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Ravenous: The Coyote

Ravenous The Coyote Spring, 1991 Kali, Masaru, and Chester drove their beat up Gremlin to the outskirts of Escondido, California. They had talked about this for months now--the shared desire to strike out at the monsters that dominated their world, to gain revenge on those who had destroyed them, to force the world to make some sort of sense. What had once been fantasy was about to become reality. And now that it was here, that it was happening, all their big talk and assured confidence faded away.  They had come all this way to kill a man none of them had ever met. It was Masaru who gave them the information. Half-remembered from years ago, when he was still breathing. His fellow hunters had talked about a probably vampire in this small town, someone involved with human trafficking. Rumor had it that he imported a girls from Mexico and others countries further south, then sold them off down the line. But not all of them were sold. Some went "missing." His ...

Ravenous House Rules: Out of Clan Disciplines

The final significant House Rule I'll be implementing for Ravenous is how Out of Clan Disciplines are handled. In Vampire , each Clan of vampires has three "Clan Disciplines"--for example, Brujah have Potence, Celerity, and Presence. There's naturally a desire for players (and, often, characters) to learn more than just their inherent abilities.  Over time, I've become less forgiving of easy access to Out of Clan Disciplines. This is for three interrelated reasons. First, characters rapidly become very similar, taking away from the distinctiveness of each Clan. If everyone has Potence AND Celerity AND Fortitude, then what really makes any of them different? Secondly, most systems/guidelines place a different cost in terms of effort and risk in learning different Disciplines. "Physical" ones are pretty easy, "Common" ones (Dominate, Obfuscate, Presence, etc.) are about average, with only the "Unique" ones requiring special access or ...

Ravenous House Rules: Experience

Whenever I think I about "experience points," they always strike me as being odd things.  Thanks to video games, they're pretty well baked into the popular concept of Role-Playing Games, even though they're not really required for them. I mean, you have games like Amber or original Traveler that have no Experience. Or games like Fate (where players can adjust skills between sessions) or Call of Cthulhu (where skills are improved as a result of checks and rolls), both of which all for character progression or change without the need for "experience points" per se. But, when it comes to player direct games, XP can be an incredible tool. It allows the players to know what the goals are, to work independently toward those goals, and to make key story decisions on their own term, without requiring the Game Master to define and pace the story. The classic example, of course, is Dungeons & Dragons. In the original game, players gained XP for each Gold Piece t...

Ravenous House Rules: Downtime

As part of my new Ravenous game, I'm implementing a few House Rules. Some are ideas I've been mulling over for Vampire for a while (the Downtime system) while others are more custom for this particular Chronicle ( Experience and Out of Clan Disciplines ).  The first is the Downtime rules. Two things have always bothered me a bit with Vampire. The first is the tendency of the game to fall into a "night by night" kind of situation, where each session flows into the next and adventure piles on adventure and after a year of unlife, the characters have the stats of Elders and the whole city is a smoking ruin behind them. The second (related) is the speed in which characters develop--they start off barely able to load a gun (Firearms 1) and after a few months of play, they're the greatest shooters in the world (Firearms 5).  Which is absurd...each dot represents an exponential increase in ability. Science of 1 is a High School student--and a particularly nerdy o...

Ravenous

I've started up a new Vampire: The Masquerade chronicle. I decided to do something a bit different, at least for me, and to run it as a Sabbat game, as well as running for the first time via Roll20 . I've run a few games over Roll20 before, and played quite a bit more, but never a full Vampire one. It has been quite a while since I last ran Sabbat. Generally, I'm not a huge fan of this group--it's an odd combination of both too complicated (juggling different Paths) and too simplistic. The Pack focus leaves the players emotionally and socially isolated from the wider world, which limits the kinds of stories I can tell, and the hyper-violence rapidly gets boring for me. I had thought I had found a way to square this circle, but expanding the Pack beyond the immediate circle of players, and really focusing on its role in the wider world. I had though of a chronicle similar to the TV series Sons of Anarchy, where the Pack is the main character, and conflicts within the ...