"From the beginning, we knew we wanted our new World of Darkness to be free of metaplot, leaving you to do what you want with our ideas, not forcing you to come back to the well or invalidate your chronicle when we print something new."
"Likewise, some subtle things detracted from the old game's suspension of disbelief. Famous historical figures being vampires, for example. We wanted to get away from that."
Explaining why they chose to have one core rule book that serves as a basis for each of the three 2.0 storytelling games, Justin Achilli says, "One world-and one set of rules-for all three games."
"Characters begin as mortals before they suffer an irrevocable transformation, becoming bloodsucking parasites, bestial shapeshifters or power-mad mystics. The World of Darkness rulebook, we thought, should thus give you everything you need to create a mortal character and play his prelude into a life amid the shadows, before he is Embraced into the Requiem, changed into a wolf, or Awakened to magic. Each supernatural setting book would then provide rules for that transformation."
"Since mortals share the same streets with vampires, urban shapeshifters, and technomancers, we set out to design a consistent set of rules that applies to all creature (and character) types."
"Instead of modifying the difficulty of a task by shifting target numbers up or down, or altering the amount of successes needed, we decided to add bonuses and subtract penalties from your dice pools. There would be a single constant target number for all rolls. No more asking the storyteller for what you need. And no more 'unsuccesful successes.'"
"Another important goal we set for ourselves was a single attack and damage roll. No more rolling to hit and then rolling again to check damage (and sometimes getting no successes!). We wanted it all handled in one quick roll. If you hit, you should always inflict some damage."
Some interesting choice of words though. Mages are referrred to as both "power-mad mystics" and "technomancers." There isn't a whole lot you can pull out about the setting, but it gives you a few things to think about.
A more complete article can be found in the May 2004 issue of Game Trade Magazine, issue #51.
Mageler için kullanılan terimlere dikkat:
power-mad mystics & technomancers
