I know not of what you speak, though your location makes me think of Linda Bergkvist...Pendragon wrote:Just you wait until Eon gets translated to english... *mutters and whinges*
Do you know of what I speak, though?
Moderator: Thanas
I know not of what you speak, though your location makes me think of Linda Bergkvist...Pendragon wrote:Just you wait until Eon gets translated to english... *mutters and whinges*
Not a clue.Hotfoot wrote:I know not of what you speak, though your location makes me think of Linda Bergkvist...Pendragon wrote:Just you wait until Eon gets translated to english... *mutters and whinges*
Do you know of what I speak, though?
A few lines in the fat book, compared to an entire skinny book devoted to how to properly play a member of X splat.Keevan_Colton wrote:Though these are general archetypes, they are not rules....want me to start quoting some of the books? You've a lot more freedom than in the WotC systems to create the particular character you want,Iceberg wrote:Of course, the White Wolf system has its own class structure, which is actually far more restrictive in terms of character conceptualization and development than the job-based class system of D&D3E/Star Wars d20, and light-years more restrictive than the attribute-based class system of d20 Modern (wherin "classes" are more like loose descriptors of a character - like Strong Hero, Fast Hero, Smart Hero).
Meanwhile, White Wolf games have class descriptors like "Brujah are rebels," "Malkavians are insane," "Ventrue are politicians," "Tremere are duplicitous," "Cultists of Ecstasy are pleasure freaks" (you get the idea).
Of course, the Cult of Ecstasy got a bit more depth in Mage Revised. Now they can be pleasure freaks or pain freaks.
In which game? Certainly not in Vampire (you must be of either a clan or Caitiff). Definitely not in Changeling (EVERY Changeling is a member of some Kith). Sometimes in Mage. Not in Wraith. I don't have enough experience with Werewolf or Hunter to say for sure in those games, but I doubt it there, too.you could be completely different from the sterotypical member of a particular clan, or if you wish have no clan at all.....
The archetype is put in the book in very explicit terms. Do you want me to start quoting some of the books? The splatbooks, even? White Wolf splats are laid out with very explicit expectations as to how a character made from that splat "should" be played, and while it's certainly possible to play a character in that splat who's atypical (I once played a very sophisticated Brujah whose willpower was high enough that he never, ever Frenzied), the level to which the two-page writeups and splatbooks explicate the typical behavior of a character makes it unnecessarily difficult to define a character in contraposition to the splat's desired archetype.the clan sterotypes are just suggestions aimed as much at the person running the game for figuring out the world as for the players to use.
*mutters a bit* Its only since 3rd Ed, where they've moved to a hybrid skills/class system that this has begun to be addressed.All that a D&D class really tells you is a character's job. A "4th level fighter" tells you that the character is an experienced adventurer who is an expert with weapons. But which weapons? What does that say about his (or her) personality? Why did he (or she) become a fighter, as opposed to a rogue or a wizard? These are questions that you can't answer from just knowing the character's class. But in White Wolf, you DO know a great deal about a character's personality by asking which splat he/she belongs to.
Telling you that I'm a computer engineer tells you absolutely nothing about my personality. All it tells you is what I do for a living. That's what a class should be - it's what you do, not who you are.
I'm talking of splats in general (and don't get snippy with me, I've played Vampire, Mage, Changeling and Wraith, I know enough about White Wolf to know what I'm talking about). In general, splats tend to be a bizarre cross of class and race. And almost always couched heavily in terms of "X nearly always possesses trait Y."Your comparision of clans to classes is flawed...a better comparison would be to races......lets see....
Elves are nimble
Dwarves are tough
Halflings are happy
Favoured classes anyone?
No, a person ISN'T their job. And that's an argument against Storyteller (where to a great degree, your personality IS dictated by your splat, either by agreement with or contradiction from the established sterotype), not against D&D (where there very explicitly is no stereotypical personality associated with a given class).As for the job thing....that's just it.....a person isnt thier job....your character should be a reflection of thier intrests, personality etc....otherwise it isnt roleplaying its a war game of some sort.......
Then allow me to educate you.Pendragon wrote:Not a clue.
My agents shall attempt to reveal information concerning this subject. Cyberpunk is always fun.Eon is the flagship of swedish rpg's, and as far as I'm concerned, it rules supreme together with its cyberpunk cousin Neotech and historical ancestor Viking. All published by Neogames.
Mekton (R. Talsorian Games) and Silhouette (Ianus Press/Dream Pod 9) are actually completely separate systems with similar design goals, so it's unsurprising that they reflect each other in many important respects. The original version of the Jovian Chronicles setting was written using the Mekton II system.Hotfoot wrote:Mekton Zeta was the alpha version of Jovian Chronicles, as I understand it. Core Silhouette is coming out in a few weeks, so I'll give you a play-by-play as to how they've updated the rules. From the scuttlebutt on the DP9 mailing lists, it's looking damn good.Iceberg wrote: Mekton Z, BESM and Silhouette are three different ways of getting the same basic result - a very nearly class-free method of character generation. I'm quite attached to Mekton Z myself (I've had it for the last 9 years).
Cross-class skills aren't really a penalty - and this is better illustrated in d20 Modern than in D&D3E. Cross-class skills are the default condition of skills.There's the difference between Sil and D20. Sil uses archetypes to show what skills a character working in a specific profession should or commonly has. D20 tells you what skills they will have, then imposes penalties on you for attempting to add anything else. You have to jump through some ungodly hoops to get a bard who can read lips, FFS. Then there's the rampant stereotyping, but that's another rant.
I'll be glad when all of my D&D characters are converted to Core Silhouette.
I sit corrected then. April 29th will prove to be a glorious day, nonetheless.Iceberg wrote:Mekton (R. Talsorian Games) and Silhouette (Ianus Press/Dream Pod 9) are actually completely separate systems with similar design goals, so it's unsurprising that they reflect each other in many important respects. The original version of the Jovian Chronicles setting was written using the Mekton II system.
Bleah, that doesn't really do anything in D20's favor. Besides, it still doesn't explain the class-specific skills or the special powers and abilities inherant in specific classes.Cross-class skills aren't really a penalty - and this is better illustrated in d20 Modern than in D&D3E. Cross-class skills are the default condition of skills.
Read Lips is Rogue only, which makes no fucking sense.Iceberg wrote:According to my copy of the PHB, the only skill that's class-specific is Use Magic Device (specific to Bard and Rogue). Or did you mean class-specific abilities?
Funny you should mention that. Silhouette tends to agree. Though I'd like to see some models for other dice as well, working out the probability curves is a bitch.Darth Utsanomiko wrote:D6 all they way, baby.
Silhourtte does rock hard, and actually knew about it. It was the Linda Bergkvist comment that left me hanging.Hotfoot wrote:Then allow me to educate you.Pendragon wrote:Not a clue.
My agents shall attempt to reveal information concerning this subject. Cyberpunk is always fun.Eon is the flagship of swedish rpg's, and as far as I'm concerned, it rules supreme together with its cyberpunk cousin Neotech and historical ancestor Viking. All published by Neogames.
Still, I maintain that Silhouette rocks so hard diamonds are regularly formed.
Okay, but what about games that lack archetypes, like FUDGE, GURPS, Västmark, Playelf, Babylon Project, etc?Iceberg wrote: There's no such thing as a truly class-free roleplaying game - every RPG has a set of archetypes (usually with game-mechanics benefits for choosing an archetype) which can be loosely thought of as classes, in order to facilitate play by getting characters into in-party roles.
That's a very good point. I've been looking at RIFTS now, and despite the fact that the system is fairly horrific, I vastly prefer specific archetypes like "vagabond" to the simultaneously generic and confining d20 classes. Not to mention the fact that I have to plan ahead for several levels if I want to accquire certain feats in d20... eugh. I hate systems that force conformity.Iceberg wrote:Job-based classing is very good, because it tells you what people do. Personality-based classing is very bad, because it provides a ready-made crutch to make role-playing easier.
Ah, well I can understand that. Especially women who are such talented writers and artists.Pendragon wrote:Silhourtte does rock hard, and actually knew about it. It was the Linda Bergkvist comment that left me hanging.
As much as I like RPG's it easy to distract me from them using women.
All games which are not popular where I live (I've never even seen Vastmark or Playelf). GURPS lacks archetypes in the main system because it's supposed to be "universal" and "generic" (read: NOT VERY GOOD). IMO, if you want to play a GURPS-like game, you'd do much better to buy Hero 5th and play that instead.Eleas wrote:Okay, but what about games that lack archetypes, like FUDGE, GURPS, Västmark, Playelf, Babylon Project, etc?Iceberg wrote: There's no such thing as a truly class-free roleplaying game - every RPG has a set of archetypes (usually with game-mechanics benefits for choosing an archetype) which can be loosely thought of as classes, in order to facilitate play by getting characters into in-party roles.
That's a very good point. I've been looking at RIFTS now, and despite the fact that the system is fairly horrific, I vastly prefer specific archetypes like "vagabond" to the simultaneously generic and confining d20 classes. Not to mention the fact that I have to plan ahead for several levels if I want to accquire certain feats in d20... eugh. I hate systems that force conformity.[/quote]Iceberg wrote:Job-based classing is very good, because it tells you what people do. Personality-based classing is very bad, because it provides a ready-made crutch to make role-playing easier.
Hey, wait...you're on the mailing list? I'm a (semi-)regular poster on the JCML.Hotfoot wrote:Mekton Zeta was the alpha version of Jovian Chronicles, as I understand it. Core Silhouette is coming out in a few weeks, so I'll give you a play-by-play as to how they've updated the rules. From the scuttlebutt on the DP9 mailing lists, it's looking damn good.Iceberg wrote: Mekton Z, BESM and Silhouette are three different ways of getting the same basic result - a very nearly class-free method of character generation. I'm quite attached to Mekton Z myself (I've had it for the last 9 years).
Plus there's no requirement to follow an archetype in Silhouette. All it does is show an example character to provide a player with the knowledge of what skills are recommended for (as an example) a Gear Pilot. If you want your Gear Pilot to be a medical doctor also, you can do that. It'll drain a crapload of skill points, and the character won't be as good at either of them as a specialist would be, but it's theoretically possible.There's the difference between Sil and D20. Sil uses archetypes to show what skills a character working in a specific profession should or commonly has. D20 tells you what skills they will have, then imposes penalties on you for attempting to add anything else. You have to jump through some ungodly hoops to get a bard who can read lips, FFS. Then there's the rampant stereotyping, but that's another rant.There's no such thing as a truly class-free roleplaying game - every RPG has a set of archetypes (usually with game-mechanics benefits for choosing an archetype) which can be loosely thought of as classes, in order to facilitate play by getting characters into in-party roles. Job-based classing is very good, because it tells you what people do. Personality-based classing is very bad, because it provides a ready-made crutch to make role-playing easier.
Righto. Those were the Green Books, Jovian Chronicles and The Europa Incident. I just happen to have a copy of each signed by Marc-Alexandre Vezina, since he was selling off his writer's copies to clear space, since he's now engaged. The Dragonstriker and Lucifer in the new Cislunar Space book were originally from those two books, though I am told the Dragonstriker has been modified from prototype form to a more suitable form for mass production.Iceberg wrote:Mekton (R. Talsorian Games) and Silhouette (Ianus Press/Dream Pod 9) are actually completely separate systems with similar design goals, so it's unsurprising that they reflect each other in many important respects. The original version of the Jovian Chronicles setting was written using the Mekton II system.
BattleTech for SilCoreStanley Hauerwas wrote:[W]hy is it that no one is angry at the inequality of income in this country? I mean, the inequality of income is unbelievable. Unbelievable. Why isn’t that ever an issue of politics? Because you don’t live in a democracy. You live in a plutocracy. Money rules.
Yup. I rarely post though, and when I do, I tend to post on the HGML. I'm on all three though.The Dark wrote:Hey, wait...you're on the mailing list? I'm a (semi-)regular poster on the JCML.
For example, the lovely and talented Katja Sez is an extremely talented mechanic and a Gear Pilot.Plus there's no requirement to follow an archetype in Silhouette. All it does is show an example character to provide a player with the knowledge of what skills are recommended for (as an example) a Gear Pilot. If you want your Gear Pilot to be a medical doctor also, you can do that. It'll drain a crapload of skill points, and the character won't be as good at either of them as a specialist would be, but it's theoretically possible.
You lucky bastard.Righto. Those were the Green Books, Jovian Chronicles and The Europa Incident. I just happen to have a copy of each signed by Marc-Alexandre Vezina, since he was selling off his writer's copies to clear space, since he's now engaged.