Vampire: the Requiem 2.0

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Da ich nicht sicher war ob es im Vampire: Requiem Forum post, im WoD2 Allgemeinen (ggf. verschieben)

Russell Bailey der gerade an der "neuen Edition" von Vampire: The Requiem arbeitet, hat im White Wolf Blog einen neuen Beitrag zu den geplanten Anpassungen gepostet. In diesem Fall geht es um das neue Dominate und Animalism:
My slow descent into Animalism
Bereits davor äußerte er sich zu dem neuen Auspex:
Seeing in the dark

Ansonsten kann man dazu auch mehr erfahren wenn man im White Wolf Forum (im Requiem Teil) nach "Sexmurder" sucht.
Russell gab dem ganzen den klingenden Arbeitstitel "Sexmurder: Buy This".
 
planen die hier eine 2 Edition von Requiem oder soll das "nur" eine erweiterte Errate bzw Alternativminiregelsystem werden?
 
So wie ich es verstehe ist es ein Revised of Requiem.
Naja, zumindest diesem Post im WW-Forum zu folge:

http://forums.white-wolf.com/default.aspx?g=posts&m=1479114#post1479114
Sexmurder: Buy This™ is Russell Bailey's name for The Strix Chronicle.

VTR – The Strix Chronicle: This book combines both setting and rules info to create a default Chronicle for Vampire: The Requiem that still allows the sandbox play that the World of Darkness is known for. The Chronicle focuses on the legends of the Strix — the owl spirits that prey on vampires. A threat unique to Vampire and used to great effect in the historical Rome books, this book will show the effects of a world where the threat of their return has warped vampire society. Will contain default tweaks to the rules and in-depth history and backstory of just such a setting. 264 pages. PDF/PoD/Deluxe Kickstarter.

Basically, you're looking at Vampire: the Requiem revised, in a sense. There is a World of Darkness core counterpart to it, The God-Machine Chronicle, which comes out in March (which is too damn far away!). They're basically WoD core and Vampire: the Requiem with heavily-revised rules and collections of setting bits and fiction (about the God-Machine and the Strix, of course). The God-Machine stuff also ties in with Demon.
 
Ja aber Demon, die Reihe gibt es in der nWoD doch gar nicht oder ist das total an mir vorbei gegangen?
 
Demon wird nächstes Jahr für nWoD erscheinen, im Zug der Godmachine & Strix Chronicles.
Dazu kommt davor noch Mummien.
 
bin schon gespannt was da bei Dämon in die Welt der nWOD einbauen, für mich sind es bis Dato ja mächtige Spirits. Aber ich vermute ja fast leichte Anspielungen an Pandemonium und da Spirits in the Primal Wild gehören passt das nicht... und ja ich bin ein Anhänger der "es spielt alles zusammen" Theorie. Ich stecke die Kraft der Sinneater auch in den Äther nur wegen dem Schlüsselsymbol ;)
 
Ich halte es für äußerst unwahrscheinlich, dass die Dämonen aus Demon irgendetwas mit den Supernal Realms zu tun haben werden, insbesondere, da doch bereits im Grundregelwerk gespoilert wurde, was es mit den God Machine-Dämonen auf sich hat: Dämonen -> Second Children.
Um mal auf die Strix Chronicles zurückzukommen (für mich ist die Betitelung als "Lustmord: Kauf es!" eher Dealbreaker als Kaufargument): Ich muss sagen, dass ich von den bisherigen Änderungen nicht wirklich überzeugt bin. Die überarbeiteten Disziplinen habe ich so oder zumindest so ähnlich schon öfters als Hausregeln oder Devotions gesehen, selbiges gilt für "Kindred Senses". Und auch wenn ich die Strix aus RfR mag - bisher klingt das für mich nach einem RfR/FotC für die moderne Zeit. Ich habe bereits eine Strix-Chronik (Fall of the Camarilla), ich brauche nicht zwei davon. Vielleicht offenbart sich ja demnächst noch irgendein Kaufgrund, aber bisher klingt Strix Chronicles für mich nach ziemlich nutzlosem Kram, zumindest für meine Chroniken. Und dass es im White-Wolf-Forum so gehyped wird macht mir die Sache ebenfalls suspekt; immer wenn ich ein Buch gekauft habe, dass von der dortigen Community hoch angepriesen wurde, war ich maßlos enttäuscht (Ausnahme: Damnation City).
Aber ich bin schon sehr gespannt auf Godmachine Chronicles - das klingt schon eher nach einem Setting/einer Chronik, die mich interessieren könnten. Wobei mir die Regeländerungen herzlich egal sind, bisher hatte unsere Gruppe nie Probleme mit NWoD-regeln. :)
 
Auf der Seite von Onyx Path Publishing gibt es Neuigkeiten zu der Godmachine/Strix Chronicle zum Thema "Morality":
“Morality” and Other Dirty Words


December 14, 2012 By Matt McFarland
Hey, all. So, they let me have posting access here.

MORE FOOL THEM.

Anyway, we’re in the last stages of developing and editing the God-Machine Chronicle. First of all, I’m sure you’ve all had the chance to read and absorb the awesome fiction in the God-Machine Chronicle Anthology, which is good, because it’s required reading for the Chronicle book.

OK, that’s not true. I lied. I should, like, check to see if I lose Morality, yeah?

You might have heard that we’re revising a bunch of the core rules in the GMC. One of the rules sets that we decided to revise was Morality. Really, I think it works pretty well as written, but the bits it gets wrong, I think it gets really wrong.

F’rex, I’m not a fan of derangements. Never really have been. At last count, I’ve run…well, shit, this many NWoD games, and I can count on one hand the number of times anyone’s ever gotten a derangement, let alone when it’s come up in play. Then there’s the ongoing discomfort with the fact that mental illnesses like schizophrenia aren’t the result of PTSD (which is basically what the Morality system tracks, not really Morality).

So, anyway, I’ve uploaded the Morality rules for your perusal. It’s a really quick section because it’s not rewriting them wholesale, just tweaking the existing system.
Two notes: This hasn’t been edited, so if you find typos, y’know, point them out and I’ll tell Michelle, and she’ll say “I KNOW” and glare at me over her editing gin.
Also, if you have complaints, suggestions, or comments, let’s hear ‘em. I can still make changes for a couple of days, if I can distract Michelle long enough to get version control back (Borderlands 2 usually does it).

Tags: gin, god-machine chronicle, open development, Storytelling, World of Darkness
This entry was posted on December 14, 2012 at 9:53 am and is filed under Projects. You can follow any responses to this entry through the RSS 2.0 feed
 
Wenn ich auf den Link zu Morality gehe, ist da ein weiterer Link... Und dan sehe ich nur sowas hier:

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Jemand ne Ahnung, woran das liegt?
 
Jemand ne Ahnung, woran das liegt?
Der zweite Link führt zu einer *.docx Datei (Word 2005)
Das heißt man bräuchte wohl Office.
Ansonsten ist das der Inhalt (hoffe es ist okay es zu hier per c&p zu zitieren):

Morality
The Morality system described in the World of Darkness Rulebook provides a workable system for measuring the effects of characters’ behavior upon their psyches, but it has a few problems. Most of those problems stem from terminology. The system doesn’t measure morality so much as behavior, and the consequences (increased willingness to transgress the “hierarchy of sins” and, potentially, derangements) are more akin to post-traumatic stress disorder than the actual effects of the crimes on the list.
The Morality system is designed to evoke the Gothic/Victorian ethos in which a person’s sanity was thought to be a function of their morality. It was also designed to be mutable enough to change and provoke a moral or spiritual framework for the various supernatural beings. So when a mortal becomes a vampire, “Morality” becomes “Humanity” and measures how much of the Man has fallen to the ravenous Beast. If a mortal undergoes the First Change and becomes a werewolf, the trait changes to “Harmony” and reflects whether the character is living with a lycanthrope’s spiritual duty. A human being stolen by the Fae tracks Clarity, measuring how well he can trust his own senses and to what extent he has become like the Gentry, and so on. In this respect, the Morality system works quite well. But in emulating the Victorian ethos, we wind up implying that one can commit murder and become schizophrenic. This isn’t the case, and the system suffers from inconsistent and inappropriate terminology and from trying to signify too much within the game.
To revise it, though, we need to consider what a Morality system should mean to a World of Darkness game. The underlying thematic push here is that what a person does has an effect on their mental state, which is probably fair. However, better representations for that effect than derangements are possible, especially with the rules revisions in this book.
With all of that in mind, the following rules replace the Morality and degeneration rules found in the World of Darkness Rulebook.
Breaking Points
When a character performs certain actions or endures certain experiences, he might reach a breaking point. A breaking point (replacing a “sin” in the original rules) simply means that what a character has done or seen has outstripped his ability to rationalize or handle it.
A breaking point can fall into one of the following categories:
• The character performs an action that violates his own personal moral code, or that is considered unacceptable in society.
• The character witnesses something traumatic, terrifying, or that rattles his understanding of the world.
• The character is the victim of a supernatural attack, whether physical, emotional, or mental.
Breaking points are somewhat subjective, obviously. A homicide detective with 30 years experience seeing dead bodies and hearing confessions of killers has a somewhat higher tolerance for human depravity than a sheltered 20-something in a middle-class liberal arts college. During character creation, it might be advisable for the Storyteller to come up with several hypothetical situations, so that the player can determine if, in her judgment, those situations would be breaking points.
Note that a breaking point is not necessarily something that the character considers wrong. A character might kill someone in a clear-cut, unambiguous case of self-defense, but the experience is probably still a breaking point, even if the player (and the character!) feels the act was entirely justified. Actions take a toll on the psyche, regardless of whether the actions were righteous.
The notion of breaking points replaces the notion of “sins,” and therefore removes the need for a “hierarchy of sins.” If the action would cause a character psychological stress, it’s worth considering whether the action constitutes a breaking point. Note, too, that the character may experience breaking points that do not stem from his own actions. Witnessing the gruesome realties of the World of Darkness, supernatural or otherwise, can do it.
“My Character Kills People All the Time”
Is it possible for a character to reach a point when killing another human being is not a breaking point? Players might make the argument for soldiers, policemen, gang members or good-hearted serial killers to be exempt from suffering breaking points from taking life, after a point. For mortal, non-supernatural characters, our recommendation is that if a character kills a person, it’s always a breaking point, even if the player gets a positive modifier to the roll.
Note that we said “mortal, non-supernatural” character. Vampires, werewolves and other shadow-folk aren’t fully human and don’t play by the same rules. Their rules, in fact, will be addressed in the appropriate books.
System
When a character experiences a breaking point, the player rolls Resolve + Composure, with a modifier based on the character’s Morality rating:
chart
Morality Modifier
8-10 +2
7-6 +1
5-4 0
3-2 -1
1 -2
End chart
The Storyteller can also impose modifiers based on how heinous the breaking point is, relative to the character’s experience. The chart below gives some suggestions, but again, the Storyteller and the player are encouraged to develop the character’s moral framework and life experience to the point that modifiers can be customized. Modifiers are cumulative, but the total modifier from circumstances should not exceed +/-5 dice.
chart, again
Breaking Point Modifier
Character is protecting himself +1
Character is acting in accordance with his Virtue +1
Character is protecting a loved one +2
Character is acting in accordance with his Vice -1
Witnessing the supernatural (nonviolent) -1
Witnessing the supernatural (violent) -2
Witnessing an accidental death -2
Witnessing a murder -3
Committing premeditated murder -5
Killing in self-defense -4
Killing by accident (car wreck, e.g.) -4
Causing visible, serious injury to a person -2
Torture -3
Enduring physical torture -2
Enduring mental/emotional supernatural attack -2
Enduring physical supernatural attack -2
Character witnesses a supernatural occurrence -1 to -5, depending on severity
end chart
Roll Results
Dramatic Failure: The character’s world view has been damaged, perhaps beyond repair. The character suffers from traumatic stress. Lose a dot of Morality and choose from the following Conditions (or create a new one with Storyteller approval): Broken, Fugue, or Madness. Also, take a Beat.
Failure: The character’s world view has been shaken, and he probably questions his sense of self, his ability to relate to people, his own moral worth or his sanity. Lose a dot of Morality and choose one of the following Conditions (or create a new one with Storyteller approval): Guilty, Shaken, or Spooked.
Success: The character has come through the breaking point intact. He might feel guilty or upset about what happened, but he can cope, somehow. Choose one of the following Conditions (or create a new one with Storyteller approval): Guilty, Shaken, or Spooked.
Exceptional Success: The character somehow manages not only to survive the breaking point, but to find meaning it, to reaffirm his own self-worth, or to pass through fire and become tempered by it. The character takes a Beat and regains a point of Willpower.
 
Vielleicht ganz interessant, auf fB gab es auf der Seite von Vampire: The Requiem folgendes Update:
Now that we've reviewed the year, I want to talk about what's going on _right now_.

First of all, we've got a name for the book. Blood and Smoke: The Strix Chronicle is a massive update to the core of Vampire: The Requiem, introducing a rich new "default" setting. It also spruces up virtually all of the rules, including Disciplines.

We've got solid proposals in for every Discipline, with basically full mechanics. A little more design is necessary before stuff's ready for public playtest, but Disciplines are nearly "feature complete."

I'm working on the final outline for the book. This morning's been spent working on that, reviewing the outline for Demon, and continuing work on the innate powers of the Kindred.

This is going to be a busy week and weekend.

--Rose
 
Man ist mittlerweile dabei den neuen "Predators Taint" das heißt wohl die "Predators Aura" zu playtesten bzw. testen zu lassen.
Die entsprechenden playtest Regeln gibt es daher auch für alle:
Knowing your own

By rosem – February 6, 2013 Posted in: Vampire: The Requiem

Predators recognize each other. By sight, by smell, by touch. And with that recognition comes a whole host of complications. Rivalry, fear, lust.

In Vampire: The Requiem, this knowing and its consequences are modeled by the predatory aura. In Blood and Smoke, this aura replaces the predator’s taint from the core book. It fills a similar role in the setting, but it’s more active. A vampire doesn’t lash out just because he becomes aware of another… he lashes out because she pushes him.

<Click here for the playtest rules.>
 
Neuster Post zu den Playtest Rules:
The Sum of All Fears

By rosem – February 25, 2013 Posted in: Vampire: The Requiem

Nightmare’s not about fear. Fear is rational, fear is understandable. Nightmare is about terror. Blind, stinking, rabbit-fleeing-from the wolves terror. Oh, sure, it starts out innocent enough. The guy a little too creepy to talk to, the little old lady you somehow feel compelled to give a wide berth. But then the little glitches start appearing. You’re working late on a construction job, and you see a human face in the path of your circular saw. Blink, and it’s gone.

You decide to clock out, but as you walk down the street you see someone you’d almost forgotten. Someone you’re afraid of in a way no amount of drugs or therapy could ever dig out.

You make it safely home, and fall into the arms of your wife, shaking. But she’s holding you too tight. And she smells wrong. It’s not her, is it?
And then you run out of the apartment, and the real terror begins.

<Click here for the playtest document.>
 
Zum ehren des GM-Tags,..
The Thin Red Lines

By rosem – March 4, 2013 Posted in: Vampire: The Requiem

Happy GM’s Day! I’m not sure whether it’s appropriate or mean that I set a deadline for today.
Seems like every week I say it’s been a busy week in the Vampire office. Lately, though, it’s always true. Just over the weekend, I worked on Blood and Smoke and Demon drafts, plus a minor product I can’t talk about yet. Jess Hartley is hard at work editing the fiction anthology.

This week marks the end of our public playtesting for Blood and Smoke and the beginning of the manuscript phase of development. Thanks to everyone who participated, and especially those of you who tried the new Disciplines at your own table.

B&S has been an unusual book for us. Usually, the development process starts with the developer writing an outline. The outline is sent out to writers, who submit drafts for each chapter, usually with some e-mail discussion of each other’s content. The developer “redlines” those drafts, commenting on things he or she likes or wants changed. The writers take that feedback and submit second drafts. The developer takes those drafts, makes any additional changes he or she thinks are necessary, and sends the book to the editor to make sure the copy is clean.
This book is very different.

Working on v20, I experienced the advantages of the open development process. With that book, we solicited feedback on a broad range of topics. Like v20, B&S is dealing with a gamespace that people already understand, so we could start soliciting feedback in small enough pieces to meaningfully interact with players. But where v20 tweaked and polished, Blood and Smoke was going to overhaul the existing game. I wanted to see if we could apply open development from the very beginning.
I formally started work in June, although I’d accumulated notes for both a Requiem overhaul and the Strix pretty much the entire time I’ve been custodian of the game, and had been working on foundation stuff since the previous November.

I started discussions with the writers in August, at the same time I was working on a new Writer’s Guide for the entire line. We began tackling the fundamentals of the game: what each Discipline said about vampires, what its aesthetics were, what kind of vampire stories we thought were appropriate for Requiem that existing rules or setting elements ruled out.

Starting in September, we began the rules portion of the book, while I continued to work on the core setting. That was when we started showing our work to you, with the physical Disciplines being posted on the forums.

I finished the core setting in November, as we continued working on the rules and posting our initial takes on them. We got lots of excellent notes from you folks, which we tracked and discussed, both publicly and on the writers’ e-mail list.

I wrote the outline in December and distributed it at the beginning of January. Formally, the writers had about two months. But we still had more Disciplines to test, as well as various other mechanics like the predatory aura. I made the rather risky decision to press forward with testing and open development during the actual drafting process.

We continued posting playtest versions up to almost literally the last minute. Nightmare was the last Discipline, and it went public seven days before the drafts were due. I pushed the schedule as much as I could (still am), and we got a lot out of it.

By the time manuscript drafts started coming in, we’d racked up over a thousand posts on the writers’ list, and a bunch more in off-list discussions between the writers and me. I can’t even begin to count, although searching through my forum account suggests I’ve posted over 300 messages about the book.

This is pretty unprecedented for a White Wolf or Onyx Path book… six months of formal work before the process usually even starts, and an order of magnitude more input taken from both writers and players than usual. Sometimes it’s been exhausting, and the writers deserve credit for putting a lot more time in than I could have asked for. This is way more work per word than a book usually involves, and several of them joined me on the message boards and blog to talk to you… something they’re not compensated for.
So what now?

For me, the next step is redlining. I’ve gotten about 47k into the drafts so far, out of a total of 160k. Once I’ve received and redlined all the drafts, they’ll go back to the writers for changes and polish. There’s also more internal testing to go, using the mechanics we’ve already refined by working with the public. At this point, we can’t make more than small changes, but every little bit helps.

Although we’ve reached end of public playtest, we’re not going silent. I’ll be continuing to preview content from the book, and maybe documenting more of the development process.

One thing that hasn’t gotten much public attention yet is the work we’re doing on the setting. It’s been hinted at in the rules, and I’ve had a number of discussions with y’all on the forums, but we haven’t shown much of what we’re developing yet. The setting, both core and domains worldwide, makes up 92-97k of the outline, depending on how you count the stuff about ghouls. That’s not even including the material about the Strix themselves… so we’ve got a lot to talk about.
Thank you again for helping us get here.

(Click here to see the previous dev blogs.)
 
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