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rpgs:demon:notes [2024/03/15 11:39] michaelsdrpgs:demon:notes [2025/10/04 14:21] (current) – removed admin
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-====== Demon notes for rpg.net===== 
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-===== Greg Stolze on Torment ===== 
  
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-[[https://forum.rpg.net/index.php?threads/picked-up-demon-the-fallen.19676/page-12|rpg.net]] 
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-"...and to correct what seems to be fated to be a common misperception about D:tF... 
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-You do NOT need to get 'more evil' to become more powerful. There's a measure of how generally pissed off your character is -- a trait called (wait for it) "Torment". 
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-Demons with high Torment can more easily access some of the mayhem-oriented powers of their Apocalyptic Form. However, high Torment demons also have trouble using OTHER powers in ways that are subtle or require fine control. A high-torment demon could (conceivably) try to light a cigarette with his powers and wind up setting everything he's touching on fire. (It's a bit of a silly example, but it gets the point across.) 
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-Generally speaking, high-Torment = more damage, less control. Low-Torment = less damage, more control. 
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--G." 
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-===== Miss Atomic Bomb on Lores ===== 
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-[[https://forum.rpg.net/index.php?threads/demon-the-fallen-a-fallen-classic-or-a-lost-soul.881104/page-14#post-23900192|rpg.net]] 
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-I think you could do something like Nobilis' Domain, where a Lore's dot rating indicates what you can do with it for free, but you can increase your effect by spending Faith. The scale could be something like: 
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-  * Sense things related to your Lore, like when someone within [some distance] endangers it, or doing psychometry-type reads when you encounter it. "Parlor tricks" involving the Lore. 
-  * Manipulating or shaping the subject of your Lore -- shaping precise fires with Lore of Flames, for example. 
-  * Creating the subject of your Lore -- igniting things that shouldn't burn with Lore of Flames, summoning ghosts with Lore of Death, etc. 
-  * Destroying the subject of your Lore -- stopping an inferno with Lore of Flames, preventing a ghost from moving on with Lore of Death. 
-  * Sensing the subject of your Lore on a broad scale, teleporting bodily to its location. 
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-Obviously, this makes demons a lot more powerful with Faith spends, but I would be okay with that. 
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-===== Patrick O'Duffy on stand alone games in WW ===== 
-[[https://forum.rpg.net/index.php?threads/demon-the-fallen-a-fallen-classic-or-a-lost-soul.881104/post-23876589|rpg.net]] 
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-A few things that informed the writing back in 2000: 
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-1 - Every game had to stand alone, and that meant making setting and tone decisions that made sense for that game, not the wider ecosystem of semi-connected/conceptually related games. Demon was its own thing, not a Vampire expansion, and it had to follow its own creative direction. 
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-2 - The World of Darkness is not a 'place'; it's a set of aesthetic and creative principles. Trying to make all these games exist in the same physical/conceptual space, as if they were rival tour guides to the same city, is a fundamental conceptual error. 
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-3 - If the WoD was a cohesive whole defined by WW/OP, 99% of players would haaaaaaaaate it - because it wouldn't be the whole that they wanted. Everyone talks about 'how does this fit with Mage?' but the top-selling game was always Vampire, so a cohesive game line would likely make every game subservient to that line. Is that what Mage (or Demon or Changeling or whatever) fans wanted? No, they wanted a game line centred around their preferred game, their own campaign. 
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-4 - You know how you get the cohesive game world you want? You create it yourself so that it perfectly fits your preferences and campaign, and you bounce ideas off other players and fans in the process. The lack of a concrete and inflexible setting/paradigm pushed players to engage more with the games and personalise them, which is actually a good thing. 
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-So there was never any push from WW to make the game lines particularly cohesive - and developers said as much back in the day. 
rpgs/demon/notes.1710502775.txt.gz · Last modified: by michaelsd