Hey, guys! So, I've been increasingly entranced by the old (or "classic) World of Darkness after playing in a Mind's Eye Theatre game... and increasingly frustrated at the tabletop's "storytelling system." Specifically, there were all these dark, tragic, romantic, horrific themes... But where was the support in the rules themselves? But say... Wouldn't it be great if someone tried to take that setting (or a similar one) and work it into a system that could support awesome, badass characters mostly-destined for tragedy... like, say... Apocalypse World?
So, with a great deal of help from my dear friend, Antisinecurist, I started working on it. In addition to Apocalypse World, I've taken a great deal of inspiration from Dungeon World Hack... In a way, I'm hoping to for Vampire what DWH is doing for D&D. I'm keeping track of the rules and setting info on Obsidian Portal, where I hope to eventually chronicle the games I run with this hack.
http://www.obsidianportal.com/campaign/new-york-nightlife/wikis/main-pageSpecific areas where I'd like feedback:
-Are players rewarded for driving their characters towards tragedy?
-Did I capture the feel and hidden meaning of each of the clans?
-Do you think it was a good choice to have character development largely determined by clan? I ask, because while writing it, I felt torn between two ideas. On the one hand, I don't think every character is necessarily defined by what clan they are, but on the other hand, I felt strongly that as characters develop, they go from being mostly defined by their Humanity, to becoming increasingly vampiric (where "vampiric" is defined as "more like their clan").
-Are there any glaring holes, things I'm missing, or general advice you'd like to share?
Thanks a lot!