“Voice of the Angel” originally appeared in the World of Darkness Rulebook.
“Road Gospel” originally appeared in World of Darkness: Midnight Roads.
“Residents” originally appeared in World of Darkness: Mysterious Places.
“Stories Uncle Don Told Me” originally appeared in Spirit Slayers.
“M.R.E.” originally appeared in World of Darkness: Dogs of War.
“Eggs” originally appeared in World of Darkness: Urban Legends.
“Diamonds” originally appeared in World of Darkness: Asylum.
Ich vertsehe durch diese Mischung halt nicht gaz was das Ding uns sagen will?!
The Truth
What is the god-machine? We had no idea. It wasn’t intended to be the basis for anything in the World of Darkness going forward, it was just an evocative piece of fiction to help set the mood. And yet for whatever reason, it was a piece that people asked about — when was White Wolf going to release something about the god-machine?
Since then, it’s been referenced on occasion. Pieces of fiction (including “Residents,” which initially appeared in World of Darkness: Mysterious Places and is reprinted here) and game material (including “These Mortal Engines” in Saturnine Night and the Holy Engineer bloodline in Danse Macabre) made mention of it, but the god-machine (or “God-Machine,” depending on what book you’re reading) was never defined or explained.
Was it a literal machine? A technognostic system of understanding? A metaphor for the unknowable intelligence and design behind the World of Darkness? The actual answer wasn’t important.
With this anthology and the forthcoming God-Machine Chronicle, though, we are examining this phenomenon, making some decisions about what it is and what it does, and allowing characters in World of Darkness games to become part of the machine. This is your first glimpse into that greater, horrifying truth.
Welcome.
... Das einzige was mir sofort ins Auge Springt wenn ich God-Machien höre, wäre eine Epische Mage-Kampagne.
Mir überhaupt nicht. Viel mehr ein Konzept, dass vollkommen frei von Vampire, Mage oder sonst was ist. Wenn sie das beibehalten, fände ich es richtig cool. Andernfalls müsste ich es mir im Zweifel bauen.Ich verstehe nicht ganz?
Ich verstehe nicht ganz?
meinst du God-Machine soll(te für Dich am besten) "Mortals Only" sein?
Das stinkt mir dann aber zu sehr nach Metaplot.
Hat es sich denn schon jemand von euch geholt und liest drin?Es ist schon raus?
You’ll notice Conditions and Beats, two concepts being introduced in The God Machine Chronicle. Conditions are states that affect a character, with defined resolutions and the opportunity to earn Beats, which are part of the new Experience system.http://whitewolfblogs.com/blog/2013/01/04/majestic/ (http://whitewolfblogs.com/blog/2013/01/04/majestic/)
Extended Actions: Digging in Deeper
January 26, 2013
By Matt McFarland
Someone asked about extended actions and how they were revised. So here we are.
I actually always liked the extended action rules, but I also think that you should only use them if it’s necessary to know how long something takes or (better yet) the characters are under the gun. I like these revisions because they clean up the exceptional success rules for extended actions, which were always a little hinky.
As always, comment if you love them, email Rich if you don’t. (I’m kidding.)
Extended actions represent efforts to complete complex tasks. There’s a process, a progression, then the task is complete. These rules replace the extended action rules in the World of Darkness Rulebook.
Each roll in an extended action reflects a step in the process. Something changes. Either your character progresses or she faces a setback.
Determine the Dice Pool
As with any action, first determine the dice pool as Attribute + Skill + Equipment. Situational modifiers apply and may change from roll to roll as the story unfolds. The unmodified Attribute + Skill + Specialty (if any) determines the maximum number of dice rolls allowed before the action fails. Players may roll the number of dice in their pool up to the number of dice rolls allowed as they attempt to succeed.
Example: Sammy’s car has broken down out on a lonely road, but Sammy manages to get it to limp to a service station before it dies completely. No one is around, but the place seems to be pretty well maintained. Figuring the local mechanic is just out, Sammy waits … but no one comes. As night begins to fall, Sammy figures he’d better just fix the damn thing himself so he can stay ahead of the things chasing him.
The Storyteller sets the repair roll as Wits + Crafts. Sammy has Wits 2, Crafts 4 and a Specialty in Auto Repair, which applies. Altogether, the player has seven dice in the unmodified pool, so she can roll seven times.
Determine Target Successes and Time
Next, the Storyteller determines the required successes and the time between rolls.
Most actions require between five and twenty successes for completion. Five successes reflects a reasonable action that most competent characters can complete given the right tools and knowledge (replacing the brakes on a car, for example). Ten represents a difficult action, but one realistic for a professional in the field (writing a robust and popular academic thesis). Twenty successes represents a very difficult action that requires a strong showing even for a very skilled character (preparing a violin solo worthy of a world-class performance). With creative endeavors, players may choose their own target successes, to reflect different degrees of effort and accomplishment.
When determining the time between rolls, a Storyteller should rely on common sense and logic. Would something take weeks? Consider one roll per week. Could a person realistically accomplish the task in a day? An hour per roll makes for a solid timeframe.
Characters must be dedicated to the task during this time. Unless there’s a good reason (brain surgery, for example), characters may take breaks or handle other minor tasks in the meantime. With most tasks, it’s possible to step aside and continue progress later. Any rolls requiring a day or more assume the character sleeps normally.
Example: The Storyteller decides that each roll requires a half hour; Sammy’s player needs to accumulate seven successes. Normally this wouldn’t be a big problem given Sammy’s dice pool, but sunset is in two hours and Sammy wants to be gone by then. The player really only has four rolls.
Roll Results
Success
Each successful roll adds to the running total, bringing the task closer to completion. Consider what changes, and what steps the character has made toward the accomplishment. Make each roll palpable.
Example: Sammy’s player makes the first roll and generates one success. That’s better than nothing, but it does make the player a little nervous. The Storyteller describes Sammy digging around under the hood to diagnose the problem and then turning around to the unfamiliar garage, looking for the right parts as the shadows lengthen.
Failed Rolls
When you fail a roll, the Storyteller presents a choice: either take a Condition (of her choice) or abandon the action. The player can offer up a different suggestion as to what the Condition should be or how it should affect the character (see Conditions, p. XX), but the choice after a failed roll in an extended action is always accept the Condition and continue, or refuse the Condition and lose all accumulated successes.
Example: Sammy’s player rolls again and this time fails. The Storyteller suggests that Sammy is Frustrated by this outcome. The player can either agree that Sammy is Frustrated (taking Frustrated as a Condition and working with the Storyteller to quickly determine what this Condition means in game terms), or refuse and start over. The player, wanting to get a Beat out of the Condition (see Beats, p. XX), agrees that Sammy is Frustrated and continues. The player has one success toward the required seven.
Exceptional Success
If you roll an exceptional success at any point during the process, you have three options: You can subtract the dots your character has in the relevant Skill from the total required (which might mean you accomplish the goal right then and there), you can reduce the time on each roll by one quarter, or you can apply the “exceptional success” result when your character does complete the goal (many of the “Roll Results” descriptions in various World of Darkness books describe an extra bonus for finishing an extended action with an exceptional success; this option allows the player to choose to apply it if appropriate).
Example: On the third roll, Sammy’s player rolls five successes. This is an exceptional success, so the player has three choices: She can subtract Sammy’s Crafts rating from the required total, she can reduce the time for each roll by 25%, or she can apply a special bonus to the action if she completes it in time.
The player considers her options. The time reduction isn’t really that helpful in this situation. It would reduce each roll from 30 minutes to 22.5 minutes, not really saving a great deal of time. If she chooses to reduce the total number of successes, it falls from 7 to 3 (7 – Crafts rating (4) = 3), which would mean that the work is done and Sammy can leave (as the player has accumulated six successes with the five successes from this turn). The Storyteller suggests that a bonus might be to apply the Souped Up Condition to the car, giving it a bonus on Speed that Sammy can activate when necessary. Given how the chronicle has gone so far, and that the player still has one more roll to make before the sun sets, she takes that option. Sammy still has a little more work to do (one more success).
Dramatic Failures
Dramatic failures go a step further than normal failures; your character fails the action and receives a Condition. As well, the first roll on a further attempt suffers a –2 penalty.
Example: Sammy’s player has one more roll until sunset (note: the player could actually make four more rolls, for a total of seven, equal to the dice pool, but this situation has extenuating circumstances). The player rolls…and fails. Since Sammy will be stuck here past sunset no matter what the player does, she opts to have this failure count as a dramatic failure (see p. XX), gain a Beat for her trouble, and hope that the other characters arrive before whatever is chasing Sammy does. If Sammy tries to fix this car again, the player will suffer a –2 on the first roll.
Near Misses
So what happens if a character accumulates most of the successes required for the extended action but has to stop due to running out of time or reaching the maximum number of rolls? All of the work the character did doesn’t just vanish, after all.
That’s true, insofar as it goes. Once the character has reached the maximum allowable rolls for a given extended action, however, he has exhausted the limits of his talent in the area. He can come back to it once his dice pool changes — if the player buys up the relevant Skill or Attribute or buys a new Specialty, the character can pick up where he left off (but he only gets one more roll unless the player changes the dice pool by more than one die).
If the character had to abandon the project before the maximum number of rolls was reached, however, he can come back to it and continue making the rolls until he reaches that limit, provided that it’s the kind of project that will “keep.” A character could continue working on a novel for years, but making a soufflé is probably a one-attempt project.
If the player has accumulated less than 25% of the total required successes (round down), the successes are lost. The character just didn’t get a good enough start on the project.
If the player accumulated at least 50% of the total required successes (round down), the player can add a +2 bonus to the first roll of the extended action if the character attempts it again within the same chapter.
If the player accumulated 75% or more of the total required successes (round down), the player can add a +4 bonus to the first roll of the extended action, if the character attempts it again within the same story.
If the player rolled an exceptional success during the process and opted for the “end bonus” option, that option remains even if the character comes back to the action later.
Example: Sammy ultimately failed the action, but he did so with six out of seven successes. If he tries to fix that car again any time during this story, he’ll receive a net bonus of +2 on the first roll (+4 for the progress he made, –2 for the dramatic failure at the end). Also, if he completes it, he’ll keep the Souped Up Condition on the car. Since he only made four rolls on the initial project, he can make three more to finish this project. He only needs one more success — that should be plenty.
Wieso genau wird das nochmal kein eigenständiges Grundregelwerk? wtf?
Ich finde die Regelung gut, aber zu komplex. Das müsste für einen grundlegenden Mechanismus simpler gehen.
Ich finde die Regelung gut, aber zu komplex. Das müsste für einen grundlegenden Mechanismus simpler gehen.Zustimmung.
Wieso?
The unmodified Attribute + Skill + Specialty (if any) determines the maximum number of dice rolls allowed before the action fails.Wozu soll das gut sein? Die Fähigkeit und Wahrscheinlichkeit des Gelingens spiegelt sich ja schon im Dicepool wider und die Frage des Scheiterns in der vorgegeben Anzahl an notwendigen Erfolgen.
Wozu soll das gut sein? Die Fähigkeit und Wahrscheinlichkeit des Gelingens spiegelt sich ja schon im Dicepool wider und die Frage des Scheiterns in der vorgegeben Anzahl an notwendigen Erfolgen.
(Klicke zum Anzeigen/Verstecken)
Ich wäre für einen separaten Beitrag zu diesem Thema.
Wieso genau wird das nochmal kein eigenständiges Grundregelwerk?`
Ich dachte das wird es... quasi nWoD 2.0 oder nicht?Ich habe es so verstanden, und da kann ich falsch liegen da ich die nWoD Nachrichten nicht verfolge, das geplant ist das man nachwievor die bestehenden Grundregeln braucht.
War das nicht von Anfang an die Ansage?
`
Ich dachte das wird es... quasi nWoD 2.0 oder nicht?
War das nicht von Anfang an die Ansage?
Rose Bailey
Freitag, 01. Februar 2013 18:13:49
The GMC rules updates booklet (not the entire GMC) will be available as a free download.
(...) Erster Eindruck ist übrigens wahnsinnig gut (...)
Mal abgesehen von dem Preis. Was ist denn der Unterschied zwischen der "Premium" und der "Standard" PoD Version?
Blood & Smoke
Was ist das denn nun wieder?
Ich dachte die neue Kampagne heisst "Strix Chronicals"?! wtf?
[the following is an excerpt from the Introduction]
Introduction
Something is out there, something bigger than ourselves. It permeates our world and possibly even stretches into other worlds, other dimensions, and other times. Its power can be felt everywhere; it is the silent manipulator of all of human history. It has a plan, but we are not privy to it.
If it desired our extinction, we would stand no better chance against it than the dinosaurs did against the meteor impact that ended their reign. Anyone who has witnessed the way it casually uses and discards humans to achieve its ends, however, knows it isn't benevolent. Only the most fanatical cultists devoted to it would say otherwise, and even they realize that their faith cannot preserve them from the object of their worship if it decides their death serves its purpose.
It is the God-Machine.
No human mythology ever conceived of a god so alien to the mortal mind. Its power would make gods of storms and catastrophe tremble in fear. Its foresight makes goddesses of prophecy and destiny seem blind by comparison. Unlike those anthropomorphic deities, the God-Machine cannot be reasoned with, appealed to, or appeased. In the cold eyes of the God-Machine, individual humans are of negligible consequence except insofar as they either further its plans or disrupt them.
The vast majority of humans live their whole lives without knowing the God-Machine exists, even if they are unknowing servants of its schemes. They're the lucky ones. Encounters between mortals and the God-Machine often do not end well for the mortal. People see something the God-Machine intends to keep secret — or they are singled out as the right shape of person for a particular task, the right size cog with the right number of teeth — and they disappear. Most never reappear; those who do usually end up as a John or Jane Doe in a morgue months or years later and miles away. The rest return marked by the experience — twisted in body, broken in mind, or just empty somehow. Once in a while someone returns seemingly whole but without any memory of what happened, where they are, or how they got those mysterious scars. Rarely, a mortal slips away from the God-Machine's schemes with her recollections intact, but even these escapes might be part of the God-Machine's plan.
Supernatural creatures are perhaps more likely to know of the God-Machine, but even they know next to nothing about its workings and even less about its ulti-mate purpose. The ability to wield occult powers does not make beings incapable of superstition. Quite often they assume the God-Machine has something to do with them — a creation of ancient mages, perhaps, or some remnant of power left by a forgotten spirit that is still weaving humanity into its elaborate tapestry. This is no less superstitious nonsense than any that is entertained by the God-Machine's mortal cultists. When faced with something as vast and inscrutable as the God-Machine, imagining it is the product of something within one's knowledge and experience can be a comfort.
Comfort is the enemy of true understanding.
Theme and Mood
Theme: The Hidden System
The God-Machine is a literal machine that spans the Earth and has tendrils in other worlds, dimensions, and times. Cogs turn in the background; the best that most people, supernatural or otherwise, can ever do is peer deep enough into the dark to see the wheels turning. Admittedly, they usually misunderstand what they've seen and make up their own stories. Sometimes they see a little piece of it right purely by accident. Sometimes lightning flashes at exactly the right time and someone sees the cogs in the God-Machine, full and clear. Then the moment passes, and the witness still knows no more about the purpose of all those mechanisms.
Cogs in the Machine
Like all machines, the God-Machine has a purpose, but humans aren't equipped to understand it. Mortals who seek understanding of the God-Machine are like the four blind men trying to describe an elephant by touching just one part of it. The God-Machine is less like an elephant, though, and more like an entire ecosystem. Those feeling around blindly to understand its workings are more than likely going to draw some wildly inaccurate conclusions about it. Its inscrutable system has math and physics and numbers and paperwork and machinery and timetables and we're not privy to any of it. It's not our business, except insofar as the God-Machine needs us to make a cog turn right.
How to Use This Book
The God-Machine Chronicle is a default chronicle for the World of Darkness, giving players and Storytellers a framework for chronicles involving mortal characters. It also revises some of the core rules, though you still need the World of Darkness Rulebook to use this book. The God-Machine Chronicle also includes updates to the core World of Darkness rules to make them fit the intent of the setting, as well as some new options accessible to mortal characters.
The God-Machine itself is a cosmic power, but its various schemes run the gamut from local stories affecting a handful of people all the way up to pan-dimensional enterprises that threaten the entire world with catastrophe. A God-Machine chronicle begins with a few tiny glimpses of the hidden system and gradually expands into levels of tremendous complexity of purpose. Characters who seek to understand or oppose the God-Machine's designs flirt with madness, death, or worse. They are mice running around in an enormous clock. One false step and they will find themselves ground into paste between its unfeeling gears.
This book is aimed at a gradual revelation of the hidden system over the course of many stories, but even if you don't want to make the God-Machine the focus of your chronicle, much of what you'll find in this book can be dropped into just about any chronicle with a little bit of modification. The God-Machine is one of those great unknowables that are Out There doing something mortals and supernatural creatures alike cannot comprehend. Maybe some element of the God-Machine's plan runs contrary to the characters' goals, or maybe they stand to gain something by furthering one of its projects. Whether you use a little or a lot, the feeling of suddenly realizing you're a very small fish in a very large tank is one that can really add depth to almost any chronicle.
Because human misunderstand has no boundaries, God-Machine cultists have nearly as many faces as there are cogs. One group of fanatical mortals will fight to the death to keep outsiders away from a demon-tainted playground because the God-Machine has told them the demon will escape if the playground is disturbed. Elsewhere, a sorcerer offers the God-Machine the souls of an entire town in hopes of currying favor with it, and the characters might be the only thing standing in his way. Even the unwitting servants of the God-Machine can be dangerous, not to mention fraught with moral peril. The cop with a warrant for your arrest on some pretense cooked up by the God-Machine's servants probably has no idea that you won't live long enough to call your lawyer if you're taken into custody, but does your battle against one of the God-Machine's schemes justify killing him?
Contents
The God-Machine Chronicle begins with this Introduc-tion and advice for Storytellers on how to use the rest of the book. The Introduction explains the methods the God-Machine uses to accomplish its goals in the world and how characters are likely to make first contact with its projects. It talks about the ways mortals and supernatural beings alike respond to encounters with the God-Machine, including an assortment of myths and other hooks that can Storytellers can use to create their own God-Machine stories. Finally, it discusses what is probably true about the God-Machine based on the small amount mortals and supernatural beings know about it.
Chapter One: Building the God-Machine Chronicle explains how to build a chronicle that focuses on the God-Machine. It includes deciding the scope or tier of the game and developing the setting. It also provides advice on creating characters and adopting a style of play conducive to God-Machine stories. Finally, it provides four chronicles built from the Tales provided in Chapter Two with enough added detail that a troupe can segue from one to another with minimal work.
Chapter Two: Tales of the God-Machine showcases the many ways the God-Machine's designs can bubble up to the surface in a chronicle. It includes twenty different stories — some of limited scope, others of cosmic scale — that Storytell-ers can use in a God-Machine chronicle. They also illustrate the process of building God-Machine stories by providing a blueprint Storytellers can use to design their own scenarios, and provide the necessary framework to use the chronicles in Chapter One.
Chapter Three: Cogs in the Machine provides sample characters that can be used to draw players' characters into God-Machine stories. These include several examples of the God-Machine's servants, scholars, and dupes suitable for each tier. Also provided are 20 angels (the spiritual servants of the God-Machine), one for each of the Tales in Chapter Two.
Appendix: Rules Revisions provides system changes, additions, and updates to some of the World of Darkness core rules.[the following is an excerpt from the Introduction]
Introduction
Something is out there, something bigger than ourselves. It permeates our world and possibly even stretches into other worlds, other dimensions, and other times. Its power can be felt everywhere; it is the silent manipulator of all of human history. It has a plan, but we are not privy to it.
If it desired our extinction, we would stand no better chance against it than the dinosaurs did against the meteor impact that ended their reign. Anyone who has witnessed the way it casually uses and discards humans to achieve its ends, however, knows it isn't benevolent. Only the most fanatical cultists devoted to it would say otherwise, and even they realize that their faith cannot preserve them from the object of their worship if it decides their death serves its purpose.
It is the God-Machine.
No human mythology ever conceived of a god so alien to the mortal mind. Its power would make gods of storms and catastrophe tremble in fear. Its foresight makes goddesses of prophecy and destiny seem blind by comparison. Unlike those anthropomorphic deities, the God-Machine cannot be reasoned with, appealed to, or appeased. In the cold eyes of the God-Machine, individual humans are of negligible consequence except insofar as they either further its plans or disrupt them.
The vast majority of humans live their whole lives without knowing the God-Machine exists, even if they are unknowing servants of its schemes. They're the lucky ones. Encounters between mortals and the God-Machine often do not end well for the mortal. People see something the God-Machine intends to keep secret — or they are singled out as the right shape of person for a particular task, the right size cog with the right number of teeth — and they disappear. Most never reappear; those who do usually end up as a John or Jane Doe in a morgue months or years later and miles away. The rest return marked by the experience — twisted in body, broken in mind, or just empty somehow. Once in a while someone returns seemingly whole but without any memory of what happened, where they are, or how they got those mysterious scars. Rarely, a mortal slips away from the God-Machine's schemes with her recollections intact, but even these escapes might be part of the God-Machine's plan.
Supernatural creatures are perhaps more likely to know of the God-Machine, but even they know next to nothing about its workings and even less about its ulti-mate purpose. The ability to wield occult powers does not make beings incapable of superstition. Quite often they assume the God-Machine has something to do with them — a creation of ancient mages, perhaps, or some remnant of power left by a forgotten spirit that is still weaving humanity into its elaborate tapestry. This is no less superstitious nonsense than any that is entertained by the God-Machine's mortal cultists. When faced with something as vast and inscrutable as the God-Machine, imagining it is the product of something within one's knowledge and experience can be a comfort.
Comfort is the enemy of true understanding.
Theme and Mood
Theme: The Hidden System
The God-Machine is a literal machine that spans the Earth and has tendrils in other worlds, dimensions, and times. Cogs turn in the background; the best that most people, supernatural or otherwise, can ever do is peer deep enough into the dark to see the wheels turning. Admittedly, they usually misunderstand what they've seen and make up their own stories. Sometimes they see a little piece of it right purely by accident. Sometimes lightning flashes at exactly the right time and someone sees the cogs in the God-Machine, full and clear. Then the moment passes, and the witness still knows no more about the purpose of all those mechanisms.
Cogs in the Machine
Like all machines, the God-Machine has a purpose, but humans aren't equipped to understand it. Mortals who seek understanding of the God-Machine are like the four blind men trying to describe an elephant by touching just one part of it. The God-Machine is less like an elephant, though, and more like an entire ecosystem. Those feeling around blindly to understand its workings are more than likely going to draw some wildly inaccurate conclusions about it. Its inscrutable system has math and physics and numbers and paperwork and machinery and timetables and we're not privy to any of it. It's not our business, except insofar as the God-Machine needs us to make a cog turn right.
How to Use This Book
The God-Machine Chronicle is a default chronicle for the World of Darkness, giving players and Storytellers a framework for chronicles involving mortal characters. It also revises some of the core rules, though you still need the World of Darkness Rulebook to use this book. The God-Machine Chronicle also includes updates to the core World of Darkness rules to make them fit the intent of the setting, as well as some new options accessible to mortal characters.
The God-Machine itself is a cosmic power, but its various schemes run the gamut from local stories affecting a handful of people all the way up to pan-dimensional enterprises that threaten the entire world with catastrophe. A God-Machine chronicle begins with a few tiny glimpses of the hidden system and gradually expands into levels of tremendous complexity of purpose. Characters who seek to understand or oppose the God-Machine's designs flirt with madness, death, or worse. They are mice running around in an enormous clock. One false step and they will find themselves ground into paste between its unfeeling gears.
This book is aimed at a gradual revelation of the hidden system over the course of many stories, but even if you don't want to make the God-Machine the focus of your chronicle, much of what you'll find in this book can be dropped into just about any chronicle with a little bit of modification. The God-Machine is one of those great unknowables that are Out There doing something mortals and supernatural creatures alike cannot comprehend. Maybe some element of the God-Machine's plan runs contrary to the characters' goals, or maybe they stand to gain something by furthering one of its projects. Whether you use a little or a lot, the feeling of suddenly realizing you're a very small fish in a very large tank is one that can really add depth to almost any chronicle.
Because human misunderstand has no boundaries, God-Machine cultists have nearly as many faces as there are cogs. One group of fanatical mortals will fight to the death to keep outsiders away from a demon-tainted playground because the God-Machine has told them the demon will escape if the playground is disturbed. Elsewhere, a sorcerer offers the God-Machine the souls of an entire town in hopes of currying favor with it, and the characters might be the only thing standing in his way. Even the unwitting servants of the God-Machine can be dangerous, not to mention fraught with moral peril. The cop with a warrant for your arrest on some pretense cooked up by the God-Machine's servants probably has no idea that you won't live long enough to call your lawyer if you're taken into custody, but does your battle against one of the God-Machine's schemes justify killing him?
Contents
The God-Machine Chronicle begins with this Introduc-tion and advice for Storytellers on how to use the rest of the book. The Introduction explains the methods the God-Machine uses to accomplish its goals in the world and how characters are likely to make first contact with its projects. It talks about the ways mortals and supernatural beings alike respond to encounters with the God-Machine, including an assortment of myths and other hooks that can Storytellers can use to create their own God-Machine stories. Finally, it discusses what is probably true about the God-Machine based on the small amount mortals and supernatural beings know about it.
Chapter One: Building the God-Machine Chronicle explains how to build a chronicle that focuses on the God-Machine. It includes deciding the scope or tier of the game and developing the setting. It also provides advice on creating characters and adopting a style of play conducive to God-Machine stories. Finally, it provides four chronicles built from the Tales provided in Chapter Two with enough added detail that a troupe can segue from one to another with minimal work.
Chapter Two: Tales of the God-Machine showcases the many ways the God-Machine's designs can bubble up to the surface in a chronicle. It includes twenty different stories — some of limited scope, others of cosmic scale — that Storytell-ers can use in a God-Machine chronicle. They also illustrate the process of building God-Machine stories by providing a blueprint Storytellers can use to design their own scenarios, and provide the necessary framework to use the chronicles in Chapter One.
Chapter Three: Cogs in the Machine provides sample characters that can be used to draw players' characters into God-Machine stories. These include several examples of the God-Machine's servants, scholars, and dupes suitable for each tier. Also provided are 20 angels (the spiritual servants of the God-Machine), one for each of the Tales in Chapter Two.
Appendix: Rules Revisions provides system changes, additions, and updates to some of the World of Darkness core rules.
http://rpg.drivethrustuff.com/product/114078/World-of-Darkness%3A-The-God-Machine-Rules-Update (http://rpg.drivethrustuff.com/product/114078/World-of-Darkness%3A-The-God-Machine-Rules-Update)
(PDF, kostenlos)
Selten ein so beschissenes PDF gehabt. Ständig bricht mir der Drucker ab, weil sein Speicher voll läuft. Und nur wegen diesen verfluchten Brief-InGame-Flavour-Seiten (z.B. S.159-161 [S.12-14 im PDF]). Alle kann ich leider nicht umgehen, weil ja auf manchen auch noch wichtige Texte stehen. Dreck! >:(
... Tipp: Schreib ne Rezi bei DriveThru über das Druckverhalten.
Wie sind bisher die Meinungen zum "setting"-Material?
... Vash, wie lautet das Urteil des Fachmanns?
... Die ganzen Regeln interessieren mich ebenfalls genau gar nicht. ...
@Kardinal
Ich denke dass Du bei einigen (vielen) coolpowers probelme bekomen wirst.
Ich denke du solltest warten bis das "Conversionsbuch" für Changeling rauskommt.
Meine Frage nun: Für wen lohnt sich das Gesamtwerk? Und lohnt es sich für jemanden, der primär an den Regeln interessiert ist? Oder werden diese komplett mit dem Rules Update abgehandelt?
Chapter One: Building the God-Machine Chronicle explains how to build a chronicle that focuses on the God-Machine. It includes deciding the scope or tier of the game and developing the setting. It also provides advice on creating characters and adopting a style of play conducive to God-Machine stories. Finally, it provides four chronicles built from the Tales provided in Chapter Two with enough added detail that a troupe can segue from one to another with minimal work.
Chapter Two: Tales of the God-Machine showcases the many ways the God-Machine’s designs can bubble up to the surface in a chronicle. It includes twenty different stories — some of limited scope, others of cosmic scale — that Storytellers can use in a God-Machine chronicle. They also illustrate the process of building God-Machine stories by providing a blueprint Storytellers can use to design their own scenarios, and provide the necessary framework to use the chronicles in Chapter One.
Chapter Three: Cogs in the Machine provides sample characters that can be used to draw players’ characters into God-Machine stories. These include several examples of the God-Machine’s servants, scholars, and dupes suitable for each tier. Also provided are 20 angels (the spiritual servants of the God-Machine), one for each of the Tales in Chapter Two.
Nin, geht eigentlich nWoD-mäßig irgendwas Besonderes auf der Nordcon, von dem man wissen sollte?
@Wellentänzer.
Wenn du's verschenken willst, ich nehm's. ;)
Klar kann man das als positiv bewerten und/oder den Attempt anerkennen, das WW nun endgültig alte Verbindungen zur oWoD kappt und etwas gänzlich neues auf die Beine stellt. Für mich persönlich sind diese Regeln eher verwirrend und wenig handfest, teilweise sogar wieder komplizierter als sie ursprünglich waren.
Für mich war (und wird sie hoffentlich bald wieder sein) die nWoD ein riesiger Spielplatz voller Möglichkeiten.
Du missverstehst das. Die God-Machine Chronicle ist wie immer eine möglich Chronik, ein möglicher Hintergrund. Kannst du benutzen, musst du aber nicht.
GMC ist nicht WoD 2.0, sonder nur 1.5. Man kann aber genauso gut einfach mit dem ursprünglichen Regeln weiterspielen. Niemand zwingt Dich, auf die neueren GMC Regeln umzusteigen.
Demon wird übrigens ganz sicher kompatibel zu den GMC Regeln sein, weil die Demons was mit ihr zu tun haben.
Die Regeln an sich sind soweit nicht schlecht und werde sie auch verwenden. Sind nur etwas gewöhnungsbedürftig in manchen Teilen. Sorry, stimmt - es ist nWoD 1.5 ;)
Zum Regelteil und zur Anthology sage ich noch was, wenn ich durch bin, aber zumindest ersterem gegenüber überwiegt inzwischen die Ernüchterung.
... angehört hab ich den Mitschnitt noch nicht.