We are CONVINCED that a lot of folks love the idea of the They Came From the RPG Anthology! as its KS funded last week! Wahoo! and thanks to everyone who has backed it so far, and then voted for which genres should go into the new chapters!
What’s that? You didn’t know that this KS is set up so that every week we add a new chapter whose subject is picked by our backers? And that if you back, you too could be deciding which material we’ll add?
Or that each chapter contains all the elements you need to play that genre since there are two easy-to-use, simplified, Storypath systems right there in the book?
Well, I have to confess: it’s true!
It has also been great to see so many backers come out and vote – and I’m told that we get more votes each time we put up the voting poll! That’s fantastic, and I’m hoping folks are having fun with pulling this book together with us, as that’s why we did it this way!
Now, after funding, it’s time for the Stretch Goals! We might not get to a whole bunch this time out, but let’s try, huh? I hear through the grapevine that one of the next Stretch Goals is another chance to add a new chapter…
Here’s what’s been added so far:
From Round 1, we’re adding They Came from the Billiard Room with the Candlestick! (The Mystery Genre – Benoit Blanc, Agatha Christie, Clue, etc. with thrilling new Archetypes such as the Butler and the Colonel and a mystery plot device system!)
From Round 2, there’s They Came from Beneath Capes and Cowls! (Superhero Genre – Four Color Heroes with a splash of camp, with Archetypes including the Mystery, the Savior, the Mutant, and the Mecha and, Quips designed to emulate Batman, Spider-Man and Superman of the 1960s)
And this week’s voting choices are:
- They Came from the Meticulously Planned Bank Job! (Heist and Gangster Media – Ocean’s Eleven, Reservoir Dogs, Goodfellas, etc. with new rules for planning your caper and building your reputation in the criminal underworld, including Archetypes such as the Mafioso, the Professional, and the Hitman.)
- They Came from Avast Behind! (Adventure Movies and TV, especially focusing on pirates – Treasure Island, Our Flag Means Death, Three Musketeers, Mutiny on the Bounty, etc., with a flurry of exciting new Archetypes and Quips based on an adventurous life, including the Captain, the Swashbuckler, and the Scurvy Dog.)
- They Came from the Code of Bushido! (Samurai Movie Genre – everything Kurosawa, 13 Assassins, Zatoichi, etc. with a system for duels, mass battles and declarative Quips, including Archetypes such as the Sword Master, the Old Hand, the Divine Avenger, and the Stoic Monk.)
So if you haven’t pledged yet – here’s hoping these added chapters are just the thing to get you onboard!
CONfabulation!
And we’re also CONtent to tell you that this weekend is the 4th Onyx Path Virtual Convention! This is incredibly exciting, and not a little nerve-wracking, for us, but it’s looking like a great time with lots of panels, actual plays and demos, and games for folks to sit in on! We’re on Twitch, and then afterwards we’ll be putting our vids up on our YouTube channel.
As have our previous virtual conventions, we will be donating a percentage of proceeds to the Bodhana Group as our fav charity, and the con will in fact be featuring the first public playtest of their fantastic new game Branch Riders! This is a game that we’re very proud to be TBG‘s publisher for, as we think it’s a smashing, for all ages, TTRPG book, designed with an eye towards helping players on many levels.
I’m also on a panel with Bodhana Jack and Dixie at 5:30pm EDT, Saturday the 17th, and we’re hoping to answer tons of questions about Branch Riders! Honestly, because if we don’t stay focused on the questions, Jack and I will go off on so many tangents about the Marx Brothers, and TV that was on before even we were born, that Dixie will be banging her head against the screen.
Another panel that I’m on is all about The World Below at 11:30am EDT, Sunday the 18th! Of course, I’m super excited to once again be delving into The World Below with creator Matthew Dawkins, but even beyond that, I’m thrilled to be on the panel with the legendary Ed Greenwood!
Matthew sez:
“I think this is the first place we’re announcing Ed Greenwood is one of the writers on The World Below! He contributed heavily to the setting information of our game, giving it so much flavour and providing more nightmarish threats and alien wonders than I can easily recall. Collaborating with him was fantastic, and hopefully this won’t be the last time, as we hope to see a great deal of his monsters – which Michele Masala and he both worked on to great effect – make an appearance in a colourful World Below monstrous ecology book to come!”
See, if you go back through the dim mists of time to a teenage RichT, the news that Ed’s Forgotten Realms was going to be elevated from the homebrew that it was and made an actual setting for D&D alongside Greyhawk was literally a game-changer!
Back then, we had no idea that something like that was even a microscopic possibility!
But after FR? Maybe, maybe…someday MY world could be official, too! Could happen!
(Of course, I had to create and run my own TTRPG publishing company, and have the possibilities of OGL-stuff to get even close!)
It really didn’t hurt that FR was such a wonderful example of the kind of world-building we just delighted in. So, yeah, really glad that Ed could lend his seasoned talent to The World Below, and after having read his monster descriptions in order to do last Inktober‘s art pieces – he has not lost his touch one iota! Characterful and dripping with setting detail that builds out a very real feeling for the world below – you folks are gonna love it!
So check out that panel, and as many of our others as you can. We have the ever-popular and seemingly eternal What’s Up With the Onyx Path? on Saturday the 17th at 1pm EDT, for instance, and we definitely went over a list of teasers and reveals today during the Monday Meeting that we think should be pretty exciting!
I mean, we hope so!
Also, during the con we’re running these sales all across our various sales partners:
OPP Con/Anniversary Bundle deals on DTRPG:
https://www.drivethrurpg.com/featured.php?promotion_id=OPP_Con_23
OPP Con/Anniversary Sale on books, dice, and screens at IPR:
https://www.indiepressrevolution.com/xcart/Deals-and-Specials/
OPP Con/Anniversary Bundle at Roll20:
https://marketplace.roll20.net/browse/publisher/1716/onyx-path-publishing
Speaking of Cons, as I mentioned last week, we contributed to the Big Bad Con PDF Bundle and it raised raised $7k for the non-profit tabletop and live action gaming convention focused on giving space to gamers from marginalized backgrounds. Really glad we could help out!
CONsiderations…
Really looking forward to our Onyx Path Virtual Con and answering questions with folks this weekend. Been going physically to cons since the Mighty Marvel Comicon in 1975 at the Hotel Commodore in NYC. (I got Stan Lee to yell at me because I used a flash camera right when he took his legendary sunglasses off and he was looking right at the flash! Ah, my brush with The Man!)
Been going professionally since Origins in 1987 when I delivered the cover for White Wolf Magazine #8 that I’d completed two days before in the delivery room as we waited for my oldest daughter to be born. Stew Wieck was thrilled to finally meet, and, I assume, to get the cover up in the WW Mag booth.
So. Not getting out to the physical cons and meeting folks and chatting about our projects has definitely made these last few years…different. Fortunately, we jumped right in in 2019 with the first Onyx Path Virtual Con, and it has been a great option to have!
One advantage to virtual cons is accessibility. Not only for those folks who just can’t get to whatever physical con you’re at, but also for people who can’t push through the crowded aisles to get to see a particular company or creators. And that’s not even adding in pandemic concerns! The physical space can be really rough to travel to and through, so it’s cool we now have this option.
Hoping a whole bunch of you can join us this weekend!
Just one more thing, to add a little spice to the mix and resume our chats in the Comments section before I dive into the Con weekend: settings for horror/dark urban fantasy games…intricate history and lore, or sandbox-style minimal backstory? What works best for you? The flexibility of making your own backgrounds for your setting, or the rigid canon that everyone can dig into? And, on top of all that, do you differentiate between what you prefer for reading and what you need for playing?
Love to hear what you think after many, many years of world-building in one direction or the other (see above) in both my personal and professional lives. Hopefully, we’ll chat soon, either in the Comments or at the Con, all about our:
MANY WORLDS, ONE PATH!
BLURBS!
KICKSTARTER/CROWDFUNDING!
The KS for They Came From the RPG Anthology! is FUNDED! With a week+ to go, let’s get some Stretch Goals and maybe even add another chapter!
You can help in the fun and start bringing in even more chapters by going here and pledging! https://www.kickstarter.com/projects/200664283/they-came-from-the-rpg-anthology-tabletop-roleplaying-
Onyx Path Media!
This week:
Eddy and Matthew talk about the UK Games Expo, and the upcoming Onyx Path Con!
As always, this Friday’s Onyx Pathcast will be on Podbean or your favorite podcast venue! https://onyxpathcast.podbean.com/
Onyx Path Media now has its own blog on Tuesdays! We’ll continue posting our highlight of the week here, but Tuesday will be the day to visit if you want to catch up on actual plays, interviews, deep dives, and other assorted Onyx Path media!
Please check out our attached media schedule for the videos on our Twitch channel this week! In particular, keep those eyes open for our Storypath Showcase, where we give an excellent profile of our various Storypath games and how to play them!
MEDIA HIGHLIGHT OF THE WEEK:
Over on Red Moon Roleplaying, Matthew Dawkins concludes Murder Served Hot! a They Came From actual play using They Came from the Mean Streets!, from They Came From the RPG Anthology! as inspiration! Give is a listen and give RMR a subscription: https://youtu.be/MyZBHalmfMI
But that’s not all! The Old Ways Podcast recorded an actual play of They Came from Cowboy’s Gulch! which goes live on the 14th! Bookmark this link and visit when they go live: https://directory.libsyn.com/episode/index/id/27070314
The Onyx Path News discusses recent and upcoming releases! You can find it on our YouTube channel (click the bell to be informed when we go live!) but if you missed the last episode, here it is: https://youtube.com/live/VhskRdFm7Ik
Virtual Tabletop!
OPP Con/Anniversary Bundle at Roll20!:
https://marketplace.roll20.net/browse/publisher/1716/onyx-path-publishing
NEW!
They Came From Beneath the Sea! on Roll20 VTT!
https://marketplace.roll20.net/browse/bundle/22308/they-came-from-beneath-the-sea
Here are some more shots from the They Came From Beneath the Sea! Compendium!
And there’s also the Scion Jumpstart, all ready for Roll20 VTT fun!
More news and links when we have them!
The Scion: Origin and Scion Hero Compendiums are now available on Roll20!
https://marketplace.roll20.net/browse/publisher/1716/onyx-path-publishing
Scion is just the start! They Came From Beneath the Sea! and other
Onyx Path RPGs are in development for Roll20 virtual tabletop!
The first of our official Scion sheets designed for Foundry VTT are
now available!
Direct Link: https://foundryvtt.co
Looking for more virtual tabletop resources? We have a selection of
Tokens, Encounters, and more available now at DriveThruRPG!
Get ’em here: https://bit.ly/3SnrNJ7
Our Sales Partners!
We’re working with Studio2 to provide our traditionally printed books out into your local game stores. Game stores can order via their usual distributors, and can also contact Studio2 directly. And individuals can check out our projects via the links below!
Looking for our Deluxe or Prestige Edition books, dice, and screens? Try this link! http://www.indiepressrevolution.com/xcart/Onyx-Path-Publishing/
Special Onyx Path deals at IPR:
https://www.indiepressrevolution.com/xcart/Deals-and-Specials/
OPP Con/Anniversary Sale on Books, Dice, and Screens at IPR:
https://www.indiepressrevolution.com/xcart/Deals-and-Specials/
As always, you can find Onyx Path’s titles in PDF and PoD versions at DriveThruRPG.com!
OPP Con/Anniversary Bundle Deals on DTRPG:
https://www.drivethrurpg.com/featured.php?promotion_id=OPP_Con_23
Amazon and Barnes & Noble!
You can now read our fiction from the comfort and convenience of your Kindle (from Amazon) and Nook (from Barnes & Noble).
Check out Melody Through the Mirrorshade Lens and Facets of Truth , as well as Trinity Continuum: Terat and The Hollow Courts on Kindle in the Kindle store!
On Sale This Week!
Here comes Exalted Essence!
PDF and physical book PoD versions available this Weds on DTRPG!
Conventions!
As we are slowly returning to attending conventions in person after the current COVID-19 outbreak, keep an eye out here for more physical and virtual conventions we’re going to be involved with!
Onyx Path Virtual Convention (June 16th – 18th) We’ll be focusing
primarily on Storypath, Exalted, and Pugmire, but any OPP game works! As well as tons of panels, games, and other events, we’ll have slots opens for folks to run games, so start making your plans now!
Origins Game Fair (June 21st – 25th) is coming up quickly. We’re going
to do the same setup as we did at this last PAXU: we’ll be hanging in our section of the Studio 2 booth.
Game Night With Onyx Path Publishing at Start.Playing is the last Friday of the month: June 30th! Come play some They Came From! in celebration of the current They Came From…? KS! (But any of our game lines are welcome all day long!)
Please spread the word about GMing games as much as
possible. Details on how list a game are at the bottom of the page in
the FAQ:
https://startplaying.games/event/game-night-onyx-path
And now, the new project status updates!
Our full list of projects will be available monthly on our blog! Check out May’s full list report here: https://theonyxpath.com/release-roundup-may-2023/
DEVELOPMENT STATUS FROM EDDY
Here are the projects that moved to the next stage of production:
First Drafts
Exalted – Exigents:Miracles of Divine Flame (was Companion)
- Danielle: Authors are getting started on our Exigents Companion. This will be the first Exalted book I have a direct hand in developing along with John Matyus, so this should be a fun treat.
Redlines
They Came From! – Heroes of Action and Wonder!
- Matthew: New Archetypes to fit both Cyclops’s Cave and CLASSIFIED ahoy! Though to be honest, these particular characters could find an interesting place in many of our They Came Froms!…
TC: Aether – Aether Companion
- Eddy: Another TC: Aether support book is kicking into gear! All the drafts are being reviewed by our ever-diligent developer.
Final Drafts
Scion – Scion: God Jumpstart
- Matthew: One of our newer writers is on this one, and I’m told they’ve put together a fantastic adventure. I look forward to seeing the finished version!
Scion – Scion: Divine Inspiration
- Matthew: Steffie tells me all drafts are coming in today, at which point this Scion book will be in development for her and Hiromi to review.
Development
They Came From the Cyclops’s Cave! – They Came from Witchford Academy!
- Matthew: Michele pulled out all the stops to make this game of magical adventure and wizarding schools the best it can be. I particularly enjoyed working on the fiction. A rare treat for me!
Editing
Tasty Bit – TC: Aberrant: Rooftops
- Eddy: A few adjustments, and our super-powered Tasty Bit is off to editing!
Post-Editing Development
TC: Aether – Aether Audiobook
- Eddy: Just got the script back from editing! I haven’t had a chance to dive into it yet, but I look forward to reviewing the comments and then figuring out what voices would work best on the final product.
ART DIRECTION FROM MIKE CHANEY!
In Art Direction
- They Came From ? – Funded and going!
- TC Aegis (KS) – More finals coming in… prepping for KS after OPP Con.
- TC Player’s Guide – Figuring out art buy.
In Layout
- Legacies of Earth – In progress with Dixie.
- TC Assassins VTT Adventure – Still working on it… had to back burner until i get Anima into proofing as this thing has a lot of moving parts.
Proofing
- TC Anima
- Ex3 Crucible of Legends
Indexing
At Press
- TC: Adventure! – Trad printing files prepping. Awaiting specs from Printer.
- TC Adventure Storyguide Screen and Booklet – Quoting with Printers.
- HtV Tending the Flame – Backer PDF going out to backers.
- W20 Howls of Apocalypse – Backer PDF out to backers, errata ending this Weds.
- Ex3 Surface Truths – PoD proof on the way.
- TC Stampede of Justice (Adventure JS) – PoD proof on the way.
- MtAw Tome of the Pentacle – Prepping PoD files.
- Exalted Essence – PDF and PoD versions on sale this Weds on DTRPG!
Today’s Reason to Celebrate!
Like this whole blog’s about: let’s celebrate the 4th year of the lil’ con that could! This coming weekend we are all over our social media with the Onyx Path Virtual Con on our Twitch! It’s gonna be a blast! See you there!
Hi Richt.
I prefer intricate history and lore for my Horror/Dark Urban fantasy games really. And honestly i think the things that I find fun to play and fun to read about are almost never different. A good example of a amazing way to insert a intricate history and lore from Cofd was Tome of the Pentacle. The Order’s Timeline was amazing!
And a gods example from Wod were The Tradition Books and Order Books. There’s not one or those I dislike and unread lots of them over the years
Hi nicolas.
Glad you liked the timeline! Certainly any of the “splat” books were all about adding more depth to all of their subjects, so they’d be right up your alley – and even though they were for CofD first edition where deep history was not a thing, those Clanbooks for VtR were very evocative as well.
love them too!
Wait, has the ‘Tending the Flame’ backer pdf already gone out?
I haven’t received it yet, so I suspect the update meant it will be going out this week
In the project progress section where the book is listed:
“HtV Tending the Flame – Backer PDF going out to backers.”
My emphasis on going. You can look at the project after that on the list where the term used is “out to backers” because that one was already sent out. That’s how we try and phrase the PDF releases so there’s a difference. No worries, it’ll get sent out soon, I’m sure!
This may be a silly answer, but somehow having options for both would be nice. Really, technically speaking, a game could have a very specific history of different key events happening and an overall explanation for how the world works, but there could easily be a section that follows after all that that says “You can ignore literally all of this, keep the mechanics, powers, and other core traits and make your own world. Maybe the werewolves don’t gain their powers through a bite, but from a ritual and instead of the civil war we described them having, maybe they united in your game world.” I think it’s actually a bit of a mistake to view all of CofD as totally lacking any built-in story and lore. There were example locations in the 2E books to showcase particular conflicts and issues, such as the Malta setting for Werewolf the Forsaken. Even if the wider world and game leans more towards a sandbox approach, those written settings provide valid lore and history to work with and one could, dare I say, consider them canon. Even in something like Masquerade with its much-discussed setting and lore, I would not be surprised if some people tossed out 90% of that setting’s assumptions and essentially built their own from the ground up while keeping the clans and powers. There does not have to be such a strict divide between established and unestablished setting, I feel. Scion sort of approaches this with the system Mysteries of the World provides where you can dial aspects of the “default” setting to make the World your own even if there is an official central struggle with the Titans seeking to break free from their prisons.
Not silly at all! As you go through the various ways we’ve approached setting detail in your comment, you do wind up at Scion explicitly saying there a dials for all this – and here’s how to do it. I think we always intended that, but there is always a concern that if you tell readers that they can drop what they don’t want that it undervalues the provided setting. (I can see both sides on that one and have anecdotes for both!) In the end, I think word count in the first two books more than any other concerns made us shift the more explicit advice to later Scion supplements.
I do wonder at your percentage of players dropping the lore when playing, though. It seems like folks are more likely to hold to more background lore if you provide them with more of it. Tweaking the established lore in places – absolutely! Maybe not even deliberately, but just because they missed a book, misread it, or plum forgot some stuff when setting up the game.
Oh I did not mean that 90% of players dropped the intended setting of Masquerade. I meant that SOME players probably end up dropping 90% of it. I doubt they are the majority when it comes to Masquerade players.
Ultimately I feel like Scion specifically arrives at a good formula. Even if there is lore and Worldbuilding in the first two books there is still a lot of creative freedom.
I think Scion’s approach works pretty well and something like that for a new horror/dark urban fantasy could be fantastic, obviously with more horror elements. Now, I don’t actually have Scion: Masks of the Mythos, but now that it is out, do you think however that book handled its darker version of a setting is something OPP would potentially consider for some hypothetical new darker RPG? Granted, plans change so that method may not work for a new property. I am curious to see what you say about that though!
Masks and other Storypath books like a couple of the They Came Froms did give us the chance to look at more supernatural rules and play needs, so you have hit part of how we use the spread of different games. But Masks, even with Cthulhu creatures, still looks at them through the lenses and motifs of Scion, things like They Came From Beyond the Grave! or Cyclopes Cave are still bits of horror and spells through the lenses and motifs of They Came From, etc. So, yes, any new game line is something we look at as a thing unto itself, and design accordingly. Right now, we’d even most likely look at Storypath Ultra as our rules for any new lines, so that’s the chassis we’d be building on.
When it comes to settings, I want a solid foundation I can build on… but I also kinda want it modular and optional. I like maybes and gray spaces and fuzzy logic.
I’d want to be able to say “Yes, I like this. No, that won’t work for my group. Hmm, this has potential, but what if I did X with it instead.” with the background without having to worry too much that future supliments would end up locking some of those options out (or if they did, they’d either replace it with more options down the road, or else was small enough that I wouldn’t have to use it)
Your worries sound like they’re maybe akin to the dreaded metaplot issues where a later book changes the status quo? For example, actual thing that happened, the Vampire: The Masquerade book where clan Gangrel left the Camarilla due to an ongoing developing storyline. I bought the core book – they are in there. I buy the follow-up, whoops, they’re leaving because of the developing storyline. For some folks, that change coming through a later book is like a plot from a novel series and exciting to read and play through, for others, it wrecks years of their own table’s storylines.
That’s pretty much why later game worlds like Exalted, CofD, Scion, etc, all moved away from “metaplot” like that that changes the setting through release after release, and towards different kinds of arrangements that tried to stay aware of the fact that while those sorts of plot changes can read really cool, they can really screw up folks trying to play the games.
Oh, I was a serious Non-fan of the Metaplot in the original WoD, and that is part of it.
But as I said, I also like options. Like, I have the Chicago supliment, and my current game (which is Chronicles of Near Dimness because personal horror isn’t something my group actually likes) is set there… but I’m using very little of it actively, for a few different reasons, but the most important being that none of the plot hooks in the book are applicable to our game.
What I am using is some of the stuff out of Mysterious Places, because a lot of that stuff is not tied to a particular time and place and I can just drop it in where it works, and build it in my own way later on. Really the whole game spun off from the University chapter of that book, and I developed a complete history for the University that is probably nothing like the original writer inteded. It gave me a place to start, and then I spun off into my own thing, because there was enough ambiguity about the place to let me.
So that’s the kind of worldbuilding I like for an Urban Fantasy game. One that gives me enough to start from, but is loose enough to let me spin it off into our specific needs.
I’m a total lore whore, though don’t mind vagueness and conflicting stories in parts.
Which parts, if I may ask? Where do you draw the line on the unreliable narrator?
For lore, I guess I’m in between. I like to have the major story bits of the lore, but I guess not the tiny details. Just enough to build my own web in between these details, if that makes any sense. Taking Scarred Lands as an example, Frostlands of Fenrilik is a bit too sparse, but Dead Man’s Rust is at times a bit too dense, as in I don’t want to know about every NPC in every town… so, somewhere in between I’d say 😉
You mean that you want to add in the details in the open space between the big lore facts, and that by adding a detail here and a detail there, you eventually have a web of connected details set against the “established canon” lore?
Intricate lore and history all the way. Tools for sandbox play can be added on top of that (something like the Tags system from Sine Nomine books), but give me a massive, beautiful and detailed foundation of the world first, and tie the sandboxy bits to that foundation.
Out of curiousity, did you work on WW #13 or #19? Those are the two I have, so bit curious.
I sure did, in a lot of ways! For #13 I did the cover, art direction, the masthead for the People of the Land column (featuring our D&D group’s evil PCs on the right side of the logo) and the other column mastheads, the illustrations for the Cloud Abode adventure, the monsters and traps contest winners art, and the Demon Killer fiction full-page art. Plus the wolf-dude riding the motorcycle ad and the art in the Pizza Wars ad! Back then, we wore a lot of hats! For #19, I was still art directing the mag, and did the art for the Underworld adventure for Talislanta, the Wizard’s Archetypes article for Ars Magica, and one of my favorite pieces of that time: the full page piece of the dwarves fighting the dino-creature. Those characters were all played by the early WW Mag team at Gen Con that year, so I based the illustration on an encounter we actually had. Very happy with how that turned out. Thanks for the trip down memory lane!
I’d prefer an intricate lore and even an ongoing metaplot. I think this is currently missing in the market.
This would be a great change compared to CofD.
For my games a well established background always is something I can use, change or ignore as a GM. But if it’s there it provides anchor points for stories and characters.
I’m currently planning a Mage game in the golden 20ies in Berlin. I’m using the rules from Awakening, but the background is losely based on Ascension. I hope my plans for a modified Technocracy in pre-Nazi Germany will be interesting for the players.
I will not use the defined Traditions though – but I use their mindset as a basis for the NPC.
So using the rich background of Ascension is useful for me – even by purposly ignoring it and making things different.
Sounds like a fun mix, and how great for your players that you can pull different aspects of different games together like that! Particularly from the Mages, which both come at magic from two different directions.
I am very much in the sandbox corner. I like to read the example settings in backs of the books, but very soon I am on my own path, creating my own setting/city. Often I have an idea of what kind of story I want to tell and then I find it hindersome to look for ways to fit it into an existing metaplot. IOt’s either not the right combination of npcs or the feeling of a city, or something else entirely.
Originally I come from a fantasy rpg that is SO HEAVY on metaplot, that it got it’s own quaterly newspaper, real world events with elector counts and so on. We joked a lot, that there wasn’t a single milk jug on the entire continent, that wasn’t listed and registered in a book. Being part of that in a tiny way was awesome, but also immensly restricting. You could be playing a game and with the next official campaign or adventure all your actions could be contradicted. Gods changed their domains over the course of adventures, entire cities got destroyed. Maps got redrawn. We had to keep track of ingame years, because the world would change massivly and games needed destinct dates, that let us know, how far away we were from the current state of things. (Minor experience of mine: One time I got very angry because we got chased by city guards in a city that *gasp* as I found out later, didn’t have any guards. Imagine the uproar!) From time to time it is fun to draw upon an extensive backstory, but I ended up always filling in the gaps and grey spaces with my games, that weren’t supposed to be filled in…
Another thing, that has been said time and time again: metaplot needs time to learn. I say this with all my love for CofD but CofD is already very heavy on the learning part with very complicated characters (amount of powers), setting, subsystems, narrative rules, and terms (looking at you, my darling Changeling). Basically, I don’t have time to teach my players an in-depth metaplot setting nor do I have the time to read it to a point of depth, that I would feel safe to include it. (With the aforementioned problems.)
As I started playing a bigger variety of games and not sticking with just two, I basically don’t have the energy and brain space to go into a nameworthy metaplot. From the earlier responses I can glean, others do and they enjoy it. That’s great, just not my cup of tea.
Nice experiential recap of some of the challenges of the mega-metaplot, detail-heavy, setting type!
So, let’s say you have a new game. You can play with the basic character generation rules, and the overall game rules, and they provide a hint – a smattering – of the world these characters exist in. Which was basically how Scion first edition worked. But, in addition to giving you enough to roll into playing a game with the players and the PCs knowing just enough to play tonight, you are also provided with lore: involved histories, significant NPCs that exist in the setting but aren’t necessarily there right then in the PCs lives, that sort of stuff – basically deep backstories of the elements of the setting that you and your players can read _whenever_. Maybe even never, depending on their interest. Is that closer to the sort of thing you’d be into?
I like an intricate history with no furthering of the plot past that.
VTR had a concept originally when the first edition came out that the books would be written from the standpoint of a specific point of time. Time zero. And the plot past that point would be up to the individual STs. I really lived that concept because I didn’t need to worry that something in my game would be invalidated as we had seen in VtM’s meta plot.
At the same time novels would present a story that did continue from time zero but you didn’t have to follow or read those or implement their story into your game.
To me this gave me the best of both world I could have a story I could follow and enjoy as it developed but I have game books all written frozen in a single point in time. I just wish they went a bit further into the history before time zero.
I feel that there are already a lot of “Sandbox” rpgs, where you create a character in a given genre, but with all the rest of the world-building being left up to the GM. If there was going to be an OP Supernaturals game, it needs a worldbook to make it stand out. Anyone with time and intent can write their own game setting, but I think a setting with undead, shapeshifters, magic, fairies, and so on, needs a stage to go with it, somewhere that ties it all together. I’d rather have it and choose not to use it, than not have it in the first place.
I like a solid history and lore. The more informations the better. A minimal backstory is somewhat boring. A solid metaplot/continuity can also be fun to read, like reading a good book, as in the case of Transylvanian Chronicles or Beckett Jihad Diary. I think a sandbox approach is fun when applied to story seeds and/or adventures as in the Orpheus series missions.
Is there a link to the games offered for the Con on Start Playing?
Try this: https://startplaying.games/event/onyx-path-con-2023/search
Thank you very much!
Some more thoughts on a potential new horror game from OPP:
For me it would be great if the supernatural creatures are a bit more unique. So less “you know one vampire your know them all”, but more “this person drinks blood, this person drinks emotions, this person feeds on the flesh of the recently deceased”. So having a toolbox for your powers and disadvantages. Like with the Dread Powers in Hunter.
This means that there needs to be another way to connect the supernatural world that just by “creed”. Probably there is an inquisition, or a paradox-like effect that is levied when there is more supernaturals in one place. Or there is very powerful entities that summon all supernaturals in their surrounding.
Actually a mechanic that makes supernaturlas more powerful when working together would be a great thing to make PC and NPC work together – even if they disagree on certain things.
Probably supernaturals can learn from each other or have a reason to participate in group rituals.
I always was a fan of crossover, so a game where every PC can be very different is quite appealing to me.
This approach would lead to different kinds of source books.
I know that succesful books need to appeal to GMs and players, so books with settings/city descriptions can be combined with info on the specific dread powers and rituals known there.
You could also create books like for Orpheus, with an ongoing plot and setting descriptions combined with new powers, enemies and descriptions of new “circles” of supernaturals (like the different Sworn or False factions in the Contagion Chronicle). I think a “Z-axis” with “social clubs” can still be used – probably based on the common disadvantages / feeding restrictions of some.
I really hope that OPP finds a way to make this new game unique and still interesting for the old WoD fans like me.