Geist? Yes? No?

Design for WaW 3.0

Re: !

Postby OwleIsohos » Tue Mar 09, 2010 11:15 pm

JordiJ wrote:
Most of the time, yes.

I'll reply to the rest of the message in an FPM, as I don't believe it actually applies to the topic at hand.


In other words, there is nothing in particular about Geist itself that concerns you. Good to know. :D
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Re: Ehhn.

Postby Kylen » Wed Mar 10, 2010 12:59 am

Stimpy wrote:
JordiJ wrote:As so many people have pointed out, there is already some trouble maintaining the current venues we have. I'd rather we wait until we can support the six venues we already have before introducing a seventh.


As much as I hate to agree with this, I'd much rather we start with venues we know we can maintain. Vampire, yes, Mage, yes, Werewolf, not my cup of tea but a lot of people like it, Hunter, only because it's more human focused reacting to the supernatural, and maybe Second Sight if we actually have a laid out setting for it. Anything else I'm kinda meh about, Changeling I wouldn't mind, but I just want to see a setting that actually makes sense for it. Geist can be like Prommie, hard to integrate onto an online chat.


From what I heard, It's easier to integrate into chat then Prommie, due to Prom's "Everyone who isn't like me auto-hates me," whereas Geist is just "I have to focus NOT to see ghosts..and I have a hard time dying..oh, and I can effect the real world in ghostly ways."

Sorta like a darker Danny Phantom, only with out the costume change.
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Re: Geist? Yes? No?

Postby Euphoric_Goth » Wed Mar 10, 2010 7:46 am

The big issue as I see it with Geist are two things; The Underworld and the ghosts. The Underworld is (probably) like the hedge - we'll have a section players can play around in at will and sections you can only go to with an ST. The ghosts are more iffy. A rule of thumb for a general scene is that there's at least 3 NPCs present per PC. How many ghosts are there? What rules do we set in place for interacting with them (if any)?

What does Werewolf do with Spirits in this fashion? (Which, arguably, is more limited since most Spirits don't flitter about in Twilight)
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Re: Geist? Yes? No?

Postby Desse » Wed Mar 10, 2010 10:42 am

Ghosts don't really move or change what they're doing either for the most part. Ghosts have to stay near their anchor(s) and if they have multiple anchors spread out over the city they can jump from one to the other. Many of them end up replaying a short little scene from their life over and over and over. Very few have the power left to actually be coherent creatures.
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Re: Geist? Yes? No?

Postby Kittress » Wed Mar 10, 2010 11:30 am

Euphoric_Goth wrote:The big issue as I see it with Geist are two things; The Underworld and the ghosts. The Underworld is (probably) like the hedge - we'll have a section players can play around in at will and sections you can only go to with an ST. The ghosts are more iffy. A rule of thumb for a general scene is that there's at least 3 NPCs present per PC. How many ghosts are there? What rules do we set in place for interacting with them (if any)?


Most Sin-Eaters (from what I read in the book) go out of their way to ignore ghosts that aren't causing problems, as they have that choice to interact with a ghost or not. A Sin-eater will usually opt not to talk with a ghost though, as they don't really make scintillating conversationalists.
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Re: Geist? Yes? No?

Postby Euphoric_Goth » Wed Mar 10, 2010 11:49 am

Can Geists use Ghosts as allies/tools to mess with other people, save for the Ghost Ally merit? I'm basically thinking about "how will this affect gameplay without an ST nearby to judge what is reasonable behaviour".
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Re: Geist? Yes? No?

Postby Kittress » Wed Mar 10, 2010 11:59 am

Euphoric_Goth wrote:Can Geists use Ghosts as allies/tools to mess with other people, save for the Ghost Ally merit? I'm basically thinking about "how will this affect gameplay without an ST nearby to judge what is reasonable behaviour".


Can they use ghosts as allies/tools? Yes, very easily. Most of their innate abilities are geared towards working with ghosts and death. Using those abilities on an ghost in a regular social scene... I'm finding it hard to put in the right words, but I don't think it would be possible to use a ghost in a scene like that because most ghosts are either too weak, insane, hostile to the Sin-Eater or any combination of the above.
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Re: Geist? Yes? No?

Postby OwleIsohos » Wed Mar 10, 2010 12:04 pm

Euphoric_Goth wrote:Can Geists use Ghosts as allies/tools to mess with other people, save for the Ghost Ally merit? I'm basically thinking about "how will this affect gameplay without an ST nearby to judge what is reasonable behaviour".


Vampires, Mages, and Changelings all have powers that allow them to use Mortals as allies/tools to mess with other people. My understanding is that they're not allowed to do this using NPCs, though, unless an ST is around to supervise the scene. I imagine that Geists using NPC ghosts would be treated the same way.
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Re: Geist? Yes? No?

Postby Kittress » Wed Mar 10, 2010 12:08 pm

OwleIsohos wrote:
Vampires, Mages, and Changelings all have powers that allow them to use Mortals as allies/tools to mess with other people. My understanding is that they're not allowed to do this using NPCs, though, unless an ST is around to supervise the scene. I imagine that Geists using NPC ghosts would be treated the same way.


This.
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Re: Geist? Yes? No?

Postby DarkJester » Wed Mar 10, 2010 12:30 pm

Euphoric_Goth wrote:The big issue as I see it with Geist are two things; The Underworld and the ghosts. The Underworld is (probably) like the hedge - we'll have a section players can play around in at will and sections you can only go to with an ST. The ghosts are more iffy. A rule of thumb for a general scene is that there's at least 3 NPCs present per PC. How many ghosts are there? What rules do we set in place for interacting with them (if any)?

What does Werewolf do with Spirits in this fashion? (Which, arguably, is more limited since most Spirits don't flitter about in Twilight)


Suggestion. There is always ghosts around. Characters can describe minor things, ghosts passing by, etc. But for interacting with the ghosts or bring them actively into a scene you need an ST. Probably works about the same for Werewolf with spirits. You need an ST when you want to actually interact with the spirits around you.
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Re: Geist? Yes? No?

Postby Kylen » Wed Mar 10, 2010 7:51 pm

Luckily, for those worried about the UnderWorld, I Do actually have Book of the Dead, so I kinda figured I'd be able to handle that, but the general idea is that the Shallows (The area of the UW closest to ours) is an open environment, whereas anything past the first River or Gate (Both outlined in BotD) requires an ST, due to the fact you have to start dealing with the Guardians and various rules of those places.
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Re: Geist? Yes? No?

Postby DarkJester » Thu Mar 11, 2010 6:57 am

It does sound like much handled will be handled the way Changeling and Werewolf do it now. :)

What I could wish for, for all these games, is that spirits, hobs, ghosts, etc, could be roleplayed by the players, with "moderation", flavor rp. :) It would enrich our next chronicle. I see some of it used with npc mortals in bars/clubs and similiar settings, flavor describing some npcs in the setting,
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Re: Geist? Yes? No?

Postby Ephsy » Thu Mar 11, 2010 8:54 am

DarkJester wrote:It does sound like much handled will be handled the way Changeling and Werewolf do it now. :)

What I could wish for, for all these games, is that spirits, hobs, ghosts, etc, could be roleplayed by the players, with "moderation", flavor rp. :) It would enrich our next chronicle. I see some of it used with npc mortals in bars/clubs and similiar settings, flavor describing some npcs in the setting,


Problem is bar/clubs NPCs dont have a reason to be openly antagonistic to the PCs.
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Re: Geist? Yes? No?

Postby Kittress » Thu Mar 11, 2010 12:13 pm

Ephsy wrote:
DarkJester wrote:It does sound like much handled will be handled the way Changeling and Werewolf do it now. :)

What I could wish for, for all these games, is that spirits, hobs, ghosts, etc, could be roleplayed by the players, with "moderation", flavor rp. :) It would enrich our next chronicle. I see some of it used with npc mortals in bars/clubs and similiar settings, flavor describing some npcs in the setting,


Problem is bar/clubs NPCs dont have a reason to be openly antagonistic to the PCs.


why should they have to be antagonistic at all for flavor rp?
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Re: Geist? Yes? No?

Postby Euphoric_Goth » Thu Mar 11, 2010 2:00 pm

Kittress wrote:
Ephsy wrote:
DarkJester wrote:It does sound like much handled will be handled the way Changeling and Werewolf do it now. :)

What I could wish for, for all these games, is that spirits, hobs, ghosts, etc, could be roleplayed by the players, with "moderation", flavor rp. :) It would enrich our next chronicle. I see some of it used with npc mortals in bars/clubs and similiar settings, flavor describing some npcs in the setting,


Problem is bar/clubs NPCs dont have a reason to be openly antagonistic to the PCs.


why should they have to be antagonistic at all for flavor rp?


I think the point Ephsy's making is that Spirits (and, to a lesser(?) extent, Ghosts) do have an inbuilt reason to be antagonistic to PCs.
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