rpgs:demon:notes
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revision | |||
| rpgs:demon:notes [2024/03/15 11:40] – [Patrick O'Duffy on stand alone games in WW] michaelsd | rpgs:demon:notes [2025/10/04 14:21] (current) – removed admin | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ====== Demon notes for rpg.net===== | ||
| - | |||
| - | ===== Greg Stolze on Torment ===== | ||
| - | |||
| - | [[https:// | ||
| - | |||
| - | |||
| - | " | ||
| - | |||
| - | You do NOT need to get 'more evil' to become more powerful. There' | ||
| - | |||
| - | 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.) | ||
| - | |||
| - | Generally speaking, high-Torment = more damage, less control. Low-Torment = less damage, more control. | ||
| - | |||
| - | -G." | ||
| - | |||
| - | ===== Miss Atomic Bomb on Lores ===== | ||
| - | |||
| - | |||
| - | [[https:// | ||
| - | |||
| - | I think you could do something like Nobilis' | ||
| - | |||
| - | * Sense things related to your Lore, like when someone within [some distance] endangers it, or doing psychometry-type reads when you encounter it. " | ||
| - | * 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' | ||
| - | * 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. | ||
| - | |||
| - | Obviously, this makes demons a lot more powerful with Faith spends, but I would be okay with that. | ||
| - | |||
| - | ===== Patrick O' | ||
| - | [[https:// | ||
| - | |||
| - | A few things that informed the writing back in 2000: | ||
| - | |||
| - | 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/ | ||
| - | |||
| - | 2 - The World of Darkness is not a ' | ||
| - | |||
| - | 3 - If the WoD was a cohesive whole defined by WW/OP, 99% of players would haaaaaaaaate it - because it wouldn' | ||
| - | |||
| - | 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/ | ||
| - | |||
| - | 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.1710502821.txt.gz · Last modified: by michaelsd
