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Clans You Love To Hate! Would you get rid of one?
#9
Posted 29 January 2005 - 02:38 AM
The problem with the clan arises when thaumaturgic paths which should duplicate mortal magic instead turn to copying existing disciplines. Obtenebration already exists - you don't need the Path of Shadowmancy, or whatever it's called, and that's just one example. Also, their rituals are insanely powerful and open to much abuse by players who want to play D&D with fangs. "Cool, I can play magic-using vampires with kewl powerz? Sign me up!"
This is why I ban them from play in my games. That way, their proper treatment is firmly in my hands as an NPC only clan.
#12
Posted 29 January 2005 - 04:57 AM
Maybe it was just that the kid playing the kiyasid was annoying, but he just twinked out the character as well and proceeded to act ooc (or at least role play mechanically rather than organically) most of the time in order to show off his twinky uberness.
I'd replace them with requiems Mekhet, they'd be a far better fit for occult loremasters. Failing that modify them enough that their twink factor is limited and coolness is maximized. They're a great concept with not so good implementation.
- Sandman: The Wake -
#13
Posted 29 January 2005 - 08:02 AM
#14
Posted 29 January 2005 - 08:14 AM
The problem with the clan arises when thaumaturgic paths which should duplicate mortal magic instead turn to copying existing disciplines. Obtenebration already exists - you don't need the Path of Shadowmancy, or whatever it's called, and that's just one example. Also, their rituals are insanely powerful and open to much abuse by players who want to play D&D with fangs. "Cool, I can play magic-using vampires with kewl powerz? Sign me up!"
This is why I ban them from play in my games. That way, their proper treatment is firmly in my hands as an NPC only clan.
Blood Treachery is horible, teh Order shoudl have been able to nearly wipe out the vamps. When you can teleport sunlight....
The Infection Spreads...
#16
Posted 29 January 2005 - 11:09 AM
Hands down, the worst concept
And not because of Fishmalks either.
Wanna play a deranged vampire? Fine. Then play a vampire with a derangement.
Wanna play a 'prophet of god'? Fine. Then play a vampire with halllucinations and delusions of grandeur (a vampire with two derangements)
Wanna play a vampire with an 'alternate view of reality'? Fine. Then play a vampire with a derangement.
All in all, the only thing that seperated Malks from Deranged Vamps was the 'permanent derangement' weakness. And, when one looks into mental illness, a permanent derangement is easy to justify, even for a Brujah.
What a waste of time, concept and space.
BTW, why all the Tremere hatred? Not counting how they were played, their discipline or any other peripheral concepts, why are the Tremere in and of themselves hated so much?
#17
Posted 29 January 2005 - 01:41 PM
A Clan has to have a broader feeling than the one the Malkavians have.
As a little Bloodline, they would rock even more than as a Clan.
I love Malkvians in Rev Ed, but has a Clan they loose impact in the game, and fishmalks become inevitable at some points.
Anatole rocks, imho; always imho, Louhi sucks.
Also, as Corvus_Corax, I can't understand the Tremere hate.
A truth that's told with bad intent beats all the lies you can invent
#18
Posted 29 January 2005 - 04:08 PM
The Thaumaturgical Paths are just too twinkish, and the fact that even a 13th Gen can have 5 different paths with lots of powers and rituals and stuff is just too unbalanced. With Movement of the Mind 3 or 4 you can fly (or make an enemy fly out of the window in a skyscraper penthouse, not everybody has Fortitude 10), for Christ sake! A creative player with a Tremere can be almost a demigod IMHO, and that sucks (and not in a good way).
The Tremere should have been hunted and wiped out by every other Kindred since they were "created", not being able to prosper and get a place in the Kindred society.
I'm not very fond of the Giovanni either, but at least the clan founder was a vampire for a start...
Cappadocians rock!
#19
Posted 29 January 2005 - 04:26 PM
They don't fit the themes in my opinion. When you have a judeo-christian game, why in they abyss do you introduce an egyptian god? Tremere are twinkish at times and they should have died out in first Masassa war but atleast they are more in theme. Movement of the Mind is a consistant vampire power; Serpentis _isn't_.
www.genesisoflegend.com
#20
Posted 29 January 2005 - 07:24 PM
Without their derangment, the malks have nothing to justify their character concepts, discipline, or their backstory.
The entire clans is based upon the fact that they are crazy, and have little else going for them. I agree with Corvus, you want to play a nutjob? Then play a nutjob, but it doesn't have to be a Malk.
Kill them off, lock up the guy/girl who created them, and burn the pages that they were written on.
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