caffeinated cheetah (eldritch_wizard) wrote in mad_geeks,
caffeinated cheetah

World of Darkness + Fantasy Setting

I used to GM a D&D game set in the Birthright campaign setting, but as I grew out of - or rather grew bord with - the D&D class structure I turned to other game systems and settings. I've come to really enjoy the storyteller system and I like a lot of the changes made in the new World of Darkness books. So I've started looking at a way to modify the unique aspects of the Birthright setting into the new WoD rules, but I think my idea of gaming in a fantasy setting with WoD rules is strange enough that it would be hard to recruit players into such a game.

A few things about Birthright:
1) It was the campaign setting that was supposed to provide rules for PCs to be the rulers of kingdoms, but it created a lot of campaign-specific rules that ended up bogging the whole setting down and essentially turning into a strategic wargame. Amongst some of the best concepts of the setting was that magic was an incredibly weak aspect of the game. In fact, wizards could only cast illusions and enchantments unless they had the lineage to command a Bloodline, and having one of these Bloodlines would not only give them full access to all of a wizard's spells but it allowed them to tap Source, the natural magic caught within ley lines and places of power. This Source could yield magical effects of devastating power.

2) Halflings became villainous. There was an in-game explanantion for how and why the undead existed, a parallel world called the Shadow Realm sometimes bled or pushed its way into the world, releasing its undead inhabitants into the world. But halflings were also native to the Shadow Realm and had innate abilities that allowed them to traverse spaces quickly and deal with the undead more directly. They became suspicious simply because of the secretive and xenophobic nature.

3) If the halflings were suspicious than the elves became villains outright. The backstory of the world held that humans had encroached upon elven lands after a centuries-long war between elves and goblinoid races. Humans were viewed as "another perverted race" like the goblins and relations between the two races were constantly charged with animosity.

4) Dwarves were descended from earth elementals. In fact, their powers were completely reworked in order to explain why they were so tough and liked to live inside mountains and caves. They became very powerful in ther own way, but sadly still retained many of their stereotypical aspects such as dour and taciturn natures.

5) The idea that any character could have a Bloodline became an imbalance to the already unbalanced power structure of AD&D. However, Bloodlines provided a natural in-game reason besdies money or patriotism for power struggles and historical battles. Bloodlines could be tracked, like family trees, but had the unusual problem of being able to move to new un-blooded families, either through magical means or by a non-blooded character killing a blooded character. Officially, this couldn't happen, but many DMs ignored that rule. Bloodlines not only provided powerful magical abilities, but also allowed rulers to gain energy, called Regency, from the lands they ruled. Regency could do allow many strange and mundane courses of action, but again the rules, as they were, helped degenerate the game into a simplistic wargame - which I usually tried to ignore.

So, my quandary is not only of trying to convert some of these aspects into WoD rules but also how to find players willing to try such a unique game.
What are your thoughts?
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