behave somewhat similarly. I feel that this also makes it easier to make decisions on when a character runs the risk of degrading their Integrity based of who they are.</p>
<p>&#8212;</p>
<p>I&#8217;ve been playing nWoD for a while now, and while I haven&#8217;t really finished a campaign (they&#8217;ve always petered out for some reason,) I think that there&#8217;s a lot of changes here that show a more mature ruleset that places a lot of trust on the players and the storyteller&#8217;s ability to talk things over between themselves.</p>
<p>Overall, I&#8217;m liking what I&#8217;ve read so far and I&#8217;m eager to see how the Merits have been retooled. We&#8217;ll also be looking at the Conditions system and Soul Loss, a condition that is near and dear to any Mage player.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/philgamer.wordpress.com/5038/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/philgamer.wordpress.com/5038/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5038&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://philgamer.wordpress.com/2013/05/03/lets-study-god-machine-chronicle-rules-updates-part-1-aspirations-virtues-and-vices-and-integrity-breaking-point-systems/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/985dd10497dc9bbf42dfb6517c713254?s=96&#38;d=identicon" medium="image">
			<media:title type="html">pointyman2000</media:title>
		</media:content>
	</item>
		<item>
		<title>[Let&#039;s Study] World of Darkness: God-Machine Chronicle Rules Updates, Starting Tomorrow!</title>
		<link>http://philgamer.wordpress.com/2013/05/02/lets-study-world-of-darkness-god-machine-chronicle-rules-updates-starting-tomorrow/</link>
		<comments>http://philgamer.wordpress.com/2013/05/02/lets-study-world-of-darkness-god-machine-chronicle-rules-updates-starting-tomorrow/#comments</comments>
		<pubDate>Thu, 02 May 2013 05:57:04 +0000</pubDate>
		<dc:creator>pointyman2000</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Let&#039;s Study]]></category>
		<category><![CDATA[Roleplaying Games]]></category>
		<category><![CDATA[World of Darkness]]></category>
		<category><![CDATA[Let's Study]]></category>

		<guid isPermaLink="false">http://philgamer.wordpress.com/?p=5036</guid>
		<description><![CDATA[The World of Darkness Storytelling System has been around for quite a while, and with the recent release of the awesome God-Machine Chronicle the core rules have received a pretty extensive rules update and revision. The rules changes range from minor to pretty large overhauls of the entire subsystems including Combat and the creation of [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5036&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>The World of Darkness Storytelling System has been around for quite a while, and with the recent release of the awesome God-Machine Chronicle the core rules have received a pretty extensive rules update and revision.</p>
<p>The rules changes range from minor to pretty large overhauls of the entire subsystems including Combat and the creation of a Social Maneuvering system. We&#8217;ll be spending the next few days going over these rules revisions, seeing what works and how it affects character creation and play. Since I&#8217;ve got a Mage: the Awakening campaign in planning stages right now, this is of special interest to me. That said, if a Chronicle Book for Mage doesn&#8217;t come up with a conversion soon enough, I suppose I could run GMC as a straight up mortals game first.</p>
<p>We&#8217;ll kick off tomorrow with a discussion of the Character rules starting with the new Aspirations, Virtues and Vices and Integrity / Breaking Point systems.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/philgamer.wordpress.com/5036/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/philgamer.wordpress.com/5036/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5036&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://philgamer.wordpress.com/2013/05/02/lets-study-world-of-darkness-god-machine-chronicle-rules-updates-starting-tomorrow/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/985dd10497dc9bbf42dfb6517c713254?s=96&#38;d=identicon" medium="image">
			<media:title type="html">pointyman2000</media:title>
		</media:content>
	</item>
		<item>
		<title>World of Darkness: The God Machine Chronicle is out on DriveThruRPG!</title>
		<link>http://philgamer.wordpress.com/2013/05/01/world-of-darkness-the-god-machine-chronicle-is-out-on-drivethrurpg/</link>
		<comments>http://philgamer.wordpress.com/2013/05/01/world-of-darkness-the-god-machine-chronicle-is-out-on-drivethrurpg/#comments</comments>
		<pubDate>Wed, 01 May 2013 05:58:21 +0000</pubDate>
		<dc:creator>pointyman2000</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Roleplaying Games]]></category>
		<category><![CDATA[World of Darkness]]></category>

		<guid isPermaLink="false">http://philgamer.wordpress.com/?p=5033</guid>
		<description><![CDATA[&#8220;Here’s the question: Do you really want to know? Because it’s not like it’s a secret. It&#8217;s just like your car- it doesn’t run by magic but it might as well, for all you know when you look under the hood.&#8221; – Wesley Cote, AKA The Key What Has Risen May Fall What is the [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5033&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p style="text-align:center;"><a href="http://rpg.drivethrustuff.com/product/113340/World-of-Darkness%3A-The-God-Machine-Chronicle?affiliate_id=189257"><img class="aligncenter  wp-image-5034" alt="113340" src="http://philgamer.files.wordpress.com/2013/05/113340.jpg?w=368&#038;h=469" width="368" height="469" /></a></p>
<p><em>&#8220;Here’s the question: Do you really want to know? Because it’s not like it’s a secret. It&#8217;s just like your car- it doesn’t run by magic but it might as well, for all you know when you look under the hood.&#8221;</em></p>
<p>– Wesley Cote, AKA The Key<br />
<strong>What Has Risen May Fall</strong></p>
<p>What is the God-Machine? That question doesn&#8217;t have a single, easy answer, but that doesn&#8217;t stop people from asking. The World of Darkness is layer upon layer of mystery, but what is the mechanism that keeps it all moving? Is there a design in play? And what happens to those who think to use the Machine for their own ends?</p>
<p><strong>What Has Fallen May Rise Again</strong></p>
<p>A Chronicle Book for the World of Darkness©</p>
<ul>
<li>A &#8220;default&#8221; chronicle, a way to introduce new players to the World of Darkness and experience one of its greatest mysteries</li>
<li>Choose the depth of madness that&#8217;s right for your group, from local to cosmic!</li>
<li>A modular approach to building a chronicle, 20 different stories that fit together to form &#8220;chronicle tracks&#8221;</li>
<li>Revisions of many of the core rules from the World of Darkness Rulebook</li>
<li>Check out the God Machine Chronicle Fiction Anthology, a collection of terrifying insights into the God Machine and its effect on the inhabitants of the World of Darkness©.</li>
</ul>
<p><em>Note: Requires the core World of Darkness Rulebook.</em></p>
<p>&#8212;</p>
<p><a href="http://rpg.drivethrustuff.com/product/113340/World-of-Darkness%3A-The-God-Machine-Chronicle?affiliate_id=189257" target="_blank">The God Machine Chronicle</a> is available from <a href="http://rpg.drivethrustuff.com/product/113340/World-of-Darkness%3A-The-God-Machine-Chronicle?affiliate_id=189257" target="_blank">DriveThruRPG</a> for only <strong>$17.99</strong> or roughly <strong>Php 740.00</strong></p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/philgamer.wordpress.com/5033/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/philgamer.wordpress.com/5033/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5033&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://philgamer.wordpress.com/2013/05/01/world-of-darkness-the-god-machine-chronicle-is-out-on-drivethrurpg/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/985dd10497dc9bbf42dfb6517c713254?s=96&#38;d=identicon" medium="image">
			<media:title type="html">pointyman2000</media:title>
		</media:content>

		<media:content url="http://philgamer.files.wordpress.com/2013/05/113340.jpg" medium="image">
			<media:title type="html">113340</media:title>
		</media:content>
	</item>
		<item>
		<title>[Mage: the Awakening] Silver Ladder + Adamantine Arrow Campaign Design Themes: Power</title>
		<link>http://philgamer.wordpress.com/2013/04/30/mage-the-awakening-silver-ladder-adamantine-arrow-campaign-design-themes-power/</link>
		<comments>http://philgamer.wordpress.com/2013/04/30/mage-the-awakening-silver-ladder-adamantine-arrow-campaign-design-themes-power/#comments</comments>
		<pubDate>Tue, 30 Apr 2013 07:07:34 +0000</pubDate>
		<dc:creator>pointyman2000</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Campaign Design]]></category>
		<category><![CDATA[Mage: the Awakening]]></category>
		<category><![CDATA[Roleplaying Games]]></category>
		<category><![CDATA[World of Darkness]]></category>
		<category><![CDATA[Adamantine Arrow]]></category>
		<category><![CDATA[Silver Ladder]]></category>

		<guid isPermaLink="false">http://philgamer.wordpress.com/?p=5030</guid>
		<description><![CDATA[&#8220;Power is not a means, it is an end. One does not establish a dictatorship in order to safeguard a revolution; one makes the revolution in order to establish the dictatorship. The object of persecution is persecution. The object of torture is torture. The object of power is power.&#8221; George Orwell, Nineteen Eighty-Four Magic, by [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5030&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><em>&#8220;Power is not a means, it is an end. One does not establish a dictatorship in order to safeguard a revolution; one makes the revolution in order to establish the dictatorship. The object of persecution is persecution. The object of torture is torture. The object of power is power.&#8221;<br />
</em><strong>George Orwell, Nineteen Eighty-Four</strong></p>
<p>Magic, by its very definition, is power. The ability to twist reality to obey your will, to impose one&#8217;s desires upon the world is secretly everyone&#8217;s greatest wish.</p>
<p>Imagine what you could do with magic? Wealth, influence, youth and beauty would all be available to you. All that&#8217;s holding anyone back is their own morality and sense of ethics. That is the very reason why Mages are part of a horror game.</p>
<p>Even if you strip away the monsters and the strange phenomena in the game, the presence of a single Mage is reason enough to be worried. Mages are people possessed of a powerful will, and their abilities bestow a wicked sense of entitlement that is horrifying to think about.</p>
<p>If you can change the world to fit your vision, who&#8217;s to say that you don&#8217;t deserve to get the best of everything? Lovers, wealth, influence&#8230; all of it is ripe for the taking, and if you play your cards right, nobody will every know that you&#8217;ve been tweaking things.</p>
<p>&#8212;</p>
<p>It is this thesis that constitutes the backbone of the SL + AA campaign that I&#8217;m working on. The players are new Mages in a town run by a Consilium that is barely functional. Corruption has taken root into the heart of the Consilium, and almost every mage is dirty in one way or another.</p>
<p>The Player characters now stand at a crossroads. Their task is to whip the Awakened of the city back into shape, to take over the Consilium and fix it. It&#8217;s a tall order, and who knows what atrocities they might have to resort to to make it happen&#8230; and how power might corrupt them as well.</p>
<p>The game will most likely take place in two distinct phases. The first phase will be the acquisition of power, the introduction of the cabal to the consilium, and their climb to the top. The second phase will be interesting, as their positions of power suddenly put them in situations where they must protect their power and advance their interests in the midst of those who have &#8220;better ideas.&#8221;</p>
<p>Combat is probably not going to be the primary focus of the game, though given that I&#8217;m seriously considering the Noir setting, it will exist in some form. The Adamantine Arrows of the team will be able to exercise their experience in the field of battl while the Silver Ladder will clash over ideology, philosophy and power brokering the factions.</p>
<p>While I&#8217;m certain that the Cabal might not necessarily want to be the kings of the city, they will at least want to be Kingmakers.</p>
<p>&#8212;</p>
<p>At this point I&#8217;m considering Chicago as the city, but I&#8217;ll have to review the Chicago book for it. I won&#8217;t be sticking too close to the canon history of it, so I hope that people won&#8217;t be too picky with my lack of understanding as I live halfway around the world from the US and have never set foot on American Soil.</p>
<p>I&#8217;m thinking of making about six to seven other Cabals for the city, along with the Seers of the Throne and other residents. This will most certainly include several Apostate cabals from marginalized communities that might serve as new members of a new Consilium in the future.</p>
<p>I&#8217;m also considering thematically arranging the various Cabals along what kind of Power they specialize in. The Seers might specialize in one kind of power, while some Cabals might have access or dominance in another. Money, Sex, Influence, Connections, Might, Numbers, Ideology, Religion&#8230; all of these constitute power in one way or another so this might be a good way to arrange the various cabals that the players will end up interacting with.</p>
<p>&#8212;</p>
<p>It&#8217;s a lot of high-level thinking so far, but with enough work I think I will be able to generate an interesting set of Cabals to work with. I&#8217;ll also see if I can slip in other NPCs of note that aren&#8217;t mages to flesh the setting out a bit more.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/philgamer.wordpress.com/5030/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/philgamer.wordpress.com/5030/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5030&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://philgamer.wordpress.com/2013/04/30/mage-the-awakening-silver-ladder-adamantine-arrow-campaign-design-themes-power/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/985dd10497dc9bbf42dfb6517c713254?s=96&#38;d=identicon" medium="image">
			<media:title type="html">pointyman2000</media:title>
		</media:content>
	</item>
		<item>
		<title>[Mage: the Awakening] Limited-Order Campaign Musing</title>
		<link>http://philgamer.wordpress.com/2013/04/29/mage-the-awakening-limited-order-campaign-musing/</link>
		<comments>http://philgamer.wordpress.com/2013/04/29/mage-the-awakening-limited-order-campaign-musing/#comments</comments>
		<pubDate>Mon, 29 Apr 2013 05:04:41 +0000</pubDate>
		<dc:creator>pointyman2000</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Campaign Design]]></category>
		<category><![CDATA[Mage: the Awakening]]></category>
		<category><![CDATA[Roleplaying Games]]></category>
		<category><![CDATA[World of Darkness]]></category>

		<guid isPermaLink="false">http://philgamer.wordpress.com/?p=5028</guid>
		<description><![CDATA[Last weekend, I was talking to my players about limited-faction campaigns and how they&#8217;d turn out, and we decided to try applying that kind of thinking to a Mage game. The first game we&#8217;ve tried to play with this kind of thinking was with L5R, and the Lion Clan game was very successful, so perhaps [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5028&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Last weekend, I was talking to my players about limited-faction campaigns and how they&#8217;d turn out, and we decided to try applying that kind of thinking to a Mage game. The first game we&#8217;ve tried to play with this kind of thinking was with L5R, and the Lion Clan game was very successful, so perhaps we might be onto something.</p>
<p>That said, Mage is an entirely different kind of creature, so rather than restrict the players to a single Order, I figure that it might be best to adhere to a pair of orders instead. While I was initially looking at a globetrotting Mysterium + Adamantine Arrow game (something that I might come back to in the future), the alternative was to try out a Silver Ladder + Adamantine Arrow game instead.</p>
<p>In some ways, a game involving the SL and the AA is one mired in the discussion of Power. Authority and the Strength necessary to enforce such are core themes of both groups. Given this sort of setup, I&#8217;ve gotten to thinking that there might be something there.</p>
<p>I don&#8217;t have a complete picture in my mind yet, but the idea is a campaign about the acquisition of power and holding on to it. Given the city-focused nature of Mage: the Awakening, the closest metaphor I can think of is a crime story where a new gang moves into a city to try and take over. Games like Grand Theft Auto or Saint&#8217;s Row are good examples of this kind of story, where the focus is eking out a niche, then climbing up the food chain.</p>
<p>With regards to location, I&#8217;m seriously considering a fictional American city as to give myself some extra leeway to rely more heavily on cinematic tropes.</p>
<p>Mage is all about dangerous people doing dangerous and risky things in the name of power and hubris, and maybe learning to be a little wiser along the way. I&#8217;m still going over a few ideas in my head at the moment, and while I don&#8217;t have a solid pitch yet, I&#8217;m seeing it as a reflection of the original <a href="http://philgamer.wordpress.com/2010/08/10/mage-the-awakening-campaign-idea-sword-of-damocles/" target="_blank">Sword of Damocles</a> concept I had for a Seer game.</p>
<p>I&#8217;m still mulling it over in my head right now, but I think I might be on to something. Perhaps later this week I&#8217;ll be able to cement this all into a solid pitch that I&#8217;ll be posting here on the blog for my players to think about.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/philgamer.wordpress.com/5028/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/philgamer.wordpress.com/5028/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=philgamer.wordpress.com&#038;blog=1356988&#038;post=5028&#038;subd=philgamer&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://philgamer.wordpress.com/2013/04/29/mage-the-awakening-limited-order-campaign-musing/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/985dd10497dc9bbf42dfb6517c713254?s=96&#38;d=identicon" medium="image">
			<media:title type="html">pointyman2000</media:title>
		</media:content>
	</item>
	</channel>
</rss>
