Reno - the New Reno (Portland?)
I'm going to be really honest, here. As someone who doesn't play WoD games, they seriously run together - especially since they all seem to be the same 3/4 spheres. Vamp, werewolf, mortal, changeling, etc etc etc.
I cannot keep them straight! So, without clouding up the advertisement thread, what are the issues with Reno that people would want to see addressed to get excited about an IC venue change and reboot?
I am curious as well and in the same boat. All the Vampire/Werewolf/Mortal places pretty much seem the same. It was mentioned that maybe a new house will make things better but this seems like slapping some shiny vinyl siding on an old house and putting it back on the market.
Tempest last edited by
A new playerbase.
But in all seriousness, the problem with WoD is that you can't really change much. A few new house rules and a new grid, people still show up with the same characters (literally porting over the SAME characters) to do the same roleplay in the same little cliques & to outsiders looking in, it's all the same, but hardcore WoD players swear by this formula of 'shaking things up'.
I can't tell one from the other. I need a timeline of which WoD games led to which A GAME OF MY OWN flounces and reboots and all the stafftracking algorithms.
That's the drama I dream of. The drama of the future.
Remember the height of MIAM? I swear it felt like there were more WOD games than there were players back in the mid-late 90s.
What I think I would WANT is - an interesting plot, deeply rooted in the peculiar bits of this particular setting (both mundanely and supernaturally), with a strong reason for the PCs, regardless of 'sphere' to interconnect and play together. A strong focus on horror and the things going bump in the night that are even worse than vampires and werewolves. If you have werewolves, then I want spirits to be a major part of the game for everyone. If you have vampires, then I want immortality seekers and vampire hunters being pests to the whole clued in community (including the Mortal players), and Stryx causing trouble. If you have Mortals, I want them to have their own plots and antagonists and things to do that don't revolve around being a +1 to a supernatural.
And because I'm weird, I want the God-Machine in all its broken techno-gnostic glory, causing weirdnesses and being horrible and ineffable to /everybody/.
I don't EXPECT any of that, but it would be nice!
I don't want to talk about Reno in particular, as I feel it's too pessimistic to preemptively feel that way about a MUSH that hasn't even been opened yet.
I just think the WoD community in general is placing way too much stock in 'which city the game will run on'. It's still important for theme purposes of course, but there is nearly no bearing on whether the game overall will succeed or not; very few STs will feel they have a ton of ideas for Chicago but not for LA.
Conversely very few good people will go staff place <A> and not place <B> over somewhat minor changes of that sort, either; sure, if you're planning to run something somewhat unique or different (post-apocalyptic, no IC Masquerade, etc) then yes, but if you're comparing two more or less 'stock' WoD games I don't believe that's going to be a factor at all.
Add the 'right' version of WoD to the list since, for example, some folks prefer 2.0 over 1.0.
Games succeed or fail based on plot availability ("stuff to do"), good staff who handle their work fairly and in a timely fashion, and positive word of mouth so others come and create characters then stay active for a few weeks.
Everything else is, to be honest, fluff.
I'll be honest - when I think of what I'd like to see in a WoD game, it's basically a single-sphere (or single-sphere/m+) with a defined metaplot and room for player involvement in shaping its course.
One day, when Arx is no more and I have time, I think I'd like to run this with a limited scope and a specific timeframe. Maybe even a limited number of characters allowed.
When I have time.
@arkandel I think it makes more of a difference if people take the local history and folklore into account - but I've never really seen a game do that properly past Cajun Nights <Like, 10+ years ago>. They had a pretty robust Voudoun system, got people involved in Mardi Gras krewes, and so forth - and all of that was seperate from the normal WoD weirdness; it was as if they built a game set in New Orleans, then threw the WoD setting on top of it <Which, really, is a much better way of doing it>. Then and since, I've seen more places build a WoD game and set it in a place - so it's the same vampires, werewolves, or what have you; the same by the book storylines and relationships, the same world; just set in a different zip code.
That said, Portland - and the Pacific Northwest as a whole - does have some pretty interesting mythology behind it, and if anyone watched the show Grimm that kind of gave me a WoD-lite feel <and it was set in Portland>. So it's possible - or at least potentially an improvement.
@pyrephox horror as the focus?? I have been explicitly told that is not the focus of WoD before. Alas.
By the people who designed the game, or was that maybe someone's opinion?
@darinelle I would really like to see more games that did what Darkwater did, but which have the staff to /really lean into it/. I loved the setting of Darkwater - it was a 'real city', technically, but given a WoD upgrade to tell a really interesting narrative. Small town hits liquid gold, and suddenly there's wealth everywhere, everyone's got a job, everything's coming up roses...on the surface. But under the surface, things are corrupt, people are falling through the cracks (or being pushed) and it's like the city is running down a steep hill - sure, it's going fast now, but when it reaches the bottom, the only way it's going to stop is to CRASH.
That's the premise that really got me excited to play there, way back when. Not even really the Changeling-specific setting information (although mysteriously vanished previous folk is always a good hook), but wanting to see something dark urban fantasy done with THAT setting.
I don't like it as much when people say, "Okay, here's a real city as our setting. It's...pretty much the real city, here's some cool set pieces or places, Google the rest." Make the city your own, give it a compelling narrative hook that makes me want to make a character to play in THAT place, at THAT time.
EDIT: Which is all to say that, for me, setting isn't just fluff. It's the main attraction, at least at first. I can't guarantee I'll like the plots, I can't guarantee I'll like the players, but if I can read the setting material and go, "Oh, hell yeah, I see a character for this," then you've got me. At least for the first couple of weeks.
Auspice last edited by
what are the issues with Reno that people would want to see addressed to get excited about an IC venue change and reboot?
If your issue is with me, you may be pleased to know that I was the (as far as I am aware) only member of Staff that Erinys and Ogopogo did not invite back when they planned their new venture.
This may be because the new game does not have Hunter (which is the sphere I ran), it may be for other reasons.
But if you were praying for a Tressym-free game, there you go.
@pyrephox I just remember a few multi-scene plots and overall things I've run for WoD over the years, and there's such a wealth of possibilities that lend itself so beautifully to some really fucked up stories. And I think incorporating a city with a really strong feel to it is important, but I'm almost never a huge fan of building from the ground up because I kind of despise world building. Which is why Arx is such a good fit for me - Literally every other GM likes worldbuilding at least 947% more than I do, so other people can deal with that while I live-GM like a maniac.
Last time I was on Reno, there were about 20 or so characters connected, spread out between the quiet room and private homes.
This seems to be par for the course for every multisphere WoD mux that I've been on.
So, I wanna know how the STs will encourage players to get out and RP? This seems to be the essential question you have to combat. Otherwise, why should I stop idling on my current game to come idle on yours?
@kanye-qwest Well, it's a tabletop game and each line leaves a lot of room for variation (which is why WoD MU*s are often such muddle messes in terms of theme), so you can absolutely run it as superpowered murder hobos having adventures, existential horror, wise-cracking supernatural good guys facing off against Even Worse Monsters, or anything in between. My personal preference is for dark urban fantasy where the PCs are flawed or even broken but striving not to be monstrous, with things much worse stalking in the alleyways.
But that's a personal preference, and not the only way to run the game.
Ganymede last edited by
But in all seriousness, the problem with WoD is that you can't really change much.
This is true.
I cannot fault a game for wanting a reboot, though, especially a game like Reno that has a long history and dinosaur-like PCs. Kickstart with a new Grid and new PCs, and there's a substantial chance that something will stick. Maybe someone new tries something new.
Nothing wrong with giving it a shot.
Taika last edited by
Even without Auspice there to have mid-scene meltdowns, I don't think the issues of the staff-clique and staff-centric 'everything' will be resolved, given who the headstaffer is. :(
people still show up with the same characters (literally porting over the SAME characters)
This is a peeve of mine.
Make new characters damn it. Tell new stories! Make things fresh! I've seen people port over characters and then claim things are 'stale' and I have to wonder if that plays a big part of it.