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275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 88 - most online ever: 565 (October 17, 2020, 02:08:06 PM)
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Author Topic: [DitV] Archons in Elysium  (Read 1799 times)
gorckat
Member

Posts: 39


« on: March 18, 2008, 03:13:34 PM »

An idea I've been rolling around in my head for awhile, since I know my wife isn't keen on Old Western type game, is a Dogs game set in old World of Darkness. It hit me that Archons make perfect Dogs, as was suggested in the 2005 attempt at a Vampire themed setting (here and here)

I've broken a little from that in my own write-up/summary of how it would work, and would like anyone so inclined to point out any flaws or better ideas:


Archons in Elysium

   A game following Archons across the world, upholding the Traditions and enforcing the will of the Justicars.

<Stewardship

   Stewardship is the responsibility to uphold the Traditions in your night to night undeath. You are responsible for yourself and for those beneath you. You answer to those above you.
   
   Camarilla:
   Broods and Individuals } Princes } Justicars } Inner Circle

   Broods:
   Childer } Sire

   Princes:
   Officials (Harpy, Keeper of Elysium, Sherriff, Scourge) } Primogen } Prince

   Justicars:
   Servires } Archons } Praetors } Justicars


Social Roles

   Each Kindred is expected to maintain their role in society. With time will come added privilege and responsibility.

Traditions

Masquerade: Hide the existence of vampires.
Domain: A kindred's hunting ground is his own territory, and he rules it absolutely.
Progeny: Sire only with permission of one's elders.
Accounting: Until childer are released, their actions are the responsibility of their sire.
Hospitality: Honor the domains of others, and present oneself to the ruler of any    domain you visit.
Destruction: The right to kill Kindred is reserved for the Elder of a community. Only an    Elder may call a Blood Hunt.

Conflict and Escalation

   Talking
   Physical, not fighting
   Fighting
   Claws, fangs and fire (all things aggravated damage)


Some things are a little vague because my I understand in play how they work in my games (Social Roles, for one), so any fleshing out there is useful. Some things I couldn't find the right vocabulary for (False Prince), so suggestions there are useful too.

Conflict and Escalation could also probably use a little more fullness. Some Disciplines can be used to advantage in all arenas, not just killing people. They'd probably be best used as Traits with dice scores, and the top end of the scale simply Aggravated Damage.
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David Artman
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Posts: 570

Designer & Producer


WWW
« Reply #1 on: March 19, 2008, 09:29:51 AM »

Don't forget to add a link to this in the Comprehensive List thread (sticky):
http://www.indie-rpgs.com/forum/index.php?topic=17107.0
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Designer - GLASS, Icehouse Games
Editor - Perfect, Passages
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