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Selganor [n/a]:
Direkt von worldofdarkness.com

MONDAY, MAY 24, 2004

Storytelling System 101 - This week we?re going to take a look at the core game system that underlies all play in the new World of Darkness, namely the Storytelling System. That?s right Storytelling, not Storyteller (which was the name for the system running through most White Wolf games to this point). The new name exists to show that this rules set is an evolution of the systems White Wolf games have used before, but completely overhauled. Dots on the character sheet and 10-sided dice are still there, but Bill Bridges and the rest of the design team have streamlined and simplified areas that were needlessly complex and reworked parts of the system that were "statistically challenged." The Storytelling System runs better, faster and truer than anything we?ve published, and it still exists to support and enhance stories rather than eclipse them. But let?s get into the details, shall we?

Traits ? In terms of game traits, the core of the Storytelling System consists of nine Attributes (three Mental, three Physical, and three Social) and 24 Skills (again divided into Mental, Physical and Social). Each of these traits is rated in dots (*), ranging from 1 to 5, much like the "five-star" system many critics use to rate movies. For example, a character might have a Dexterity Attribute of *** (3 dots) and a Firearms Skill of ** (2 dots). Attributes and Skills are combined to do almost everything in the game.

Beyond that are advantages and Merits. Advantages are usually derived from other traits and cover such things as Health, Willpower, Speed and Defense. Merits are special edges (such as an unerring sense of direction, or friends in the right places), which either your character is born with or he accumulates in his lifetime. Put it all together, and you have (at least mechanically) a complete character - it?s up to you to bring that character to life.

TUESDAY, MAY 25, 2004

Dice Rolling ? One of the great things about the new Storytelling System is how straightforward dice rolling is. For your character to do something, you roll a number of 10-sided dice. That number ? your dice pool ? is almost always equal to the relevant Attribute and Skill. When your character shoots a gun, you add his Dexterity *** to his Firearms ** for a total of five dice ? one die per dot. If any die comes up with an 8 or more, you succeed. If not, you fail.

The dice pool can be modified, of course. Special tools and favorable conditions give you extra dice; poor conditions take them away. But 8 remains the magic number to succeed.

Ich hab' die IMHO "bemerkenswerten" Stellen mal markiert.

Monkey McPants:
Hier ein paar News, ich kopiere mal rein aus rpg.net: (Der Thread dazu ist hier.)


No Sabbat after all.

The new White Wolf Quarterly is out on the White Wolf homepage. Unfortunately, the link to download the whole thing actually leads to a .zip file of the fourth quarterly from two years ago. If you're interested, the links you want are the bit with the articles and the bit with the rest of this year's release schedule.

Turns out no Sabbat after all. "The Sabbat, for example, was originally part of the new setting, but the new incarnation was so little like its predecessor that using that name only served to distract from what it had become. We liked the spooky, hallowed sound of the name, but finally dropped it because it carried too many connotations."

There is no Vampire Sabbat Heralds of Cain hardcover in the release schedule for October. There is, however, a book called Lancea Sanctum: The Spear of Destiny (and it's priced like a hardcover). Were I to guess (and I am), I'd say the Group Formerly Known As The Sabbat In The New WoD is now called Lancea Sanctum.

(EDIT: Anybody care to translate that?)

Also, apparently Chicago is going to be the signature city again. They're just not releasing the city book right away. And speaking of location books, Hunting Ground: The Rockies is one of the first books we'll see published for Werewolf: The Forsaken, in December.

Im Thread kommen noch weitere Infos und Interpretationen zum Vorschein.

M

Morpheus:
Let's Fight! – It's Fight Week here at worldofdarkness.com as we take a look at how combat works in the new Storytelling System. Of course, combat should always be a last resort and the story comes first and… okay, let's fight!

Rolling with (and for) the Punches – When a character attacks an opponent, he does so with a bare fist or a high-powered rifle, you resolve the action with a single die roll. As with almost all other rolls in the game, this dice pool is the sum of an Attribute and a Skill. For throwing a punch, the dice pool is Strength (Attribute) + Brawl (Skill). At its most bare-bones, an attack is resolved by just rolling that dice pool. Every success (a die that comes up 8 or more) inflicts a wound on the opponent. No one is rolling other dice to defend or to “soak” damage or for any other reason. One attack means one roll of the dice.

Where the variation comes in is in modifiers to that dice pool. We mentioned last week how favorable and negative conditions can add or subtract dice, and nowhere is that truer than in combat. You add dice to your pool for anything you have that makes your attack more effective (like a special move or the damage rating of your weapon). You lose dice for anything the opponent does to avoid getting hurt. Most importantly, every character has a Defense trait, which represents his ability to bob and weave or otherwise make himself harder to hit, and this serves as a penalty on any close-combat attack. Armor and defensive actions can also penalize attacks.

Therefore, maximizing bonuses to your attacks and penalties to your opponents' attacks is the key to winning a fight.

An Example (with an illustration by Durwin Talon): Sandy never should have opened that box her great aunt sent to her. Now something is loose, something with long claws and sharp teeth, something that's chased her into her own kitchen. Sandy grabs a butcher's knife off the counter and turns around to strike back. Sandy's 2 Strength and 1 Weaponry grant her player three dice. Her knife, with a damage of 1, adds one bonus die to that pool. The creature has a Defense total of 2 but no armor. That means two dice are removed from Sandy's player's pool. She is left with two dice, and her roll yields a 6 and a 9. That's one success, so the creature takes one wound.

 Ouch, That Hurt! – Unless you're doing something special (like grappling to immobilize or using a special vampiric ability), a fight is going to mean damage to the opponent. (It may also mean damage to your character, of course). So let's take a look at Health and damage, shall we?

Every character has a trait called Health. This trait is tied to the Stamina Attribute, so (quite logically) the tougher your character is, the more damage she can endure. Health is marked on your character sheet and has both dots and points. Your character's dots are filled in on your character sheet, representing her total capacity for enduring damage. Her points represent her current state of health, and they are tracked in the corresponding boxes beneath the dots. Every time your character loses a Health point to damage, mark off the kind of injury inflicted from left to right. You'll begin suffering dice penalties as the number of wounds grows. When dots and filled boxes are equal (she has lost all of her Health points), your character is badly hurt or dying.

Damage comes in three basic types: bashing (from blunt attacks), lethal (from guns and knives) and aggravated (from special supernatural attacks). The harsher the damage type is, the longer it takes to heal and the more life-threatening it is. Bashing damage heals quickly (one point every 15 minutes), and if your characters last Health box is filled with bashing damage, you simply have to make Stamina rolls for the character to remain conscious and active. Lethal damage heals more slowly, and if your Health boxes are filled with lethal damage your character becomes incapacitated and needs immediate medical attention. (Otherwise, existing lethal wounds begin to upgrade to aggravated damage.) If your Health boxes are all full of aggravated damage, your character dies.

Unless your Health track is full of lethal wounds, healing just takes time. Your character can still go about his or her business. Medical attention and supernatural powers can speed healing, however.

Das hört sich erfrischend tödlich an ;D

1of3:
Auf www.worldofdarkness.com findet sich jetzt auch das neue Charakterblatt. Es empfielt sich, sich den Acrobat Reader 6.0 zu besorgen, weil sonst einige Grafiken fehlen. Etwa die Tatsache, dass es in jeder der drei Attributsgruppen ein Power-, ein Finess- und ein Widerstandsattribut gibt.

Auf dem Blatt finden sich auch die Formeln für Health, Willpower und die anderen abgeleiteten Werte.

1of3:
OK. Eine Information von anderer Seite: Auf dem Nordcon hat mir Olli versichert, dass F&S den Heiliges-Lanze-Fehler korrigieren werde, da Amis ja kein Latein könnten.

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