(23) Blood Magick in V20; the Many Flavors of Thaumaturgy and its Practitioners

Magick Sings Through the Blood

There is a long, long history of blood sorcery among the Kindred. Indeed, its a common occurrence in the community social circles that surround this game, to have multiple references to blood magick of all types come up in a discussion.

In this article, I’m going to do my best to go into a deep dive of Thaumaturgy the Discipline, as well as Thaumaturgy the ‘catch-all’ term for blood sorcery in V20, its practitioners, and the Clan that makes use of it the most.

As well as this, I’m going to attempt to refine all of this information from a long-time Storyteller’s perspective, as well as a Player of nearly 30 years, and how to effectively utilize Thaumaturgy’s wealth of Player and ST options into a new or currently-running Chronicle. This article isn’t so much a breakdown of the individual Paths and their powers, those are detailed well enough in the books they’re contained in. The purpose of this article is to view Thaumaturgy from a more creative standpoint, and to explore the Discipline as it can be creatively used by a Player or ST within a Chronicle, and to broaden the understanding of what Thaumaturgy is capable of.

Because that’s what really makes a TTRPG absolutely sing, especially when the ambiguous art of Magick is included into a game, is the capacity of having a ton of different options available. Because an overly homogenized game, where there’s no real differences from one Class/Clan to another, is a boring game. Variety and a wealth of options allow for an entire universe of creativity and individuality to mature, deepen, and expand what is possible within a game.

So, let’s dig in by starting with the most well known of the blood magick Disciplines, Thaumaturgy.

Thaumaturgy

Though the Tremere Clan of vampires codified the Discipline of Thaumaturgy well back in the Dark Ages (during their war with the Tzimisce and Gangrel Clans, shortly after stealing vampirism for themselves), they aren’t (and have never been) its sole practitioners, but they are by far the most well-learned and practiced in its craft.

Blood magick of various different flavors has been in use since the earliest recorded times of the Second City, and even more obscurely referenced as far back as the First City, Enoch.

Due to the Tremere’s mastery of Thaumaturgy (and their standing claim that it is the propriety of their Clan and theirs alone), as well as the other Clans who practice blood magick of their own variety, “Thaumaturgy” has also become a catch-all phrase for all blood magick.

Indeed, aside from a few other Disciplines that stand alone (such as Necromancy and Abyssal Mysticism), the updates to the game with V20 and DA20 has often retconned the various blood magicks of the other Clans to reflect that they practice “a style of blood magick ‘similar enough to’ *insert Thaumaturgy Path here*, that the writers and developers just have you refer to that specific Path(s) of Thaumaturgy for that other Clan’s use of blood magick.

But that was the past editions. In V20, Disciplines such as Assamite Sorcery, Koldunic Sorcery, Abyssal Mysticism, etc., are definitely differentiated from Thaumaturgy as a whole. I’m not including them in this article because they’re mechanically similar to Thaumaturgy, and they’re still yet distinct enough on their own that they deserve articles of their own, to be explored in depth as they so richly need.

Though, it is still a truism that the other Blood Sorceries are often, and mistakenly, lumped in with Thaumaturgy as if they were inseparable from it.

What that unfortunate line of thought does, is further cement the Tremere’s moniker of ‘Usurpers’, they are seen as trying to claim that all blood magick “belongs to” them, and for their part the Tremere have done little to dissuade and distance themselves from that image. While they definitely created the codified Discipline of Thaumaturgy, their codification was more akin to creating a “blood magick encyclopedia” that more or less just took a bunch of disjointed and disparate Paths of blood magick, redefined and compiled them, and joined them together into one rote Discipline.

Yes, the Tremere do deserve their due for the work they put into the Discipline, and without a doubt, Thaumaturgy wouldn’t be nearly as potent or widespread in the modern nights as it is without the necessity-driven research of the Tremere.

And, if you like the Dark Ages versions better, theres also nothing preventing a Storyteller from using those rules in their Chronicle, regardless of the time period its set in.

It is, after all, your Chronicle and World of Darkness. Do what is the most fun.

But, I digress…

What I love about the Discipline of Thaumaturgy, is the sheer amount of options it gives to Players and ST’s alike, to create distinct, memorable, deep characters and NPC’s. With such a wide variety of powers available for use, one would have to work pretty hard to create the same character twice.

And not all Paths of Thaumaturgy are created equally. Some are very much more suited for certain or specific situations better than the others; but every single Path is written kind of “open ended”, which leaves a lot of wiggle room for the creative Player or ST to allow the various spells and rituals to perform a wide variety of effects, uses, and for many different situations.

And its that very versatility that makes Thaumaturgy so beloved.

Now, there are … other editions of VtM that have arbitrarily removed nearly all of this Discipline, and dismembered it down to just having one Path with only five set powers and a few meager, impotent Rituals. In some earlier editions of the game, Thaumaturgy was similarly bereft of options, but not nearly as much as the newest edition, and mostly because it was still new. I won’t dwell on these “crimes” against Thaumaturgy too much. Suffice to say that to neuter such a versatile Discipline such as Thaumaturgy in this manner only leads to a vast misunderstanding of the value in that versatility that Thaumaturgy represents, and dies a massive disservice to the very concepts of Magick and the versatility of the Blood of Caine itself.

Which is one of the multitude of reasons why I stick with V20 and earlier editions. Because in TTRPG’S and video games, having a wealth and overabundance of options, even if you dont use all of them in each game or Chronicle, is never, never ever ever, a bad thing.

More options are never bad!

EVER!!!

Now, before I get into the part of the discussion where I go through somw of the individual Paths of Thaumaturgy and the creative uses for them, I want to go through some of the downsides to the Discipline.

With all of this variety that Thaumaturgy offers, there still needs to be balance to the game. While Thaumaturgy is definitely a powerful Discipline, the costs and risks are exponentially high for the practitioner as higher and higher level powers and rituals are invoked and cast. Some powers and Rituals, if failed/botched, will kill the Kindred outright, or cripple/maim them. Thaumaturgy is not a Discipline for the faint of heart.

Couple that with the inherent limitations of chasing Mastery of the Discipline, and the dedication necessary to do so helps keep the Discipline nicely balanced with the other Disciplines that Kindred can call upon.

While versitile and containing many Paths, each Path of Thaumaturgy must be learned separately, often at the cost of foregoing refinement of the Kindred’s other Disciplines. The time spent dedicated to learning Thaumaturgy, especially if a Kindred is working on more than one Path at once, directly and negatively stagnates the development of other Disciplines.

There are, after all, only so many experience points to go around. So the Kindred and Player are forced to make some difficult decisions in the advancement of their Disciplines. And thats how such a potent Discipline is kept “in balance” with the rest of the game.

Sure, with enough time and research, your vampire could become an undead Gandalf. But the sheer number of experience points this would require, on top of the lack of training in your other Disciplines, means that this is highly unlikely for any long-running character to do. This necessity to spread out experience point expenditures across the breadth of several Disciplines, is a “hidden mechanic” in order to keep the raw potential of Thaumaturgy in comparable power levels to the other arsenal of Disciplines that the Cainites have available.

Sure Thaumaturgy has the potential to be game-breaking in its potency and versatility, but that potency and versatility is kept in check by the limited amount of resources available to advance study in the Discipline, and at the cost of developing other abilities/Disciplines.

The balance for Thaumaturgy, is very much in the sacrifice it requires to master it.

Thaumaturgy has never been “broken” or “overpowered”. Thaumaturgy doesn’t now, or ever, need to be neutered to be “reigned in”. If Thaumaturgy is understood fully, and run properly by both ST’s and Players, it reigns itself in by its very nature, and balances itself alongside the other Disciplines pretty fairly evenly.

Now, on to the discussion of the Paths.

Thaumaturgical Systems

Before we begin, let’s take a look at the rules/systems in order to even use Thaumaturgy.

Every single Path power of Thaumaturgy uses the exact same system and roll. This is because it is the level of the power that determines its efficacy.

In order to use a Path power, the Player must spend a Blood Point and make a Willpower roll, difficulty is equal to the power’s level +3. This means that the difficulties range from the minimum 4 difficulty for a level one power, to needing to hit an 8 for a level 5 power.

While that may or may not be daunting to a player, only one success is needed to make the power work. As with all rolls though, the Storyteller is free to add extra effects for multiple successes such as getting 3 or more successes on the activation roll. Indeed, quite a few Path powers can have some truly awesome effects with the more successes that are rolled.

Each Ritual has its own systems that apply to that specific Ritual in order for it to succeed. Unlike the Path powers, each Ritual has its own activation costs like Blood/Willpower expenditure requirements, and its own activation roll as well as time commitments to perform the Ritual successfully.

Whereas the Path powers are meant to have an immediate effect, Rituals can potentially sit for years until the necessary requirements are met for its effect(s) to take place. And there’s a good trade-off for the Discipline. While the Rituals take quite a bit of time and expenditure in order to be cast correctly, that time commitment is balanced by the very potent effects most Rituals have.

More time and resources to cast, greater magickal effects and power from the ritual casting.

But now, let’s start exploring some of the Paths that make Thaumaturgy the juggernaut that it is. Thaumaturgy itself has an exhaustive list of Paths available to the budding Thaumaturge, so I will only touch on some of my absolute favorites in this article.

The Path of Blood

By the description in V20 and DA20, The Path of Blood is most commonly the very first Path that a Neonate Tremere learns when breaking into learning Thaumaturgy, and for good reason.

As Thaumaturgy itself begets all of its power from the mystical properties of Kindred vitae, The Path of Blood sits as one of the most powerful Paths available to a thaumaturge.

Its powers, while not specifically combat oriented, do have their uses for combat purposes. The Path allows the Kindred to feed from a distance, which can steal the very vitae that another Kindred might use for their own Disciplines or healing of wounds. And it makes feeding… different when stealing the blood of mortals.

It can, with but a few drops, allow a practiced Path adherent to not only tell if a Kindred has committed the heinous crime of diablerie recently, but also tell if they’ve ever committed the act, even if it happened centuries or millennia prior and the telltale black streaks in the aura have long since faded. This makes for quite useful leverage for blackmail or extortion for the Tremere who holds such information.

Some powers even allow the Kindred to kill with but a glancing, feagher-loght touch, boiling away the targets reserves of vitae and causing excruciating damage. This power is always fatal to mortals, and is a prime method of committing a necessary assassination, or to cover up a whole host of other blood related crimes.

The Rituals analagous to this Path are no less devious, malicious, or potent. A practiced thaumaturge, with a little bit of blood from their target, and enough time, can create an entire encyclopedia worth or effects on other Kindred, and they do not even have to be in the target Kindred’s presence for most of the time!

Truly, this is one of the most feared Paths among Thaumaturgy’s arsenal, if for no other reason than the sheer flexibility of effects that it offers.

The Path of Neptune’s Might

In my humble opinion, this is one of the most underappreciated Paths in all of Thaumaturgy. Often seen as a joke by most Kindred who know of it, that view of this Path is promoted since most of Kindred society has very little interaction with large bodies of water, lakes, rivers, ponds, etc.

However, that dismissal does an injustice to what is actually a very versatile Path, especially since over 75% of the planet is covered with water.

In my ongoing Chronicle and Meta for V20, the Tremere chantry in Kansas City is named ‘The Fountainhead. The Regent of the chantry is a master of this Path, and has been in the city since its inception as a trading post at the very edge of the American Frontier during its westward expansionist days.

Modern Kansas City, Missouri has the distinction of being the city in the world with the largest number of Fountains, second only to Rome. When that Regent founded the chantry here, over the following decades and century and a half, he had a direct hand in not only the design and placement/location of every single fountain in KC, but he and his Acolytes have hidden Thaumaturgic glyphs of power carved into the very stones that the Fountains are built upon and with.

In the deepest recesses of the chantry interior, he has had built a massive fountain that serves as the nexus of a thaumaturgical “web” that criss-crosses the entirety of the Kansas City Metro area. Since KC has Fountains both inside of buildings as well as outside (and some buildings have Fountains on multiple floors…), he has patiently crafted an entire network of Fountains that are used to spy and listen in on conversations that other Kindred think are secret. They are used for divination on a city-scale level, and in times of great necessity, can be used for combat and transportation. Tremere who know this Path at the right levels can step into a fountain in one location, and step out of a fountain at their desired location.

This is another Path whose uses and potential for new Rituals, is vastly underrated and under appreciated.

I’m rather fond of allowing Players and my NPC’s to create new rituals that are direct reflections of this Path. With the sheer availability of water around the world, really the only limitations to this Path are the limitations imposed by the user’s creativity. While low level rituals are fairly easy to drum up, for those higher level effects we should focus on the microcosm as well as the macrocosm.

Not only should higher level Rituals and powers be able to influence and affect higher volumes of water, but also refine the minute mastery and control over water. When thinking about the breadth of possibilities this opens up, remember that the mortal body is also made up primarily of water.

Though its also fair to mention, as the Storyteller, you have full and final say on what new powers and Rituals are allowed in your game/Chronicle. But while you should definitely keep a close eye on what your Kindred do with this Path, and all other Paths that they toy around with, keep in mind that whatever your Players do to tweak the powers of Thaumaturgy, NPC’s and other blood sorcerers can do as well.

The Path of Movement of the Mind

While this Path is pretty much telekinesis of the rote variety, there’s a ton of different creative uses available for all levels of Mastery of this Path.

Sure, it allows a Kindred to lift and move increasingly heavier weights as mastery in the Path develops. However I am also a fan of having fine manipulation of those objects increase as well.

Just as a mortal increases their manual dexterity over time as the body matures and ages from infant to adulthood, so should a Thaumaturge’s “mental manual dexterity” improve as refinement of the Path grows as well. If a Kindred attains say… level 3 of this Path, it should be no issue for them to lift a pen and write a letter, or in a journal, or a ransom note. Their abilities to manipulate objects while lifted should be increased as a reflection of that growing mastery. Indeed, the Path description even states that if an object can be lifted, it can be manipulated as easily as if the character were holding the object in their hand.

Personally though, as a Storyteller, I like to place a caveat on the use of objects with this power. And that caveat deals entirely with the weight of an object being lifted.

Now, I should also say; while level 5 of the power allows the Kindred to lift some pretty crazy weights, that doesn’t men that they’ll have the same manual dexterity ver an Escalade as they would have over a writing pen. As ludicrous as it may sound, even at level 5, theres no way that they should have the same control over a pen the size of a vehicle as they would have over a regular writing pen. In this train of thought, as the weight of the object increases, it should also equivalently take more of the Kindred’s concentration to keep those ever larger amounts merely lifted.

So, while the Path itself states that once an object can be lifted, it can be manipulated with the same dexterity as if it were held in the Vampire’s hand; i like to place a soft limit on this dexterity once an object is over a certain size. Some items are just… bulky and awkward to handle and utilize effectively.

Objects that can be lifted can also be thrown with this Path, though the Thaumaturge needs to have attained at least level 4 in this Path in order for the object/person to be thrown with any damage-dealing capability. But once that level is reached, the Thaumaturge us not only able to lift some impressive amounts of weight, but being able to chuck them at an opponent can do some very serious damage!

At level 3 of this Path, the Kindred can even simulate flight, to a limited degree. It will never be as effective for flight as the Gargoyle discipline of Flight, but it can be used as a close simulacrum, and the utility of such an ability cannot be underestimated.

This is a fairly utilitarian Path, with many and multiple chances for usefulness at all levels of mastery. Just, you know… be creative.

The Path of Flame

Its a well known fact of unlife that the two primary banks of Kindred existence are sunlight and fire.

What could be more terrifying then, than a Kindred who can generate, control, and throw around fire at will?

Next to the Path of Blood, the Path of Flame is probably the most practiced Path by Players and NPC Tremere alike. Its very obvious combat and Kindred extinguishing uses are jist kinda blatantly “out there” for all to see.

And like I had said with Movement of the Mind, as a thaumaturge’s mastery of this Path grows, he not only is able to generate larger and hotter burning conflagrations, but his finite control over the flames he conjures increases as well. This could be anything from lighting a cigarette by having the tip start a burning ember all on its own, to setting a troublesome Malkavian’s shirt on fire in order to “solve” the issue of said Kindred.

It can also be used for dramatic entrances or exits, causing candles and hearth flames to flare up, die down, or form dancing silhouettes to enhance the Kindred’s entrance/departure.

Depending on the level of mastery, it can also be invaluable in escaping a Haven that has been set aflame by noxious Hunter’s by making the flames die down or move away from an escape route entirely.

Or, it could be used to set a rival’s haven aflame I guess… but, what kind of honorable Kindred would do such a thing!? 😉

The Path of Elemental Mastery

This is very much a “four elements of creation” style of Path. Despite what one may believe, Thaumaturgy has a number of Paths that are very “nature” oriented, and while this is one of the more generalized ones, it is no less useful in the Thaumaturge’s repertoire.

It allows everything from speaking with the spirits of trees and plants, to manipulating rock and earth for various purposes.

Now, I must admit that I am personally not that familiar with this Path. However; I have seen friends of mine use it in game to some truly genius effects, and so I include it in this article as an homage to those friends of mine, who took this Path to heights that I hadn’t ever considered.

The Green Path

Another nature oriented Path, The Green Path focuses its base of knowledge on plants, both living and dead. Like the Path of Neptune’s Might, this is another vastly overlooked and derided Path in Thaumaturgy, and that dismissive attitude betrays the sheer usefulness of the powers it grants to a Thaumaturge. Often given the moniker of ‘The Botanical Path’, it still has a niche, but dedicated following among the Tremere.

While they may never admit it, there are not a few stories of Tremere caught out in the open as the sun crested the horizon, and it was quick thinking and quicker magick from a practitioner of this Path that allowed them to wake again on the following night.

The core of this Path is the control it gives over plant matter of all types, both living and dead. Thats an important distinction.

This Path can be used to create impromptu shelter as I mentioned earlier, or it can be used to entangle opponents, or any of a host of other applications. For social gatherings or for capturing the heart of someone the vampire wants to get close to, it can even be used for such a mundane task as to cause flowers to blossom to their full beauty when the subject walks into the room.

As I’ve said so many times with other Paths already, the only realy limitations to this Path are: 1) it only affects plant matter, and 2) how creative the user can be.

The Path of Technomancy

In the modern nights, this Path has become increasingly popular among neonate Tremere and those embraced recently enough that they’re still relatively adaptable to the rapid evolution of mortal technology and society.

Relatively unheard of and unused among older Tremere, this Path has proven indispensable to young Tremere vying for promotion in the Clan.

This Path can be seen in direct parallel to the foci of certain Traditions and Unions of Mages, but is obviously nowhere near as powerful as using Sphere Magick through a technological medium. It is however, extremely potent in the 21st century when even younger and “middle age” vampires are relying more and more on technology with each night that passes.

And though they might not readily admit it, even the oldest Vampires are adopting more and more technology as they awaken in the 21st century. While killing all of the technology for a Kindred, or using it to spy or send coded secret messages might hamper and disrupt a younger Kindred; while the Path’s effects might be just as effective regardless of the age of the vampire using it, losing access to their technology isn’t as much of a setback to older Kindred.

This is something that a Thaumaturgical Technomancer needs to keep in mind when using this Path to further their schemes.

Thaumaturgical Countermagick

This Path is pretty self-explanatory, though it is more like a separate Discipline in its own right than a Path mixed in with the rest of Thaumaturgy.

Seen by young and old Tremere alike as the antithesis of all that they do, the secrets of this Path are jealously guarded and hidden away by the elders of the Clan. While a few secrets of its practice have slipped out here and there, it’s existence is largely unknown to the Tremere Clan proper.

The Path has no individual powers on its own, but merely gives a Thaumaturge a number of dice to use to counter other Thaumaturgical and Magickal effects. Included in the description are also mechanics for becoming aware of and/or recognizing Magick and Thaumaturgy effects on an area, as well as recognition of a Path power of Magick effect as it is being woven, then giving the Thaumaturge the dice pool to counter those effects.

This isn’t really a deep, philosophical, or creative Path. It is much more of a Path for Vampires who are intimately Magickally “aware”, and gives them the ability and chance to say “No”.

Obviously, this Path is seen with a gross amount of suspicion among the Tremere as a while,, specifically the Elders of the Clan;a nd quite frankly, who could blame them?

The Tremere hierarchy is equal parts supported by backstabbing and schemes as much as it is by Thaumaturgical mastery and ability. To have a Thaumaturge with the ability to cancel out those Magickal effects that keep the Elders in their primacy running around willy-nilly, can be viewed as a direct affront and challenge to their authority.

If a Tremere or other Thaumaturge were to be seen using this Path, it is almost guaranteed that Tremere Elders around the world would love to “talk” with the Kindred utilizing such a potent path. The Thaumatuge might also be subject to decades or centuries of close supervision by the Clan Elders, if for no other reason that to try to use the Thaumaturge and this Path as their own unwitting pawns against their Clanmatss and enemies.

While simple in what it does, there are few Paths more potent than the ability to deny other Thaumaturges the use of their greatest asset(s).

Thaumaturgical Rituals

Rituals in the Discipline of Thaumaturgy are as varied as the Paths that they support and overshadow.

By nature, while the Paths contain powers that are near-instant in their effect, Rituals take time to mature and take effect. Though because of this, most Rituals have powerful effects that dwarf what the individual Paths are able to offer. Some take merely hours to cast. Others (and the far more potent and high-level Rituals) can take days, weeks, or even years to finish casting.

Thaumaturgical Rituals are also flush with a wider variety of effects than the Paths can produce, and it is far easier to create a new Ritual in its entirety than it is to create a new power for a given Path.

The Rituals in Thaumaturgy do everything from warding and protecting individuals and entire areas of real estate, to enchanting various objects with a wide variety of effects, to scrying, to even potent situational combat uses.

And while there are plenty of Rotuals detailed in most every V20 source books and supplements, Plauers and ST’s are also highly encouraged to create their own Rituals. I cannot champion this enough!

What i like to do and see, as a Player and ST, is broadly expand the Rituals by taking what is already published, creating variants of what already exists, but use them in conjunction with, and as supplemental sympathetic support of the various Paths.

Not only does this give the Discipline as a whole a far more intimate feel for the Player, it opens up some spectacular role-playing opportunities as the Player expands on their individual knowledge of the Discipline, but also expands on and advances Thaumaturgy as a Discipline and Magickal art.

Just running the Chapters and Stories around Players adapting existing Rituals to their chosen Paths, or researching entirely new Rituals, has led to some of the most fun game sessions I can remember.

Truly, alongside the Paths; the Rituals are an inseparably important aspect to the Discipline, and knowledge of and collecting of Rituals should be as important to a Thaumaturge as their overall advancement in their Paths.

As a Storyteller and Player, if you have a character that utilizes Thaumaturgy, I cannot stress enough that I hope you delve as deeply into the Rituals as fervently as you chase after advancement in your chosen Paths! Trust me, if you do, you’ll have a character that you simply will not want to quit playing.

Closing Thoughts, the Tremere, and Thaumaturgy

Thaumaturgy, as I mentioned at the top of this article, is most often associated with the Tremere; and for their part, they don’t refute the claim that they are its creators and sole practitioners.

This isn’t true, as there are several other Clans who utilize Thaumaturgy, though not as a Clan Discipline as the Tremere are privileged to have. They did however, take the disparate Paths of Thaumaturgy that existed before them, as well as creating new Paths based off of their millennia of time as Mages in the Order of Hermes and what they could do with their reality-shaping magicks before their change.

While Thaumaturgy is a Static Magick, and not as powerful as utilizing the Spheres as Mages do; the influences of Hermetical House Tremere can easily be seen in the effects and very core design of the Discipline.

Indeed, its also fair to mention that House Tremere aren’t even the first Mages to make the change from mortal Willworkers to Vampire. The Nagaraja are actually the first Mages to make this transition, but I’ll cover them much more in depth in my next article which will be on the Discipline of Necromancy.

But regardless of what an individual might think of the Tremere, they are a fun Clan to play. They fancy themselves schemers of the same vein as the Toreador, Lasombra, and Ventrue, and they use their Thaumaturgy directly to assist them in the realization of their plots and plans. They’re assholes, and sometimes its just fun to play an asshole, even for a little bit.

While there is a definite argument and a multitude of reasons to despise them for their actions since they forced their way into Kindred society; they are also one of the most adaptive Clans of Kindred in existence, and that adaptiveness can make them extremely fun to play as a Player Character, and the possible character concepts for a Tremere are as open to possibility as the Discipline that they claim as their birthright.

So, go; explore the mystical side of the Blood of Caine, and have the most fun doing it! For there is almost no Discipline that can give the wealth of options and adaptability that Thaumaturgy offers. Master your Paths, create and perform your Rituals, and make your enemies Blood boil in their very veins!

~ Nox

Lasombra, 5th Gen

Morte Ascendo

(19) I Have Not Forgotten Nor Quit

Time Has Not Been My Friend

I would like to take this time to apologize to my dear readers. I haven’t authored an article in quite some time. Between the Covid pandemic, my ongoing education, family matters, and a whole host of other issues, the demands upon my available free time have been nothing short of monumental.

While my self-doubt tells me that no one has missed the absence of my articles, I do have a few readers who’ve privately messaged me to make sure everything was OK.

I am fine, and I deeply appreciate all those who have expressed their concerns for me and my wellbeing. I’ve just been extremely busy taking care of a host of real life issues and necessities.

I want to say that even though the pace of my article publishing has dropped off of a cliff, I am working on new articles as my time allows. I have shiny, brand new copies of Vampire: the Dark Ages 20th Anniversary Edition, Clanbook: Baali, Clanbook: Cappadocian, and a few others currently at the printers from DrivethruRPG. As well as the other books that I am studying all over again from the WoD game library that I am rebuilding.

Once those arrive and I get a few more personal issues worked out, I will be increasing the frequency of my articles back to a somewhat normal pace.

I am still writing and contemplating Vampire, Mage, and the rest of the World of Darkness as a whole, and I will not let this blog fade into obscurity through negligence.

So I also want to thank you all for standing by me, caring for me and the content that I produce, and for reading my past articles while I’ve been away. Your continued support truly does mean the world to me, and im deeply honored that you enjoy the words that I produce.

For the near future, I will be reposting past articles on my various social networking outlets in order to help pass the time until I can get my new material to you all.

So, to close; thank you all for sticking by me and continuing to read my work. I will endure, and this blog will carry on into the unknowable mists of the future.

Until then, be safe, and ill see you all in the Eternal Night.

~ Nox

Lasombra, 5th Gen

Morte Ascendo

(M1) My Awakening to Mage: the Ascension

Mage: the Ascension 20th Anniversary Edition

I started my three-decade romance (29 years to be exact) with the World of Darkness waaaaay back in 1991 with the first edition of ‘Vampire: the Masquerade’. Vampire is, definitely, my first love, and it will always hold that prime position in my heart of hearts.

When the original WoD game lines ended through the late 90’s and early 00’s, I was bereft, but I still had that massive collection of core and supplemental books that we all can attest to.

Despite buying the books, I never more than lightly read Mage: the Ascension. That’s my own fault.

When the 20th Anniversay esitions if the World of Darkness games were announced, I was, of course, excited like I was a teenager all over again.

I eagerly bought the premium color copies of all five core games as they released, devoured the new updates to Vampire, and gave them all the choicest of new homes on my bookshelf.

Now, back in the swingin’ 90’s, I had a couple of friends who really enjoyed Mage, but they never ran even a single session of it, so I never got to play the game. But I always play the Wizard in high-fantasy games like D&D, so i saw my copy of Mage 20 (M20) sitting there all perfect and flawless on its shelf, and I decided “What the hell. Let’s go for it”.

So now I’m hooked reading about this game!

Author’s note: As of the writing of this article, I am a little over halfway through the book. So as my understanding of the game improves, expect more articles about Mage to be mixed in with my articles about Vampire. Youve now been warned.

First Impressions

The first impression you get when looking at the M20 core book, is that this fucker has some heft! Pardon the language, buts it’s actually quite a large book. I mean, I’m not intimidated in any way by depth and volume of content, quite the opposite! The more Lore, background material, character customization, and fluff you can throw into a TTRPG, alk the better in my opinion.

I think it weighs in at a hefty 200-250 lbs. or so, but thats just my guesstimate. The cover is a beautiful royal purple, and designed with a ruffled silk cloth appearance. Contrasted by the striking gold lettering, and even just the outward appearance is a thing of beauty in itself.

Cracking the book open feels like you’re about to dive into a tome from Gandalf’s private library, which is an awesome feel all alone. The pages are wonderfully designed, with beautiful borders, gorgeous illustrations on the pages that compliment the subject matter thoroughly. On every page.

In all my years, rarely have I seen a core book for any TTRPG that’s as beautiful, well coordinated, and laid out as M20 is.

As I’ve said, I’m only a bit over halfway through the content, but I’m loving what I’m reading.

The World of Darkness, in all of its gritty, evil, darker-version-of-our-real-world glory, is maintained and wonderfully represented as it is in the other World of Darkness games like Vampire and Werewolf. If you’re at all familiar with Werewolf, then you’ll quickly recognize a bit of the topography of the game.

I love the descriptions and explanations to the Umbra as a whole and its various “levels”. I love the descriptions of the umbral realms, deep umbra, and all of the various… planes(?) of the multiverse that are described within. Theres so much depth of lore already, and then the authors and designers go on to hint at Realms yet undiscovered, and the hints at the Realms even farther out past what is known by Mages… really there is that aire of “infinite possibility” within these pages.

The Traditions

Similarly to how Vampires or Werewolves are grouped into Clans and Tribes (respectively), Mages are grouped into Traditions. Each Tradition seems to be more of a philisophical and intellectual grouping more than a hard “you are this” grouping like you have with the Clans and Bloodlines in Vampire. I assume that if a Mage wanted to change or abandon the Tradition(s), one definitely could. (Of course, as i said, im still very new to this particular section of the WoD, so if I’m wrong, I’m sure I’ll be corrected. 😁)

Out of the Traditions I can remember off the top of my head, the Verbena stick out to me nearly immediately. As a Wiccan and Witch in real life, there seems to be a sort of kindred-spirit there. But then, the Sons of Ether and the Hermetics also intrigue me, so there’s that.

Forgive me if I am brief on any if these topics. Im still learning the game, and diving in with only Vampire as a good reference point, so there’s a ton of knowledge I haven’t been exposed to yet, but I do know that Mage fits very well into the rest if the WoD, and I’m excited to keep exploring it.

Overall, (and my memory is failing me as I write this in some free time at my mundane job) I love what I’ve read so far.

I knew that M20 would be packed with Lore. All of the 20th anniversary games are.l, but I was unprepared for the volume of Lore waiting for me. Out of all of the games, Vampire is the one I know that has as much Lore behind it, and I’m loving the deep dive into it. I can tell already that it will take me quite a while to learn Mage as I have done with Vampire over the years, but this book has me intrigued and excited enough to do just that.

And sure, I know it sounds like I’ve been a gushing fan-boy for most of this article, and in a way, I am. But the book is worth it in my opinion, and I’m sure I’ll love the game even more as I continue to read and absorb the knowledge.

Personally, I’m really looking forward to reading about the specific rules and systems of the WoD as they pertain to Mage, and the Spheres and their myriad possibilities to reshape reality itself.

I’m excited to dig into … everything to do with Avatars, Paradox, Oracles, the Technocracy, etc. Just the promise that it all holds is wonderful and new right now, and I have to remind myself that I have to put the book down every so often.

Final Thoughts

I’ve got a lot more to read, and I definitely look forward to it. In much the same manner that Vampire captured my heart and imagination back in the early 90’s, Mage is bringing all those “good feels” right back again as I delve into it in 2020.

I feel that I cheated myself by only lightly reading about Mage during its heyday, but I have the opportunity to rectify that now.

One thing I do love about all of the 20th Anniversary game editions, is the cleaned up rules for cross-overs between the different games. The ability to cross and mix the different games into one another only deepens and enriches the World of Darkness, and I can easily see Mage being the easiest of the five to mix in with the other four. And I do have a brief, shallow base of knowledge of Mage already from my past, but I realize upon really diving into the game, that my knowledge was like one snowflake on an iceberg of a game. And the promise of that much more game really excites me.

I can’t wait to keep reading and studying Mage for years to come. I know I’ll be able to do the Mages justice when I mix them into my Vampire Chronicle (when the Story needs it, of course).

But I also hope that I do get to play Mage. As I’ve said, I love Vampire. But Vampire is a game that I love, but don’t get to play, as I’m usually the one Storytelling and running Vampire. I know I’m light-years away from ever ST’ing a Mage game, and while the thought intrigues me, I think I’d much rather be a Player in a Mage game.

But I love what I’m reading, and I’ll reiterate that Mage has definitely become the strongest “second love” of the WoD for me.

I fully plan on buying the ‘Gods & Monsters’ title, as well as ‘Book of the Fallen’ in the near future, and delving into those to further increase my understanding of Mage and all of its infinite possibilities.

The title and core idea behind this blog is “Nocturnal Gods”, and how the powers of Vampires really do make them akin to God’s if the night. But just based off of what I’ve read so far, Mages easily fit within that ideology as well.

So, as I keep reading and learning, expect more articles about Mage to be liberally mixed in with my articles espousing my sickeningly cloying love of Vampire.

I know I’m definitively excited for this journey, and I hope I can entertain you with it along the way.

Until then, I’ve got a book to continue reading.

~Nox

Lasombra, 7th Gen (and now also an initiate into the world of Mage)

Morte Ascendo

(16) Bridging the Divide in the Community?

Notice I didn’t use the word “Healing”?

So, I just recently saw the news that Justin Achilli is back on board and working as the Brand Creative Lead for the World of Darkness.

Now, while I admittedly don’t know all the duties and/or authority that the job title entails, having a veteran developer of the WoD games back at the helm does fill my shriveled, undead heart with hope.

So, in this article, I’m going to lay out that hope. Its definitely a long shot, and I offer no “insider” information (since I have no insider information…) that this is what will happen, but its a hope of mine, and what I feel is a great way to bridge the … vociferous divide in the WoD community between the fans of the 20th Anniversary edition of the WoD games, and the fans of the 5th edition of Vampire (and presumably, the forthcoming other WoD games’ 5th editions).

The Rift in the Community

There is an undeniable 50/50 split in the community of the WoD. But for this article (and until the other games are released), I’ll focus on V5 and V20, since those are the only comparable games so far.

You have the first half of the community which consists if the die-hard fans of the new 5th edition, including some new Players introduced to Vampire through V5, as well as a few ancients and elders from the older game systems. They love the new mechanics, rules, systems, and the redesign of the core pillars of Vampire.

You have the other half of the community that greatly dislikes/hates what was done to Vampire with V5, and still plays and vastly prefers the older rule and system sets, refreshed and better organized under V20. This also includes some newer Playeds who were introduced to the game through V5, but then tried V20 and found that they liked it better, along with the majority of the grizzled ancients and elders of the Vampire community. (I am, admittedly, in this group of Players and Storytellers)

Now, despite what our own personal biases are, the two halves of the community are about dead even in number. While I don’t have official metrics to back up this anecdotal claim, it can be supported by numbers from DrivethruRPG.com. Their list of Top 100 games shows V5 purchases with a slight but consistent lead over V20 purchases.

While that is loose evidence in favor of the newer V5, lets also not forget that its also evidence that a decade-old edition of the game is still popular enough that it is hanging in sales-wise with an edition that is being heavily marketed and is only almost two years old.

That in itself says quite a lot about the popularity and staying power of the older editions of the game.

While there is a small number of community members that enjoy both new and old editions of the game, and plays both, by far the community is split into the two camps I mentioned above.

But Achilli is also an architect of some of the greatest revisions and evolutions of nearly the whole World of Darkness. He has a deep and abiding love of the games, and that’s deeply apparent in his body of work.

So with a veteran of the WoD and Ancient of the game back in a controlling position, what are the possibilities?

He could simply have been tapped to fix the myriad issues (my opinion) with V5, and be there to help guide the whole WoD merely into whatever future awaits it.

The hope that has blossomed inside of my breast though, is that both sides of the community could be served.

Paradox has a remarkable opportunity to really have thus TTRPG world shine and advance into the future, if they’re fully committed to doing so, and they could have the full support from the entire WoD community if they played this correctly.

My Hope-filled Idea

Produce for both editions.

Paradox is a €1B video game company and publisher. They’ve definitely got the cash for this initiative, and if they go forward in this manner, they would double (or more) their profits from the entire WoD community that would eagerly buy up printed and PDF products.

*That was my shameless pitch to the corporate head honchos at Paradox.*

But the fans of either edition are not moving in their stances and ideological positions. No matter what Achilli does with V5, short of a complete re-write and redesign back to the older rules and systems, the V20 fans aren’t going to accept or “move to” V5.

Similarly, the fans of V5 are just as intransigent in their ideologies. They by-and-large feel that V5 fixed some very serious core design flaws that have always existed in V20.

But if V5 were rewritten to the older rules, Paradox runs the same risk of losing those V5 Players as it would if they simply canceled any and all licenses for the older editions of the game (which would mean the loss of money and purchases from the fans of the older editions).

So, why not continue development of the 5th editions of the WoD games, but also fully reinstate the production licenses for the 20th Anniversary editions of the games as well?

The Meta plot (the overarching story told through supplemental books in the WoD) doesn’t have to be mirrored in both editions.

V5 can go in one direction, while V20 goes in whatever direction the Meta takes it. You don’t have to double the costs by releasing two editions worth of ever supplement release. Maybe just have a short “conversion chapter” at the end of each supplement that allows a group to tailor the particular supplement to their preferred edition, if they like the Meta for one edition over the Meta of the edition whose rules they prefer?

So far, the licenses for the print-on-demand services are still thriving. As I explained in an earlier article, this is a win-win scenario for Paradox, as it really is cost-free profit by allowing people to purchase older publications via these services.

But theres still so much more of the older works that a significant half of the community still deeply loves and plays with a dedicated fervor.

If Paradox would open up those 20th Anniversary development licenses once again, lift that moratorium, then they could have dedicated fans of the 5th editions getting all of the content that they love, and the vociferous fans of the 20th Anniversary editions would not only continue to have the older products printed and money flowing to Paradox, but they would definitely pour money into new content and products developed independently for their vastly preferred edition(s).

The End Result

The end result of allowing this is, quite literally, a win-win-win scenario for all sides of the community.

The 5th edition fans get their shiny, “neonate-new” version of Vampire, and the other games as they are released.

The 20th Anniversary fans get to keep loving their older editions, but get the benefit of new content on their older preferred edition, which will only guarantee they stay in the community and viciously interested in the future health of the WoD.

And Paradox wins with the result being even more money pouring in through the WoD properties. Which, as we all know, higher and higher profit margins are what continually convinces corporations to keep properties like the WoD alive.

But we need both sides of the community, both fans of any/every edition to stay involved in the WoD if it is going to survive for another thirty years.

We can’t jettison the newer edition fans in favor of the older editions and expect the World of Darkness to survive, just like we can’t ignore the older edition fans and expect them to still pour money into products that they don’t like/play/enjoy.

But this idea, if taken seriously and given the funding and time to be fully realized, could not only invigorate every side of the community, but it would go leagues and magnitudes towards bridging the gulf of divides that faces the community currently.

So please, Mr. Achilli, if you happen to read this article:

If nothing else, please give the idea the debate and consideration that it so rightfully deserves. Even if it may be the most remote of possibilities.

The very future of the World of Darkness, and the fate of the games that we all so deeply love, could very well depend on it.

Respectfully,

~ Nox

Lasombra, 7th Gen

Morte Ascendo

(12) Vampire Needs to go Backwards to go Forward

Minds and Attitudes Change With Time…

I wrote an article just a few months back, imploring the older fan base of VtM to find a way to love V5. I made the argument that “this is the Vampire that we’re going to have” and “even if all you do is cherry-pick the Lore to advance your game forward, still support V5 so that the franchise doesn’t die”.

Over the last few months, and watching the VtM community (I refuse to use “vamily” anymore…) and their deep, passionate discussions all across the web and fan forums, I have to admit that I was wrong.

V5 is/was a mistake in my opinion, and never should have happened in the manner that it did.

Now, I’m not going to delete that older article. Its a representation of where my mind was at during that time frame, and I was warring with myself internally over that article and the state of the game at that time as well. While this article will be Vampire focused, it also reflects my thoughts on the presumed upcoming 5th Edition of the other four core games in the World of Darkness as well.

But, since this is my blog, I’m going to make the case for why I’m now firmly against V5, and that a return to the older versions of the game are what is necessary for it to have lasting future success. This change in opinion might anger some people. It might cause me to lose some support for this blog. Thats fine. I can’t please everyone all of the time, and everyone is entitled to their opinions whether I agree with them or not. But this is where I’m at, and I need to honest about that and where I stand as far as the direction of the game moving forward.

The Beginning: Older Editions thru V5

There’s no argument the VtM and the entire WoD are icons in the TTRPG industry. The game(s) rank right up there with other legends such as D&D, Pathfinder, etc. Simply their longevity, regardless of the small parade of owners that White Wolf has had, proves that point. I myself, have played Vampire since the 1st edition released back in 1991, and it has enraptured me ever since.

Each subsequent edition has further refined the game, and subjectively made the game better in nearly every aspect. There are subjective opinions on which edition is “the best”, but for me, V20 is the crowning achievement of the franchise. And that opinion includes all of the 20th Anniversary editions of all five of the core games.

V20 took several separate books, rewrote them, reorganized them, refined rules and systems for gameplay, and made Vampire the game that it should have always been, and was always meant to be.

CCP bought White Wolf years back, and under their neglectful eye, the entire franchise languished in obscurity and inaction. With their lack of development of the games, profits were lacking, and when their core MMORPG started having issues, CCP sold off everything White Wolf to Paradox Interactive. With a shiny new publishing deal with Onyx Path Publishing, the 20th anniversary editions were released, and V5 was announced.

When V5 was announced, people Kickstarted hoping for more Lore. Many of those same people, myself included, bought V5. I even bought the Elder Bundle that had all three books in it, so I could give it a good look-through. At the time, it seemed exciting, fresh, and neonate-new.

But, as with all things, time and introspection changes things.

Over the past year and a half since V5 released, the social posts on the various fan forums from quite a lot of the community have changed from nearly all positive, to saying that: while they initially bought into V5 because it was the new edition, they’re now turning away from it. They’re turning away from it due to the lack of cohesive, contiguous lore. The mashing of everything together, and the changes to the rules systems, Clans, Disciplines, pretty much every aspect of the new edition of the game is turning people away.

Now, I want to also note that this doesn’t apply to all of the community/people who play and love Vampire: the Masquerade. But while V5 has achieved a level of success in its own right, I’m noticing more and more people with every day/week/month that passes, who are moving to, or going back to, V20, Revised, and even 2nd and 1st editions of Vampire.

There are, to be fair; also quite a few posts, comments, and running discussions from a decent portion of the community that are still very positive of V5. And to be further fair, V5 is still very popular. However, as more time passes, the more I see from the community that this positivity is waning, and the older editions are waxing more popular.

But which side is the “majority”? We in the community don’t know, as no objective numerical data either way has been released for public consumption.

I am fully aware at this point, that all of my “examples” are purely anecdotal, and taken from watching the various discussions across a breadth of 5+ social media platforms. But while anecdotes are not numerical data, those same posts are a good metric for measuring consumer/customer satisfaction. And my examples and arguments in this article will continue to be anecdotal, as I cannot be expected to represent, literally, thousands of comments in this one post.

But, I digress. Back to the discussion.

Those same people are also saying that while V20 and older editions are super lore-heavy, they’re far better organized, the systems are designed better, and theyre enjoying the deeper breadth of Clans and game lore more than what they do with V5. As time rolls ever onward, I’m seeing more and more posts, consecutively, players and Storytellers are saying ” I discovered the game with V5, but I’ve since tried V20 (or Requiem, or Revised, etc) and I just like those better.”

The changes to the release schedules for V5 material doesn’t help its situation either. Things happen, and delays are a part of any business. Thats just reality. But when it was announced that Kickstarter would be the primary funding source for nearly all 5th edition funding, I was a bit worried, and I was not alone in that worry.

The promises and communications we were given in regards to the V5 release schedule went from “we’re gonna put VtM back in the stores!” to “probably not in the stores, but definitely faster releases through Kickstarter!” to “well, you may not actually get another book this year after Chicago by Night. But still please join the Kickstarter for Cult of the Blood Gods! …”

And the CotBG has been pushed back once or twice now, despite meeting its kickstarter goal so early on.

There was even a statement from new-White Wolf, right as Paradox was gutting them, stating that the new editions were never meant to be solely profitable. What then, was the point of purchasing the properties if not to even attempt to make them profitable?

I have the distinct feeling that sales may be cooling off alongside public sentiment for the 5e products. Which, as a thin cover story, would explain the aforementioned statement. But that must remain speculation, as there have been zero sales figures released with which to judge success or failure, or even waxing/waning interest in V20 or V5. All we can go by currently, is what we see in the many fan forums around the globe.

So, back to V5; while initially very successful (I can freely admit that), I believe that it is starting to turn people away from it, and back on to the older editions. When V20, W20, and M20 all hit their release dates – they each topped the charts for months on DriveThruRPG. The publishers of D&D 5e, Pathfinder, and Shadowrun all publish on DriveThruRPG – and they were all dwarfed by V20. For. Months.

To this day, V20 and V5 continue to jockey for the top post. This is a decade-old edition of a game fighting it out with a game launched a year ago, and the 20th anniversary editions are still easily holding their own against V5. V20 is only about 5 places behind it despite this age difference, and they toggle the top spot from time to time.

Into the Future of VtM and V5

As I’ve mentioned earlier, our beloved World of Darkness has had a small parade of owners over its lifetime. Each has made changes to the game to try to “put their mark” on the franchise. I can’t really blame them, why wouldn’t you want your name attached to a TTRPG such as this?

But therein lies quite a few of the problems with making too drastic of changes, and please forgive me if I get a bit vitriolic.

The entire lore in the updates that came with V5, suffers from (IMO) lazy, sloppy writing.

The Cappadocians, Harbingers, and Samedi are suddenly just saying “Nah, we’re ok with the Giovanni now”, and everyone just coexisting peacefully out of some unnamed and woefully poorly explained necessity? There may be some further explanation in the eventually forthcoming Cult of the Blood Gods, but there’s at least three Bloodlines that would rather slaughter any remaining Giovanni rather than work with them.

The Followers of Set decide to go corporate fundamentalism and stop being so mean?

The Gangrel just letting all the shit that the Camarilla dumped on them be water under the bridge and just quietly exiting the Camarilla (which, admittedly, the Gangrel left the Camarilla wholesale in an earlier edition of VtM), but then the Brujah splitting the Clan, with around half of their number going Anarch?

Not only did the Assamites claim responsibility for tricking the 2nd Inquisition into nuking the Tremere’s Vienna Chantry, but then they just decide to join the Camarilla while the Tremere are still members? Not only that, but in the bombing of the Vienna Chantry, we’re supposed to just accept that the three highest tiers of the Pyramid were not only all in that one location at the same time, but none of those Elders had the mystical mastery to have survived it in some manner? Especially since the Prime Chantry was well known in the Lore to exist in multiple places at the same points in time?Really?

The Sabbat just loses suddenly and is gone, and the Lasombra, always a Clan-before-Sect type of Clan mentality, just tuck their tails and willingly slaughter their own Elders to gain entrance to the Camarilla? That… doesn’t fit with the character of the Lasombra in any way.

And with the crumbling of the Sabbat, no word on the Tzimisce? We’re just going to leave them hanging in the wind? Or are they just going to be conveniently written out of the Lore by just not mentioning them ever again?

Also for the Sabbat, what happened to all of those Antitribu Clans? They can’t exactly just walk back to their parent Clans with just a heartfelt apology, and then everything is good.

The Salubri who were major Frontline warriors for the Sabbat? Just gone are they?

Global conspiracies have all gone the way of the noble Dodo. The majority of the Elders in all Kindred societies and Sects conveniently go to the middle east and die/disappear. Now your characters are movers and shakers. With all of those centuries spent building up bases of power, seizing and warring over city-domains to prove Sect superiority, the Elders just up and abandon them all?

The advent of the 2nd Inquisition is equally as shoddy in its background as it is in its implementation. But the 2nd Inquisition does go a long way to explain why the three Disciplines of Celerity, Fortitude, and Potence were so drastically reworked, and made flaccid and meaningless in the new edition. If those Disciplines were left as they were represented in previous games, then the mortals at the heart of the 2nd Inquisition wouldn’t be able to be villains of any sort. The Kindred would have long crushed them by now. Which is also a fine example of poor design decision making that directly neuters the core of what Vampires are.

Let’s also visit the advent of the Thin Bloods. Why, by the Blood of Caine, is the focus of V5 so intent on the Thin Bloods? Vampires who are barely more potent than ordinary humans, and they’re the predominant focus of this new edition? In all of my 25+ years of playing and ST’ing, through all of the TTRPG conventions I’ve attended, through all of the RPG game shop conversations I’ve been a part of; never once have I ever met anyone who wanted to play a Thin Blood. Not I, none of my Coterie, none of the VtM fanatics I’ve ever met have ever even liked the Thin Bloods more than just a Story tool, and none of this epeople I’ve met have ever wanted their beloved characters to be a Thin Blood.

So I’m having a very difficult time figuring out… where is the army of Thin Blood enthusiasts, who are apparently so numerous, that one of the overarching and predominant themes of V5, is on the Thin Bloods? The Thin Bloods are pure shite (IMO), and worthy only of the aforementioned Story tool (and even as a Story tool, Thin Bloods can only really be used as an ‘impending Gehenna’ story tool), and I think that this focus on them that V5 has moved to, is further evidence that the game is being drastically moved in the absolute wrong direction. People play this game to play Vampires, not to play creatures that are little better than the human prey of Vampires.

Literally all the lore we built up for decades is just flushed down the toilets, and we are making NO attempt to make it make sense?

I seriously have read fan fictions more coherent than V5.

I’m not going to reiterate my position on the rules and system changes, as I already went through those in my V20 vs V5 comparison article, but thise opinions still stand just as prominently now as they did in that article. Those changes were also vast mistakes in my opinion, and should never have been made.

The Hunger dice system and Blood Potency should never have been made.

Those issues aside, it seems painfully obvious that the vision of what made VtM so successful has been lost amidst the rush to “create something new”. In this V5 edition, VtM is still a game of gothic personal horror, but it desperately needs that “punk” aspect added back in as well. The new developers so hyper-focused on the personal horror, that they sacrificed all of the other pillars that this game stands upon. Under the new management, I’m not even sure that this new VtM can even be properly called a Vampire game.

Again, purely in my opinion, V5 is “Vampire-lite: the fuzzy emo hug-it-out thin bloods rule everything edition”. V5 doesn’t even feel like a Vampire game to me. It may have the name and logo on the cover, but the content between those covers just isn’t Vampire.

If these newer companies/owners/publishers would just take a minute, step back and look at VtM objectively and neutrally, I like to think that they would realize that the original recipe for the WoD and Vampire, updated and clarified with V20, is what would return the property back to wild profitability. Such a return to the core of what originally made the game so outstandingly popular, would make the nocturnal restaurant wildly successful again, then we could potentially have a nigh-endless bounty of VtM for decades to come.

Going back to the earlier rules and systems wouldn’t make the game stagnant either, as I’ve seen some arguments suggest. V5, if it proved anything, proved that the metaplot can definitely be advanced into modern day. The Ravnos can still be decimated by the Week of Nightmares. The Necromancy Clans & Bloodlines can even make their own Sect if that’s the definitive direction that we must go with them (just flesh it out far more than it is). The Sabbat can crumble, the Ashirra can be a new Sect still, just explain it better so that it makes some kind of sense and/or follows some sort of logical path of storytelling.

But the developers definitely don’t need to screw with the core systems that made the game the iconic TTRPG that it is known as today in order to sell books.

Release new, more modern content on the older structure, rules, and systems of gameplay, and the books will quite literally sell themselves. Nearly no effort or marketing budget would be required.

And thats an attitude, future view, and sentiment that the community is starting to come around to all on their own as they delve deeper into, and the content gets more muddled by, V5. There’s little to no long-term vision apparent for these properties, but a return to the V20 base systems would give magnitudes of future potential from which to keep these games surging forward.

But Then There’s My Fear…

So, let’s go hypothetical. Let’s say that the 20th anniversary editions of all five games keep growing in popularity while interest in V5 and the other 5e games continues to decline.

My fear is; Paradox will pull all of their licensing for V20, earlier editions (including the other 20thA editions), and Storytellers Vault, all to double-down on and protect their investment in the 5e versions of the games.

Granted, those older editions are still making them profits, but corporate arrogance and stubbornness is what it is.

It may very well end up being an irrational fear of mine. After all, they haven’t yanked Chronicles of Darkness yet, despite that one having a solid and dedicated following. But I also doubt that they would write off their losses with 5e, should public sentiment keep going as it is, and go back to the older and more popular versions. In a worst case scenario, they sell off the property, and we enter another “VtM desert” where the future of the franchises isn’t clear, and we’re without any products for an indeterminate amount of time. But that is parried by the knowledge that we have survived that before, and the community emerged mostly intact on the other side of that desert. And for myself and those who agree with my opinion in this article, we’re in a VtM desert right now, with V5 not actually representing Vampire in any appreciable way.

These thoughts don’t keep me awake at night, but they gnaw at the back of the mind.

I can only see V5 going the same way as Chronicles of Darkness. A dedicated, but (relatively) small fan base, which will only prompt a new parade of owners. And while Chronicles of Darkness continues to get fairly regular releases through Kickstarter, CoD isn’t going to be the future of the properties. I definitively see the same fate in store for V5.

V20 is a damn masterpiece. If they would take future VtM, and base it off of V20, I think it would be more successful than they could have ever imagined.

I firmly suspect that as they role on with “V5: VtM-Lite”, the disappointment of the fan base will continue to outweigh the initial hype.

For the Future of What We All Love

Now, I know that the authors of V5 put a lot of work into the game. That much is clearly obvious and irrefutable, and I know that they love their creation, and it still has a popularity that shows it is accepted by a decent part of the community. But it is my staunch opinion that they took VtM in the completely wrong direction, and judging by the comments in the various community outlets that I’ve seen stretching back for months, I’m not the only one with this opinion. And those numbers continue to grow weekly and monthly.

Justin Achilli is a legend in this game, and he is someone who I deeply revere and respect for all that he has created and given to the entire World of Darkness over the years. He said on Twitter a few months back, that V20 was meant to be an homage to the dedication of the WoD fanbase, for 20+ years if making the game the legendary success that it is. He said that V20, and all of the 20th anniversary editions, were not intended to be the future of the game going forward.

I want to make it succinctly clear that I fully understand that.

But the problem is, with V20 (and all of the other 20th Anniversary editions of the core games), that edition is exactly what Vampire: the Masquerade and the entire WoD should always have been, and what it should be for far into the foreseeable future.

Compared to V20, pretty much everything in V5 is softer and weaker, a VtM-lite.

In my opinion, the best way to move these games forward, and to allow them to achieve the wild successes that made these games iconic (from the 90’s onward), is to embrace the 20th anniversary editions, and to use those going forward as the games advance into 2020 and far, far beyond.

Again, if the developers would go back to what originally made the games so successful, then the books and supplements would fly off the shelves of their own accord.

Final Thoughts

Theres going to be disingenuous arguments that I’m just too old. I’m stuck in the 90’s, or I’m stuck in my ways. There will be arguments that I’m just being intransigent in my views of the game, or crying just to complain about something.

If after reading this article, people find that they don’t really like me at all (or even hate me), and vehemently disagree with all that I’ve written here, that’s fine. If they don’t like my blog anymore and choose to unfollow it and myself on the various social media platforms and fan forums, that’s fine too. There will be people who say unkind, visceral, and vitriolic things about me. I’m not naive enough to think it won’t happen. I’m also not naive or narcissistic enough to think that everyone will always agree with me, or that my words contain some Supreme wisdom that will cause everyone to see the genius in my words and opinions.

I’m fine with that, I have thick skin and broad shoulders, I can take it.

Am I trying to convince people who may or may not yet be swayed? Of course. Thats the whole point of something akin to a blog, or any other medium used to express an opinion. If I do convince more people that the game needs to go backwards in order to go forward, then I feel that I will have helped the game itself in some miniscule way. If I convince no one, thats fine too. But judging from what I see on all those various platforms and forums that I keep mentioning, I’m not having to do much convincing. People are coming to these same conclusions easily enough on their own.

Still, I’m going to be honest about where I’m at, and use the tools at my disposal to fight for what I believe is best for the game, no matter how small the following of people who agree with me might be. I have the integrity to stand resolute for what I believe is the right thing to do, and for what I believe the best direction for the game to go in for the future.

Vampire: the Masquerade is still, in my opinion, the greatest TTRPG ever conceived and put to paper. Even all these decades later, it still proudly holds that mantle to me.

I love Vampire, and all of the core five games in the World of Darkness! It is from this deep, decades long love that I’m writing this particular article. It is out of an abiding love for Vampire that I worry so much for its future.

But in the same manner that Requiem and the Chronicles of Darkness are now seen and considered to be completely separate games from the original VtM world, so to do I see V5 going along that same path.

There is enough of a split in the community (and that is not an anecdotal claim, the entire WoD community is nearly evenly split into two factions, and that cannot be denied), there is enough of the community who would rather play the older versions, and there is a sizeable enough population that would rather see the old systems make a comeback that it seems like an inevitability to me. And while I, again, cannot offer numerical data, I can only offer as evidence what I see a multitude of times every day.

That may be the arrogance of a middle-aged TTRPG Gamer talking, but I think that I’m more correct than a lot of people would feel comfortable admitting.

We just need to get people at the helm of all the properties, who have a deep enough love and respect for what actually made Vampire great, to take it back to those systems in order for it to continue into the future.

Once we get the game(s) back to where they came from, only then will we see lasting progress forward.

~ Nox

Lasombra, 7th Gen

Morte Ascendo

(10) Experience and Character Advancement

Numbers

In every TTRPG, some form of experience point system is used to help reward players for the actions of their characters in the game.

Some, like D&D, have experience point rewards tied to each creature defeated, but also experience rewards at the DM’s discretion for other acts during a game session.

VtM and the WoD are no different. Experience allows you to mark and advance the growth of your beloved character, and that advancement allows the characters to face ever-more difficult obstacles, learn fantastic new abilities, and allows them to achieve the greatest heights that a rampaging murder-hobo can achieve.

Experience point awards and allotments can often be an overlooked or taken-for-granted aspect of a TTRPG, but its one of the aspects that both Storytellers and Players need to pay close attention to.

Where the WoD differs from most other TTRPG’s, is that experience rewards aren’t tied to defeating/killing individual enemies. They’re rewarded for the actions that the character takes throughout a game session/Chapter/Story. These rewards also differ in that they don’t number in the (potential) thousands as they can with a game like D&D.

So, let’s look at how experience is handled in VtM.

Experience in Vampire: the Masquerade

While this section will be written from the perspective of VtM, experience rewards for the entire WoD is handled identically from game to game.

If one goes by the rules of the book, Players have the potential to earn 3-5 experience points per game session.

1 point is automatic. The Player gets a point at the end of the session for simply showing up and taking part in the events of the night.

1 point can be awarded for the learning curve of the session. The character gained some crucial information, or learned something important. Failure can be rewarded as well, as we often learn more from our failures than from our successes.

1 point can be awarded for Roleplaying. If the Player gets and is deeply involved in their character, and superbly acts out the personality of that character, then they can be awarded a point for bringing that character to unlife.

1 point can be awarded for the Coterie. If you have a Player that goes above and beyond to make the game more enjoyable for everyone, there’s no reason that experience can’t be awarded for that.

1 point for Heroism. This potential point shouldn’t (in my opinion) be awarded for reckless stupidity, but instead if the character makes an act of true heroism during a session to achieve a higher purpose. Vampires are monsters by nature, predators of humans. But to overcome that monstrous nature and do something truly heroic, that should be rewarded.

That is how the (V20) book awards experience, and its nearly identical from game to game, with only minor tweaking to fit the theme of each different game.

V5 awards far less in the way of experience, with the core book only suggesting 2 experience points awarded per session. Just my personal opinion, but I feel that this is far too low. I understand that personal growth can take time, but there’s a very fine line between the rate of personal growth and the feeling that your character is stagnant due to no way to improve their abilities.

Requiem awards experience more similarly to V20, but still has its own method to make it distinct.

And all of this discussion brings us to the Storyteller dilemma with experience awards: balance.

Balancing Experience and Rate of Progression

For any ST, this is the tricky part. The balance of any Chronicle can be thrown off pace with either too much, or too little experience awards.

If you’re wanting your characters to advance faster. If you’ve got some things planned out and want them to feel real power faster, then adding even 2-3 additional experience per session to what the book suggests, would have your players screaming through dot allotments in no time.

If you’re wanting a more measured pace, you can even restrict the number of points awarded.

On the other hand, if you’re wanting to run a game with characters whom are already experienced Kindred, then there’s rules for awarding a batch of different experience amounts just after character creation. These points can be spent the same as if the characteds had earned that experience through gameplay, but this allows them to start off the game with much higher stats and levels of power, fitting for an Elder game.

But, back to balance.

Experience really is a judgment call on the part of the ST. On one hand, you don’t want to be too prudish with exp allotment. If you are, you run the risk of your Players becoming bored as the Chronicle rolls along and there seems to be no improvement in any meaningful way for their characters. You could have the most entertaining Chronicle, but if the Players don’t feel like they’re getting anywhere with their characters, they could lose the desire to show up.

On the other hand, if you’re giving out too many exp points per session, you may find that your characters are advancing far more quickly than you had anticipated. This could cause issues for the integrity of your Chronicle, because you have to scale up their enemies in order to provide a challenge to them. If you’re finding that no matter how ‘hard-ass’ you make your enemies, your players are still ripping through them like a bear in a maternity ward, youre probably being too liberal with your experience rewards.

I’ve even had issues balancing experience rewards in my 20+ years as a Storyteller. Kts a common thing, and don’t feel bad at all about double checking yourself 2 or even 3 times before letting your Players know how much experience they’re getting. Its better to be sure, and protect the integrity of your Chronicle, than to have too little or too many experience points disrupting the flow of the game.

Fair Allotments

One other thing that needs to be touched upon, is fair experience allotments to your Players.

As the core books mention, it is very likely that not everyone will receive the same amount of experience points.

Some characters have greater success than others. Other Players are better RP’ers than others. Some are more attuned to their characters and thus the growth is more synced to their characters than others. By the book, this leads to some Players getting more experience than the rest of the group.

This always runs the risk of some Players feeling alienated or punished for what they did or didn’t do in the session, especially if they’re regularly receiving less exp than the rest of the group. Or it could seem like ST-favoritism if one or two Players are always getting a few more points than anyone else is getting.

As ST’s, we never want our Players to experience any of those two perceptions. The quickest and easiest fix is the ‘group exp rewards. Basically you look at what took place in the game session from the perspective of what the Coterie did as a while unit, then reward every Player with the exact same amount of exp. If what the group did was worth a total of 4 exp, then everyone gets 4 exp., etc.

While this seems to be the most fair method, it still runs the risk of the Players feeling like the ‘personal’ part of the game is being lost. This can be alleviated by letting each Player know what you saw from them during the session, and giving them the positive reinforcement that they deserve.

The other method is what I’ve been writing about this whole time, the personal allotment. This may indeed seem unfair to some Players, but I’ve found that discussing the rewards and why they were allotted in the manner that they were, as a group while you’re all still seated around the table, is often the best method to explain why they were rewarded as they were. This also serves to let the Players who got less exp, know that you didn’t do it out of malice or that you’re trying to embarrass them.

Final Thoughts

Experience in any TTRPG, seems like a very straightforward system. But when you start really looking at the effects it can have on your game, your Players, and the characters that they have rampaging through your world, the magnitude of variability can sink or elevate a game in completely unintended ways.

More than anything, experience rewards are definitely a strong judgment call that each individual Storyteller needs to keep a close eye on. You know your group best. You and your Coterie know the feel of your game the best. You and your group alone know whether the balance is ‘just right’, or if its like watching paint dry, or if your characters are quickly becoming naughty vampire gods.

And only you and your group can decide if those same rewards need adjusting, and how far those adjustments need to go.

Thank you for reading this article, keep on gaming the games you love, and I’ll see you all in the Endless Night.

~ Nox

Lasombra, 7th Gen

Morte Ascendo

(8) House Rules

It’s Your World

In nearly every single TTRPG I’ve ever seen, there’s a clause or statement in them all that states something similar to: “If any of the rules or systems don’t work with your game, change them! What matters most is having fun playing the game, and if you need to change something to increase that fun, and make our world your own, then do so!”

These (often times) small changes are commonly known as “House Rules”. They’re deviations from the printed rules in whatever TTRPG that you’re playing, and most often are changes to make some situations a bit easier/harder, but overall to increase the fun that the Player and Storytellers are having.

House Rules are what allows you to tailor the game more for each group’s individual needs, and makes the world seme more like your own.

My House, My Rules

When I run a Chronicle in the WoD, there are a few house rules that I employ every single time. I’ve found that implementing them (tested by trial and error over the decades) does indeed make some things, like combat, a small bit easier. I’ve also found that other changes just make the game more fun overall. So, I’ll let you read my house rules, and if you like them, feel free to steal them.

HR 1: Starting Player Generation

This one is first, because it directly affects Player Characters during character creation.

Vampire: the Masquerade has a character’s starting Generation (the number of lineage “steps” a character is removed from Caine, the First Vampire) set at the 13th Generation. Ive found that my Coterie likes to revel in the powers of being a Vampire. Whether or not you feel that this causes players to be no more than “superheroes with fangs” or not, Vampires have supernatural powers for a reason. Its my job as the Storyteller to reign in the “superheroes” in the group, and the game provides a litany of methods to do so, so this has never been a point of contention for me.

But, I digress…

In order to more fully explore the sheer magnitude of dark powers that the Kindred enjoy, I set the starting Generation for new players at the 10th Generation. They get a bit more Blood to work with, and gives quite a bit more leeway to the player for character background details.

Along with this free Generation boost, I don’t dock the player any Freebie Points. Those three dots are simply that. Free.

Does this mean that I could have a player blow all five freebie points on the Generation Merit? Yes, yes it does.

Does this mean that I could have a neonate Vampire at the 5th Generation and have only been undead for 10 years or so? Absolutely.

But this also hasn’t disrupted our gameplay at all either. Being 5th Gen does give a player vast amounts of potential, raw power, but it takes time (decades or centuries) to refine that power into something remotely useful.

I also don’t worry about them technically being a “Methuselah” (a Vampire of the 4th and 5th Generations) in the game either. As Vampires who are most likely only a decade or two as a Vampire, it would be unfailingly suicide to take on or go against another Methuselah.

Even with all of that raw power and potential at their disposal; there’s a very definitive difference between a 5th Gen Vampire who has a couple of decades of experience at being a Vampire, and having a couple of millennia of experience at being a Vampire (experience that nearly all other Methuselah’s will have in their favor). So any potential issues tend to work themselves out.

But something else to help with this house rule: is that there are definitely drawbacks and risks for a new Vampire, only a few decades old, with that low of a Generation.

The first, is that they’re Generation makes the neonate a target for Vampires who are older, but higher in Generation (should the players low Generation become known of course). Diablerie is considered a severe sin in the Camarilla and the Anarch Free States (in the Sabbat its effectively “Street cred”), but for a Vampire of higher Generation who has been around for a century or so, and is desperate for power to up their position in Kindred society, that makes the neonate Methuselah look like a near-irresistable snack.

The next obvious drawback is the effect of their very existence on Kindred society. What would a city’s Prince think about a neonate that is immune to his Dominate Discipline? Or what would the Sabbat packs in the city do if a Vampire only a ddcade old were to successfully use Dominate on an Archbishop?

Also, before I allow a player to spend all of their Merit points on Generation, they have to have an impeccable backstory as to why a Vampire of the 4th Generation, with 5000+ years behind them, would ever Embrace a mortal in the years 2000-2010. Why was a creature this old awake? Whatever the Methuselah was doing after he/she awoke from Torpor, what would ever prompt them to Embrace your character? What specific qualities made that ancient being single you out from the mortal herd, and gift you with such power and immortality?

If the Player doesn’t have an outstanding backstory for even just their Embrace, then I limit how many points can be spent on the Generation Merit.

And by an impeccable back story, I mean don’t try to sell me that a Methuselah as capricious as Anne Rice’s Lestat happened to meet you, you fell in love (or short-lived infatuation in the case of a Lestat type of vampire), and boom. Immortality. While there may actually be a small handful of Methuselah’s who are that capricious; what are the odds that they are not only awake in the 2000’s, but that you would actually meet one and contain all of the qualities they would look for in a Childe?

I don’t go for that shit.

Get really, really creative. Give me a damn good reason why a Vampire who at one time stood in the presence of the Antideluvians themselves, would decide in the 2000’s that you are worthy of immortality. I set similar requirements for those who drop their Generation down to 6th Gen as well, as that also requires a Methuselah to decide that you were worthy.

Dropping your Generation from my set base of 10th Gen down thru 7th, I don’t really require anything really special in a backstory, just that it is somewhat believable. There’s enough Elders and Ancillae of the 6th, 7th, 8th, and 9th Generations who are still active that you could more realistically work out reasons for your Embrace.

These are all things the Player must take into account before dropping their character’s generation too low. As I said, “issues” have a way of working themselves out.

HR 2: Combat and the Dodge Mechanic

Combat happens. Its a fact of every TTRPG, eventually there’s going to be a time when the characters get into a fight of some sort. In VtM (and any WoD game really…) the rules of combat are a nice balance of necessary complexity, yet simple Rules dynamics. Or at least, V20 is, in my opinion.

Now, there’s some healthy debate in the VtM community on which has the “better” rules for combat, and I’m not stepping on that landmine in this article. But since I vastly prefer every aspect of V20 over V5, this will focus (as all of my articles do) on the V20 systems and rules. But, as in all of my articles, adoption of these into V5 is a very simple translation.

A Player, in their initiative order, can declare their action as a defensive action for a turn of combat. This is a Dexterity + Athletics contested roll depending on the defensive maneuver declared. In this case its a Dodge.

Simple. Easy. Really straightforward.

However, as most of us whove ever been in a real life fight know, its not so simple.

The V20 Rules state that the only time a character gets a Dodge, is by declaring the aforementioned defensive maneuver to do so. That’s it, unless the character has the Discipline of Celerity, in which case he can cancel one of his declared actions to Dodge.

But in reference to the real life fighting I mentioned, I fully believe that there needs to be a reflexive Dodge as well. In a real life fight, even if you’re in the middle of doing something else, (such as throwing a punch of your own) if you notice an incoming punch/kick/baseball bat/whatever, you instinctively and reflexively flinch and try to avoid the incoming hit.

So, as a house rule, I’ve instituted a Reflexive Dodge in my games. This dodge roll is only rolled with dice equal to the character’s base Dexterity score. In real life, these reflexive dodges rarely end up in avoidance of the incoming hit, but sometimes the opponent does in fact miss. Thus, I’ve limited the Reflexive Dodge to a simple Dexterity roll. I’m of the opinion that this balances very well, and it hasn’t thrown off the pace or balance of combat in any way that I can tell. It also adds really no more complexity than the combat rules already had.

Not only do I feel that this makes combat “more realistic”, but in my Chronicles, it keeps combat from feeling like the two opponents are doing more than simply trading punches. It feels to me, like they’re actually moving and dancing around each other. Which just makes combat seem more alive to me.

HR 3: An End to the Hatred

The final house rule that I use, does away with the innate desire of one supernatural species to kill the others. Vampires and Werewolves, as an example, will still hate or greatly dislike each other, but I pare it down so that there’s far more freedom for individuals to choose how they interact with the other denizens of the WoD.

As I’ve said in my last couple of articles, I do crossovers between the games, and I’ve found that doing away with the species-wide blind hatred helps to grease thise specific gears.

That hatred and desire to kill each other, I remove that from a species-wide attitude, and bring that down to the level of the individual character or NPC. In its place, the different species simply have a species-wide ambivalence towards each other.

They know the others exists, but since their paths and goals rarely cross (except on the individual interaction level) they more often than not take a “leave us alone and we’ll leave you alone” ideology. The different denizens of the WoD are more or less ambivalent towards each other until their paths cross by circumstance.

Final Thoughts

House rules are completely arbitrary, and ad wide open and unique as the Coteries that make them up.

While its easy to criticize a rule that you don’t agree with, keep in mind that the House Rules you hear about are what each individual group of gamers has decided is the most fun way to play the game for them. You might even have house rules that no one else agrees with either, but those changes to the way the game is played make the entire game experience vastly more fun for you and yours.

House rules should definitely be open to discussion though. It is healthy discussion that helps drive the game forward, and to help it grow. Who knows? You might even read about a house rule another group uses, and adopt it for your group as well!

And that’s the simple beauty of a game like VtM and every single game set in the WoD, old editions and new.

The chance to take a setting that has so enraptured us all, and change the game in nearly infinite ways to make it even more enveloping than any of us ever imagined!

I’ll see you all in the Endless Night!

~ Nox

Lasombra, 7th Gen

Morte Ascendo

(7.5) World of Darkness Crossovers Pt. 2

Pt 2 (Role-playing, Lore, and Why They Would Mix Together)

My last article regarding World of Darkness crossovers focused primarily on the Rules and Systems of the different WoD game lines, and how to make them work together in a shared world.

The other half of this equation, is the huge question: “why would these diametrically opposed species ever choose to coexist or work together!?”

While there are those who disagree (and I fully respect them and their view points even though we disagree), I firmly and emphatically believe that the games and systems of the WoD were meant to be mixed, crossed over, and entangled together into one shared World of Darkness. I personally feel that the depth of Role-playing possibilities and the number of available plot hooks involved in such crossovers, increases exponentially when the other species of monsters are mixed together.

What I Mix Together and Play in my Chronicles

While I have a basic grasp of all five of the Core games of the WoD, I admittedly do not have a firm enough grasp of ‘Wraith: the Oblivion’ or ‘Changeling: the Dreaming to add them into my Chronicle(s). As a Storyteller and Player, I simply have not studied them enough to know them intimately enough, to add them into any ‘Vampire: the Masquerade’ Chronicle that I might be running.

If I don’t know the game/species well enough, then I’m not going to insult that game by trying to force them into a Chronicle, and then do a horrible job of representing them. Nor will I let my Players play one of them, because I don’t know enough to know if they’re taking advantage of my ignorance with those game lines.

Thus, the games I usually cross over into my ‘Vampire: the Masquerade’ Chronicles are ‘Werewolf: the Apocalypse’ and ‘Mage: the Ascension’. These are games that I not only know intimately, but also have the most experience as a ST and Player. Thus, I feel, I can have them represented in a game and fully honor the deeper Lore and Themes of each of these three games.

So when discussing these games and mixing them together, I will focus on using these three games as they are the ones that I know best.

(Don’t hate me. I love Wraith and Changeling, I just don’t have a full enough knowledge of them to include them. I am working to rectify that in my spare time though.)

Antagonists and Plot Devices

In each of the three games that I know well, the omnipresent antagonists are the Hunters/Inquisition (VtM), Pentex Corporation/Wyrm (WtA), and the Technocracy (MtA).

On their own, and in each of their separate games, these antagonists are a near-constant source of fear/loathing/issue for their respective games. But while they are definitely easy villains for any Storyteller to fall back upon, what is often missed is the sheer scope of the threats that each of these individual entities pose to all of the WoD species.

Hunters, the Inquisition, and other Vampires

The Hunters/Inquisition from VtM are primarily focused on the Vampires and eradicating this scourge if Humankind from the earth, but equally so the threat they pose is easily broadened to include Werewolves and Mages.

Huge-ass furry raging whirlwinds of death and blood? Whom can also not only contact the heretical Spirit World (Umbra), but also step into and out of it seemingly at will?Yeah… the Inquisition would definitely be buying stock in a few silver mines and keeping a very close eye on any Cairns that they may discover or suspect are places of power for the Garou.

Seemingly normal Humans who can warp the very laws of God’s reality to suit their whims? This has the potential to upset the very foundations of the reality that the Mortals exist inside of, and thus would be also a prime target for the Hunters and Inquisition of VtM.

Pentex Corporation/the Wyrm

Those who are familiar with ‘Werewolf: the Apocalypse’ are intimately familiar with the threat of the Pentex Corporation. Warm riddled through and through, its like all of the worst aspects of Amazon, Wal-Mart, and Koch Industries wrapped into one entity, and then add the corruption of the Wyrm. The corporation’s fingers are in nearly every negative aspect of the WoD, and adding the Corp. into any of the other games is probably the easiest of all.

The Wyrm itself, with its supernatural desires and ability to corrupt, destroy, and subvert, is another easy acquisition into the other WoD games. Everything from the Spiral Dancers, Formori, and even minor/major Wyrm spirits could be added in. Utilizing the Baali bloodline from VtM adds a unique twist to brining the Wyrm into a mixed Werewolf/Vampire game. And they don’t even have to be Baali Vampires. Thin Bloods looking for a way to strike back at the more “proper” Vampires by striking a deal with the Wyrm and/or Spiral Dancers, thus beefing up their abilities is an awesome plot device that would put any mixed group on their collective back foot.

The Technocracy

The major villain of the ‘Mage: the Ascension’ game line is another omnipresent threat that can easily cross the game lines. White Wolf themselves even did so during the Week of Nightmares scenario in the ‘Time of Thin Blood’ book. The Technocracy utilized its assets to help stop the Ravnos Antideluvian during his rampage across the Indian sub-continent.

The Technocracy is not only involved with battling the Mages to calcify reality into its vision of pure technology based reality and extermination/subversion of all Magick, but they could also be involved and invested with bringing all of the supernatural creatures under their crushing vision and ideals. On top of all of this, the Technocracy isn’t morally disinclined to use the other supernatural species to achieve their goals either. They’ll use whatever “tools” present themselves, in order to advance their goals in the WoD.

Sure, in Mage all of the other supernatural species’ are considered “accepted” by conventional Reality, but nothing is ever quite as black and white as it seems in the WoD. The very abilities that the other species use warp reality in their own small way, but it is reality’s “acceptance” of them and their powers that allows them to escape the threat of Paradox backlash.

But this still leaves several huge doors open for mixing the others into a Mage game, or Mages into the other games.

The Depth of Lore

There’s another argument out there, that believes that in order to mix the games of the WoD, much of the Lore that goes so in-depth for each game must be sacrificed in order to mix the games, and thus is an injustice to each individual game.

While I do understand this reasoning, and the detailed arguments in said reasoning, I disagree with it.

If a ST and the Players are equally excited and invested in playing a mixed Chronicle, then all of the parties will be as equally invested in exploring the Lore for each of the involved games. The ST, with enough knowledge of the other games, can craft the wealth of Lore for Werewolf into a Vampire or Mage game (or vice versa), and have it work beautifully.

Most Storytellers that I know, craft in their Chronicles, what I like to call “rolling Stories”. They develop the major plot points that they want to weave into the Chapters and Stories of the Chronicle; but leave the actual direction all of this takes based off of Player reactions and actions, dialog and intrigue, and in an almost subconscious manner, let the Players move the Chronicle wherever their Role-playing takes them.

That said, just like introducing a new Player into the WoD or a specific game; even though nigh-all of the Lore is present for the new Player to read, its up to the ST to control the meta-game, and keep a handle on Players bringing out-of-game knowledge into the Character’s dialog and RP.

Not all of the Lore of Werewolf, Mage, or Vampire needs to be present from the very beginning. Indeed, its often the absolute best option to leave most of the Lore of each game as a mystery. No one really expects a Vampire to know the detailed ins-and-outs of that Ritual that the Silent Strider PC is performing under the Crescent Moon. And there’s no reason why a Mage would understand the Auspices of the Moon’s phases, and how that affects different Garou in different ways.

The Player RP’ing the Werewolf will know these things (or they very well should know them. If not, why are they being allowed to play as a Werewolf in another species game?), but let the Player interactions and group dialog work out the explanations and reasoning. The game sessions will be much more fulfilling to your Players if you let them do the leg-work on working their specific species’ Lore into each Story and Chapter.

The ST in this instance, is again managing the meta-gaming of the Players. Not even a Werewolf will know all there is to know about the other Garou and their motivations, so that is knowledge that needs to be monitored by the ST as it’s brought into the game. But let your Players handle the most major parts of this. Its perfectly fine to do so, and their characters’ personalities need to work out the differences between the species in order to find common ground to work together anyway.

Remember; you’re there to gently guide the Story and manage the enemies they face, the Rules and Systems, and the dice rolls. Let the Players assist with expanding the Lore of the monsters they choose to play.

Overcoming Innate Species Biases

In all of the games of the World of Darkness, every species of monster has biases against the other monsters. Some of these are innate, others are learned.

Werewolves sense the taint of the Wyrm on Vampires, and treat them with the hostility they treat all perceived servants (unwittingly or knowingly) of that corruption. In the general rules for WtA, it doesn’t matter if the Wyrm Taint is minor or overpowering, they have a need and a duty to eradicate it.

Vampires see Werewolves as little more than mindless beasts. Fur-covered, monstrous orgies of blood and death, and little else. Sires teach this ideology to their progeny, and to avoid them at all costs. And woe be to the ignorant Childe who slakes their thirst off of the relative of a Werewolf (known as their Kin)!

(though its also fair to note that few Sires know how to tell their Childer how to tell a Werewolves’ Kin from a normal Mortal… but, such are the dangers of existing in the World of Darkness)

Mages see Vampires and Werewolves in a rather ambivalent light. Arguably more than the other denizens of the WoD, the Mages are aware of the others’ existences, but hold their own affairs above those of the other species, taking pains to keep from and stay out of the way of, Vampires and Werewolves.

For their part; Werewolves are more aware of Mages than the Vampires are (generally speaking, as long as the Tremere aren’t involved in the discussion), but even Werewolves tend to stay put of the affairs of Mages. Not out of any undue fear, but more that the affairs of Mages don’t really concern them.

Aside from the aforementioned Tremere Clan, Vampires really pay Mages no special heed. Their Blood is no more or less potent than a regular Mortals blood, and if a Mage is embraced, they lose the ability to affect Reality directly through the Spheres. Losing that which makes them special, just leaves a newly Embraced fledgling Vampire.

So, how do we overcome these biases and indifference, or even outright hatred, that the species feel towards one another.

Here is where the crossovers fall purely on the boundless creativity of Storytellers and Players.

Having gone into light detail earlier into a few of the antagonists (and there are far more in the WoD…) that could be used to create a mixed group of beings, those villains are the usual scapegoat for bringing a mixed party into unison. Focusing on a common enemy and thus disregarding their differences, and all of that.

But, what if they shared some other common goal? What if the different beings were working toward the same objective, but from different angles? What if, after a bit of (possibly tense) competition for limited resources, they discover that all parties can “win” by working together to achieve the goal, rather than possibly lose everything they want be decimating each other?

What if the Kin of a Werewolf is kidnapped by an Elder Vampire and held captive in a city that the Garou is unfamiliar with? Or held by the Technocracy? Sure, the Garou could probably enlist/petition a Glass Walker or Shadow Lord (even maybe a lowly Bone Gnawer) for aid, but who would know their enemy better than a Vampire or Mage who may also be an enemy of their villain? Would the Garou be willing to overlook the relatively minor Wyrm taint on the rest of the Players’ Coterie in order to take down a much larger servant of the Wyrm?

Then through role-playing through this series of Chapters and Stories, would the Garou be able to see that not all Vampires are the Wyrm-spawn that the Elder Garou told them that they are?

And these light scenarios could be easily flipped around to the other beings as well.

A Mage or group of Mages is trying to fight off the subtle machinations of Pentex or a division of the Technocracy, but aren’t making much headway. Then they discover that their villains are also being hampered by the Vampires who already have territory or interests in the place in question. Would the Mages approach the Vampire(s) to assist them in defeating a common foe, since the Technocracy/Pentax is also threatening the Vampire Players’ livelihood?

These are just a few minor, easy ways to broach and mix characters from the different games. In reality (back off, Mages… lol), the possibilities for reasons why the different supernatural would mix and work together, is only limited by the imagination of the Storytellers and Players in question.

There are nigh-infinite ways to start such an endeavor; but through crafty, involved role-playing from the Players, and watchful, knowledgeable management from the ST, any type of party can be conceived and mixed.

Back to the question of Lore, and using the above scenarios as reference, the Lore of each supernatural species can be fully explored, the depths of rich detail plundered, and honest reverence given to each species’ Canon, as long as the Players are willing to do the work in role-playing it out, within the limits of the knowledge of their characters.

The general views that I wrote that each species has for the others are just that, general overarching narratives. But just like you can create any type of Werewolf, Vampire, or Mage that doesn’t conform to the Clan/Tribe/Tradition generalized in the Core books, so can the Players create characters that don’t see why these biases exists, or who thinks “against the grain” in order to work with other beings.

I mention this aspect of Player Characters because I have never once, not in all my 20+ years playing Vampire, or any other TTRPG, seen a player, new or old, make a character that stuck with the generic templates included in sections such as the Clan descriptions in the VtM Core Book. Never once.

Not in D&D, not in any of the WoD games, not ever. The templates were always used to give the barest minimum of character creation ideas, then the finished characters would (and still do) always vary, sometimes wildly, from what the books presented.

So there is a huge colloquial precedent for creating characters that not only stray from the generalized templates in each of the Core Books, but also characters that could conceivably accept and work with the other denizens of the WoD.

This does run the risk of making the Vampire/Werewolf/Mage a pariah among their own kind, but the promise of the deep role playing possibilities even this scenario creates excites the Player and Storyteller inside of me!

One of the other house rules that could be tossed in, is to downplay the animosity between the supernatural species’. While those generic attitudes have their definite place and reasons in the WoD, they don’t have to be hard-wired into the mentality of the different races, and they definitely don’t have to apply to individual creatures of the night. If the animosity is getting in the way, remove it or tone it down as much as necessary. It is, after all, your Story.

Final Thoughts

As I have written many times before, ultimately its your game. It belongs to your Storyteller and Players alike. If using the generalized examples in the back of each core book works better for your game than fully bringing in another game’s core book, then definitely use that. Part of the fun of all of the WoD games, is being comfortable with what you’re playing. If it doesn’t feel right, then absolutely do not use it.

If you like the ideas I presented for the Rules and Systems mergers from my last article, and you like the Plot and role-playing arguments I’ve made in this Part 2, then feel free to use any of it, in part or in whole, as you see fit to bring into your Chronicle.

If you disagree with every single word I’ve written in this article, you’ll get no argument from me. Its perfectly fine, and I’m OK with other people having opinions that dissent from my own.

But this whole article, like the one before it, are what I find fun, love about, and find deeply moving about the World of Darkness games. There’s simply so many options and possibilities in the designs of these games, that I cannot even begin to quantify them.

And as a life-long TTRPG Gamer and Storyteller, that mutability is what makes the World of Darkness stand out so much above their honored competition.

So, feel free to mix and match, steal my ideas written herein, or reject some or all of it. But for those who like/love mixing the WoD games together to enrich their game sessions and Chronicles, I hope I’ve helped to add to the discussion and help add to the games themselves.

Thank you so much for reading, it really does mean the world to me!

I’ll see you all in the Eternal Night!

(Maybe bring a Werewolf or two?)

~Nox

Lasombra, 7th Gen

Morte Ascendo

(7) World of Darkness Crossovers Pt. 1

Pt 1 (Rules and Systems)

The set up

So, I’ve been thinking quite a bit about crossovers between the different World of Darkness games.

There are five original “core” games set in the same World of Darkness. Vampire: the Masquerade, Werewolf: the Apocalypse, Mage: the Ascension, Changeling: the Dreaming, and Wraith: the Oblivion.

While all of these games are their own stand-alone TTRPG’s, they all share certain similar mechanics since they do all share one WoD. Most every roll to succeed or fail at an action uses a dice pool made up of a combination of an Attribute + Ability. These are the d10’s one would roll to see if a mundane action would be successful or not.

But each of these supernatural creatures also possesses certain powers or abilities that Mortals simply cannot match. Vampires have their Disciplines, Werewolves have their Gifts, etc. They are each fueled by a different power source as well. Vampires use Blood, Werewolves use Gnosis (sometimes), and so on for each of the five base games.

After the events of the End Times for the five core games, another series of games were introduced. Games like; Demon: the Fallen, Hunter: the Reckoning, and so on. They also exist in the same World of Darkness, and have their own abilities and fuel sources for those abilities as well.

There is a bit if discussion and disagreement in the community who loves these games, on whether or not they were ever intended to be mixed and crossed over into the other creatures’ shared worlds. In fact, each game has a section dedicated to including the other denizens of the World of Darkness into any given game. These sections come complete with example of generic monsters to add into any Vampire, Werewolf, Mage, or any other game set in the WoD.

But what if we want a more detailed, mixed party of players?

There are times, and indeed a number of Players and ST’s, who enjoy running mixed games. By this, I mean fully fleshed out characters forming an adventuring party of Vampires, Werewolves, or whatever else may take their fancy.

This is where things get a bit tricky, for while I believe that the WoD games were meant to be fully mixed, there are those whom disagree. I’m not going to bag on anyone who disagrees. The WoD is a huge place, and if your Story or Chronicle never wants or needs to have the other denizens present in your game, then don’t do it.

Personally, I love running mixed crossover games!

I feel that there’s a strong case for it, especially with the way each of the games are designed. I also feel that the sheer magnitude of plot hooks and possibilities a crossover creates could possibly be nigh-inexhaustible.

But again, while the games are designed to be very similar systematically, there are some game systems that do clash in certain situations.

My preference for mixing the game systems.

The heart of the dice systems for each supernatural race is founded on the same system for dice rolls.

One Attribute + one Ability.

This forms the above-mentioned dice pool(s) that are used for any ST/Player action where dice need to be rolled to determine success or failure. These are fairly straightforward and can be easily used regardless of what type of creature an individual may be playing. Where the contentions get tricky is in the use of the various supernatural abilities and powers that each type of creature possesses.

I personally and mainly use the “resist” option when a supernatural power is used, and pass that resistance over to the other supernatural creature, change any expenditure to the relevant fuel source (i.e. if something in the Werewolf rules takes say… Gnosis to fuel a resistance, switch it to Blood for a Vampire to resist the effect. A Rage roll becomes Self-control/Instinct or Willpower.)

For any situation that is not covered by this, I usually look at what the attacking power is trying to do, then come up with a reasonable resistance roll.

For instance; let’s say a Mage used a few Spheres to do… something with Darkness against a Vampire. I would fall back on Obtenebration’s systems (which largely use Manipulation + Occult to determine the success of that Disciplines effects) and have them use Manipulation + Occult to resist, then add in a bonus decrease to the difficulty of the roll if the Vampire does actually know Obtenebration.

Mage gets kinda tricky due to the lack of “set” or “codified” powers when using their Spheres, but even that use of “real” Magick boils down to success with Attribute + Ability rolls. Thus a resistance to their Magicks by other supernatural creatures falls in with similar rolls to resist the use of Magick as well. Vampires, Werewolves, Wraiths, and Changelings are all considered “accepted” by conventional reality, so resistances to Mage magics are due to and allowed by the fact that they can’t be fooled as easily like regular Mortals would be subjected to. Thus, they get counter Attribute + Ability rolls to resist Magick, or have their Disciplines/Gifts affect Mages.

Ive found that mixing in Wraith is tricky (whether mixing in other beings into a Wraith game, or vice versa), but only because they’re in the Underworld. For mixing Wraith and Vampire, you need most or all of the Coterie to know Necromancy, or for bringing a Vampire into your Wraith game, have the Vampire know at least a little of the Centopath Path.

With all of that said, the only game I really haven’t tried to bring into a VtM chronicle, or bring Vampires into another game’s Chronicle, is with Changeling. So I won’t be much help if you’re trying to bring the Fae into your existing Chronicle.

The Aftermath of the Crossover

Now, that may seem simplistic, and I have had people disagree with me on that simplicity. They’re counter argument is usually along the lines of “if you’re going to cross the games, then it should be complex. Personally, I don’t see why any unnecessary complexity should be arbitrarily added in. It takes away from the fun of the Chronicle or Story, and making rules and systems overly complex takes away from the roleplaying of the characters, the telling of the story, and bogs down a game session in rule book slog.

Each game has its own necessary complexity and depth. All of the games are beautifully detailed, and hold all of the necessary complexities already designed into their systems. When running a Chronicle that involves a crossover of the games, I personally feel that any method to decrease complexity in order to get the games to mix as fluidly as possible is the best option.

Obviously I’m biased, but I believe that the system that I use solves these issues of mixing the game systems, and makes for very simple ways for the different species of monster to mix together into one game.

And with games as complex on their own as the WoD games already are, having a very simple method of joining them together is the best way to go.

Also; a Player wanting to run say… a Vampire in a Werewolf game, should probably (read: definitely) bring their own copy of the VtM core book to the table with them, which makes referencing what is needed for various Discipline use to determine success/failure, and resistances, as easy to streamline and reference as possible.

We need to also keep in mind, that for a crossover to succeed in any way, the Storyteller must have a good, working knowledge of the other species’ that are going to be mixed into his/her game. If a Player wants to play one of the Fae in a Werewolf game, then the Werewolf ST must also know how Changeling: the Dreaming works. I personally find that trying to mix in a species whose core game you are completely unfamiliar with, or have only a passing familiarity with, will only ever lead to catastrophe for that Chronicle.

Ultimately, again, any crossovers are completely up to the Storyteller and Troupe in question, and before any attempt at a crossover is made, the Troupe should sit down and discuss it to make sure everyone is on the same page.

The Finish

As I mentioned at the top of this article, I find crossovers in the WoD wildly fun! I feel that they add a depth and dimension to each Chapter and Story in the Chronicle that is hard to replicate in any other game system.

I still deeply enjoy pure Vampire/Werewolf/Mage/Wraith games immensely, and that is the typical game that I run. But there is just something special that happens to a Chronicle when you “cross the streams” (gratuitous Ghostbuster reference).

But again, its your game and your Chronicle. Do what is best for you and your Coterie, and what will allow all of you to have the most fun in each game session. I wrote this mainly to share what I do, and what I find simply works (and works really well), when the different WoD games do get mixed.

If you like the system I use, please feel free to use it and/or modify it for your own personal use.

I promise, I won’t mind at all.

~Nox

Lasombra, 7th Gen

Morte Ascendo