Started by Courage75, February 10, 2009, 08:23:31 PM
Quote from: dindenver on February 11, 2009, 11:58:51 AMWell, usually, with white wolf ips (I will admit I am not totally familiar with werewolf in particular) there are multiple tribes. So, I think a lot of crunch can ceom from describing how one tribe is different from the other. So, if you used that as a jumping off point, you can get a ton of mileage.
Quote from: chance.thirteen on February 11, 2009, 03:16:43 PMI would think traits about the Shadow nature of the territory would be of use. Things like regardless of how it looks now, it has many ancient spirits from the previous centuries, so perhaps many tree spirits in what is now a town.
Quote from: Eero Tuovinen on February 11, 2009, 04:14:17 AMHave you looked into the Qek knotwork mechanics?
Quote from: dindenver on February 11, 2009, 11:08:16 PMI think the best way to do it would be to set up the spirits of the area and assign a difficulty level to each.If they are actively opposed to the werewolves' goals, give them pool, abilities and secrets. For others, set a a minimum Effect to change them.
Quote from: dindenver on February 12, 2009, 11:31:35 AMThe way I see it, if they win an ability check, they beat down the spirit, temporarily. But if they win an Extended Conflict, the spirit is booted from the territory and the spirit energy of the territory is improved.
Quote from: oliof on February 12, 2009, 02:44:13 PMHi,maybe you can borrow a page out of REIGN's pages and look at that system's Company rules.