morsla: (mantis04)
[personal profile] morsla
[livejournal.com profile] qwade ran an old-school Worlds of Darkness game last weekend - in which a group of Mages, Werewolves and one very lost Kuei-Jin ran around trying (with, er, 'limited success') to prevent the western suburbs of Melbourne from being torn to shreds by escaped laboratory creations. It was a good chance to get out of the house and see people. I was also amused by the way an "old fashioned" pen and paper RPG works when almost everyone at the table has a tablet or smartphone... text search and PDF rules reduces all that time spent looking for rules, and you can also conjure up maps and aerial photos on a whim.

[livejournal.com profile] miss_rynn mentioned Changeling on Tuesday night, when we were talking about games that we've loved (or hated) in the past. I bought a copy of Changeling: The Lost today, and had a look through it on my lunchbreak. I haven't looked at any of the newer Worlds of Darkness games yet, as we've been playing other systems (Exalted, Weapons of the Gods, D&D) since it was released. I'm impressed with the breadth of the game, from my first glance at it.

The game is a lot sleeker than it used to be. I loved the old Changeling game, but it had some terrible flaws. Mechanically, a lot of it really didn't work alongside anything else in the setting. The character types felt fairly restrictive straight from the main book, and only became more interesting as new books were published. The new game takes a much older look at the Changeling story: characters that have been spirited away into other realms, and changed by their time away. When they finally return to earth they discover that they are nothing like the creatures they once were, and they also find that they aren't the only ones to have made that journey.

Most importantly, every Fae archetype that I can think of can be brought to life straight away. I haven't had a single idea so far that caused me to go "oh, but I can't actually play one of those in this game." I like games that help to build on the imagination of the players, instead of restricting it.

September 2014

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