Showing posts with label WoD. Show all posts
Showing posts with label WoD. Show all posts

Saturday, April 18, 2026

Hunter Motivations Run The Gamut in The Chronicles of Darkness

A long time ago I wrote a post titled Do Content, Happy People Hunt Dragons? (More on Character Backstories). The post was meant to address the idea that so-called adventurers all have tragic backstories, chips on their shoulders, or some burning need for vengeance, which is what drives them to do the things they do. After all, if you had a loving family, a good job, and a secure social position, why would you take up the sword to stand against the horrors of the world?

As I read through Hunter: The Vigil this question of motivation becomes even more important. Because while there are going to be hunters driven by a need for vengeance because they or someone they loved was hurt by the things that lurk in the shadows of the Chronicles of Darkness, there are so many other motivations that might lead one to take up a gun and walk directly into the lion's den.

Man's gotta have a hobby, am I right?

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Human Motivations Are Complicated Things


When we think of the Chronicles of Darkness in general, and of Hunter in particular, we often think of the worst, most awful things. Someone who lost a child to a ghost, someone whose spouse was drained of blood by a vampire, or someone who barely survived an encounter with a supernatural threat themselves. These people often want payback, or they want to make sure this creature can't hurt anyone else the way they were hurt. And while those are absolutely legitimate motivations for a character, it's important to remember that's just one tiny sliver of the reasons why someone might take up the Vigil, and what their long-term goals might be.

A single light to reveal what lurks in the darkness.

Keeping with dark themes, there may be a hunter who has coped with violent impulses their entire life. Knowing there are things out there they can vent their fury upon with little-to-no consequences from the law and society (particularly if the hunter is part of a compact or conspiracy that will clean up their messes) may act as a perfect pressure valve for them. Another hunter might be fascinated by the supernatural, seeking to catalog and understand it like the Jane Goodall of monsters. Still another hunter might seek to pit themselves against the most dangerous creatures in the world, finding that big game no longer provides a challenge. And there may be hunters who envy the strength and power of the monsters of the world, hoping that by killing them they may be able to unlock a portion of that power for themselves.

These motivations map pretty well onto organizations in the game, such as Null Mysteriis who seeks scientific explanations for the supernatural, the Ashwood Abby (which was moved into Tending The Flame) which is a depraved hunting lodge seeking their own twisted version of "sport," or even the Cheiron Group which seeks to disassemble monsters for their parts and pieces while installing them into their field agents. However, this is just a bare handful of potential motivations hunters might have that go beyond revenge or loss. Some hunters might feel they have a duty to their community to keep it safe from the things that lurk in the darkness. Some might feel an existential need to do something to reaffirm their own power in the world. Some might feel a holy mission, and that they have been chosen by a higher power to fight against these creatures (and they might even be right).

The motivations range as far and wide as people themselves... because at the end of the day, that's what all hunters were before they took up the Vigil.

When The Vigil Is Their Secondary Concern


There is one other category of hunter that's worth mentioning here... those for whom the supernatural monsters are often a secondary concern to the real monsters they prey upon. For a comic book reference, this is what happens when the Punisher ends up burning down a vampire hive... Frank wasn't there to kill vampires, he was there to kill dangerous criminals. It just so happens that the vampires were part of this operation, and they got burned down along with everyone else.

Parasites are all the same.

The world is full of mundane evils and wickedness, and a lot of hunters are more focused on those then they are on werewolves, changelings, or the walking dead. Maybe your hunter tracks militant hate groups, sabotaging and countering their efforts. They might be interested in protecting sex workers, and other minority groups that end up as victims of social violence. Your hunter might even be focused on fascists, corrupt cops, or corporate attempts to engineer widespread misery in order to reap a few more dollars off the bent backs of the working class.

All of these things can, and do, intersect with the supernatural in the Chronicles of Darkness setting.

The reason I gave this type of motivation its own section is that it's important to talk with your Storyteller, and your fellow players, if you want to bring in this sort of motivation for your character. Because while there are organizations like the Loyalists of Thule or the Crimson Halo that fit the concept to a T, it's important that your character's pursuit of these other ends jives with the other hunters in your cell, as well as with the plot your Storyteller has planned.

Because if everyone at your table is down for taking on a neo-Nazi street gang that ends up being the servants of an upstart vampire turning them all into ghouls to act as muscle while he claims turf and territory, then everything is hunky dory. But if your character's main motivation is opposition to fascism wherever it rears its head, but your ST has a game that's more about your cell having to deal with a pack of werewolves causing problems in rural Appalachia, you might feel like you brought a crowbar to a chainsaw duel.

Lastly... Should I Do More Videos On Hunter?



I've been dropping occasional videos over on the Azukail Games YouTube channel about Hunter: The Vigil, and there were at least a few folks asking to see more. So if you've read this far, let me know in the comments what you'd like to see more of! Should I talk about more supplements, like my collection of corrupt equipment The Blade Itself? Should I talk more about other compacts and conspiracies? Would folks like a series about Slashers, as one of the only really iconic monsters for Hunter: The Vigil?

Let me know your thoughts, because I'd love to factor them in going forward!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi saga of The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, December 12, 2025

"Down and Dirty" Combat Doesn't Get Enough Love in The Chronicles of Darkness

Combat is the main event in a lot of roleplaying games, but there are times where a fight just feels inconsequential for the player characters, or it's just going to eat up a massive amount of the time you had planned for the story that night. This can be an issue in games that take a more cinematic approach to combat, such as the Chronicles of Darkness, but the Down and Dirty Combat mechanic that's listed on page 87 can solve this problem neatly and elegantly for those who want to go to narration for those fights that might be necessary, but which aren't super important.

You got this kid! Come on, one roll, and this bum's going down!

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Not Every Fight Is Supposed To Be Do-Or-Die


I've made the comparison before, but consider the first John Wick film. The scene where Vigo tasks a crew of assassins to go kill John before he can come after Iosef to get revenge. There's 11 or so assassins in black suits and ski masks, making them literal faceless goons who are all dispatched to our main character's house. John, of course, kills them all with the only damage being to his house, and his composure, just to let the audience know the kind of badass we're dealing with.

This is what I mean when I talk about thinking of combat cinematically. I'm not just talking about what it would look like, and the ebb and flow of a brawl or a shoot out. But ask where it fits in the narrative arc you're telling, and if this is an important, meaningful fight that should be slugged out round-for-round and pound-for-pound, or is this an interim fight with goons who aren't important in the grand scheme of things?

Because if you're running a Hunter game, and your cell of trigger-happy monster hunters are going after a vampire, then absolutely that fight in the vampire's lair should be a pulse-pounding scene where you dedicate a lot of screen time to the action, and you pull out all the weird powers and hail-Mary weapons for your mortals to try to eke out a victory. However, you probably don't want to dedicate that same time and attention to the fight with some club bouncers that are guarding the first layer of access to that vampire's lair, three sub-basements below The Red Circle.

You want to fight the counter guy who got your order wrong? Fine, but this is the last time...

The way this simple mechanic works is that you, as the ST, offer the chance to the players to run this with Down and Dirty rules. Because it should always be their choice. After all, regular combat mechanics and Down and Dirty mechanics both offer risks. If the players say yes, they want the D&D rules, it's fairly simple.

First, you determine which characters have what goals in this scene. For example, your bruiser might be trying to beat a combination to a locked door out of a flunky, while the shooter is just picking off as many other targets as she can. If there are distinct, different goals at-work, then these characters each make separate rolls. However, if multiple characters are all in sync with their goals (say all four members of a cell are rushing the two guards on a door, and looking to pummel them into submission), then they can use the Teamwork mechanic in order to combine their efforts together for a better chance of success.

Once you know who is trying to do what, you put together the combat pool for the player characters (Strength or Dexterity + Brawl, Firearms, or Weaponry), and then the NPCs will either roll that same pool if they're opposing the PCs, or they'll roll something like (Strength or Dexterity + Athletics) if they're trying to get away. Once both sides have rolled, count the successes, and the difference between them.

If the players get an exceptional success (5 or more on their side) they achieve their goal, and get a point of Willpower from the rush. A regular success (1-4 more on their side) and they achieve their stated goal, dealing damage equal to their weapon modifier + successes, killing enemies if that was the goal. If they fail then the opponent deals them damage equal to the number of successes they achieved over the PCs, and they escape unless they want to press things. Dramatic failure is the same as a regular failure, except the PCs are Stunned as a result of how badly things went.

Just be careful who you start a fight with... it might go badly for you.

This mechanic does a lot of heavy lifting for you as a Storyteller. On the one hand, it allows player characters who are built for fights to still contribute to the story and the game, but you don't have to eat up half (or more) of a given session making sure they get their fights in. On the other hand, it puts control into your players' hands, so they can decide what they think an important fight is, versus one they're willing to let a single roll of the dice settle.

With that said, though, as a Storyteller you should consider a couple of things before allowing the Down and Dirty rules to resolve a given combat.

- Should This Be Do Or Die? - The Chronicles of Darkness is a vicious system when it comes to combat, and the more combatants and weapons involved only ups that ante. If you want to avoid a serious risk of PC death, then this is a good time for the D&D option.

- Are These Combatants Named? - Think of your chronicle as if it were a movie. Are the people your characters fighting Named Characters, like the current villain, their lieutenant, or important characters to the plot? Or are they Gangster #1, #2, and #3? Even if you gave them names, histories, and personalities in your notes, ask if they are Important. If not, D&D is probably an acceptable way to solve things.

These two questions make a great guide as to when these rules should be invoked. Because once you have the necessary results, you can narrate what happened, and dictate what the fight accomplished, or what resources it used (how many rounds did they fire, did they manage to keep things quiet, and so on) without interrupting the flow of the current arc too much.

And if things go REALLY terribly, you can always invoke the Chase rules... but I think I'll talk about those next time if folks are interested in hearing more about this setting?

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, August 16, 2025

Should I Add Another "Werewolf: The Apocalypse" Story To The Channel?

If you're one of the readers who also checks out my contributions on the Azukail Games YouTube channel, then chances are good you are one of the folks who saw the latest audio drama Screams in The Shadow. This short little audio drama follows a strike team of garou who delve into the Umbra in order to purify a corrupted place... a place whose constant spewing of vile hatred has led to a spiritual cancer in the hearts and minds of those who listen to it for too long.

This little story was the introductory fiction from my supplement Dark Reflections: 50 Sights To See In The Penumbra, which is for Werewolf: The Apocalypse. And if you haven't grabbed a copy, consider doing so... I'm still trying to get the supplement up over Copper status. However, putting that audio drama together got me thinking... would my regular readers/listeners be interested in more Werewolf content?


Before we get into the nitty gritty this week, don't forget to sign up for my bi-weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Breathing Life Into Tales From The Moot


Most folks who are familiar with my World of Darkness supplements know me for my 100 Kinfolk supplements (which are still in the 100 Kinfolk Bundle, which has something approaching 1,500 NPCs in it). However, in addition to those supplements I also put together Evil Inc.: 10 Pentex Subsidiaries, and I was invited to be part of the Savage Age project, penning 101 Savage Kinfolk. However, what a lot of readers might not know is that a few years ago I managed to get a project going where I gathered several of my fellow authors and Werewolf enthusiasts, and we put together Tales From The Moot; a short story anthology filled with the kinds of stories the garou tend to tell around the fire to their fellows. Some are filled with action and savagery, others sorrow and heartbreak. Some seem to underline the pointlessness of this long war. But this collection has, largely, been overlooked by readers out there.

Which is why if you haven't checked it out, you definitely should!

I'll be honest, I've been wracking my brain for some way to get more eyes on this collection. I've written about it on this blog several times, it's gotten shout-outs on several WoD podcasts in the past, I've shouted it from the hilltops of social media, and my fellow creators did their best to spread the word so other folks could find out about it... but we could just never seem to really reach the folks who would be interested in tie-in fiction.

Which made me wonder... would you all be interested in hearing a few stories in the collection get the audio drama treatment the way some of my other vignettes have?


The way this project would work is that I would begin with the introductory story (which is a van of three kinfolk on their way to the moot), and I would make it as a kind of lead-in/commercial for the anthology as it stands. And if folks enjoyed and supported that part of the project, I'd look into dramatizing my contribution to the collection, Late Bloomer, which is a story about a Silver Fang who had his first change while he was on deployment in Afghanistan. And if folks wanted to see more of the stories then I would reach out to Josh Heath and the folks over at High Level Games, as well as contacting the authors of some of the other pieces, to see whether this is something they'd be interested in.

And if you're one of the folks who would like to see this project go forward, then leave your thoughts in the comments below, and make sure you respond on social media! In addition to your thoughts, consider grabbing a copy of Tales From The Moot for yourself, and leaving a review where you tell us which story you'd most like to hear get the audio drama treatment!

Because, as I repeat so often on this channel, the squeaky wheel gets the grease. If this book suddenly gets a lot of fresh interest, sales, etc., it's very likely that future anthologies could finally go into production... but at that point we'd be asking you, our audience, what you'd like to see from us going forward!

Lastly, if you're looking for something else to get excited about, I'm still scripting season 1 of Windy City Shadows, which is a Chronicles of Darkness podcast project. And if you haven't heard about that yet, then check out the AMA I did for it a little while ago.


Like, Follow, and Stay in Touch!


That's all for this week's Table Talk. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, January 18, 2025

Interpreting The Umbra: Dark Miyazaki

There is a world behind the one we know. It is a world of spirit that is, in many ways, a truer reality than the one in which we live and breathe. It is also, however, a place that holds up a mirror to the physical world, and shows us the spiritual reflections of the everyday horrors we walk right past without truly seeing them. This world is filled with spirits, but it is also filled with memories and legends, holding the emotional resonance of the world.

This place is the Umbra, and if you're new to Werewolf: The Apocalypse, or really any World of Darkness game that allows you to access this plane, it can be a lot of wrap your mind around. So I thought this week I'd offer an interpretation that might help folks get a grasp on the world, and what can be found within it.

I call this interpretation Dark Miyazaki.

It helps anchor the fantastical in a lot of ways.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Let Yourself Be "Spirited Away"


While the film that most fits Werewolf's anti-pollution and anti-corruption themes is definitely Princess Mononoke (and one could argue that many of the monsters in that film are a perfect fit for the creation of fomori or corrupted spirits), the film I think works best as a jumping off point for the Umbra is Spirited Away.


For those who aren't familiar with the story, the broadest strokes of Spirited Away are that a young girl crosses a boundary into the spirit world, is stranded there, and must navigate the new rules of this bizarre places while attempting to survive, make friends, and find her way back to the physical world once more. While she's in the spirit world, though, we see great spirits and small ones, we see spiritual reflections of the material world, we see the sometimes orange-and-blue logic that drives the spirits to behave the way they do, and we begin to get a sense of the hierarchies that exist in this other world.

While it isn't a perfect one-to-one comparison, it can anchor your understanding as both a player or a Storyteller to have a reference like this to draw on. Much like how someone who has played Vampire might be able to easily sidestep into the mechanics of Werewolf as they're built on the same system, it's easier to ease yourself into a new fantastical concept if you already have a shared basis to draw on, and spin out from.

However, given that this is the World of Darkness, Storytellers might wish to paint with a darker brush than we see in this film. Players might find that in their attempt to destroy an oil refinery in the physical world means that the fire spirits who occupy the reflection of that site may have grown violent and destructive, demanding sacrifices of flesh and soul from those caught in their territory. You might find that locations opposite a vampire's haven are riddled with cancerous rot and violent, insane monsters, not unlike what you'd come across in Silent Hill's dark world. You may even find that the opposite side of a school is a prison that crushes tiny spirits until their essence flows freely, all of it drained out of the floor until the "pupils" in the place are a hollow, empty hivemind that conforms to the dark desires of the place.

Lastly, because the Umbra is massive, unknowable, and constantly shifting and changing, there is an infinite possibility as to what one might find on the other side of the gauntlet that separates the world of spirits from the physical world.

And on that note...

Would You Like Supplements For The Umbra?


EDIT: I have released the supplement I was talking about later in this entry. If you haven't seen it yet, take a moment to check out Dark Reflections: 50 Sights To See in The Penumbra!

If you're a regular reader, you might be familiar with supplements I wrote for the Hedge for use in Changeling: The Lost. Supplements like 100 Sights To See in The Hedge as well as 100 Hobs To Meet in The Hedge proved to be extremely popular, and given that the Hedge is also an ever-shifting realm of danger and madness where lurk bizarre creatures and impossible dangers, I figured that putting out supplements like this to help Storytellers get a grip on what they wanted players to encounter in the Umbra might be of-use.

So if you'd like to see a line of resources for fleshing out your part of the Spirit Wilds, let me know in the comments, or on social media!


And, of course, if you'd like some resources for the physical side of a Werewolf game, I'd highly recommend getting your hands on the 100 Kinfolk Bundle which has something like 1,500 NPCs in it, as well as Evil Inc.: 10 Pentex Subsidiaries.

After all, the more interest there is in Werewolf as a property, the more likely it is I can greenlight projects related to it!

Lastly, I have a new Werewolf video essay in the works... so subscribe to the Azukail Games YouTube channel to make sure you don't miss it when it drops!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, July 1, 2024

Video Essays on The World and Chronicles of Darkness... What Would You Like To See?

For the past year and change I've been putting out regular episodes of the show Discussions of Darkness over on the Azukail Games YouTube channel. However, while I've spent 27 episodes talking about the setting and giving advice for how to breathe life into it around your table, I recently got a bee in my bonnet over a particular topic. Rather than just holding forth in my traditional format where I talk to the camera, though, I wanted to do something a little special. A little different.

That was why I sat down, wrote out an actual script, and made a video essay entitled The Liminal Horror of Changeling: The Lost... and judging from the reaction some folks have had, this is a direction at least folks would like to see me take more in future releases.


As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Where Would You Like Me To Explore Next?


While the video has just over 160 views at time of writing, there have also been a surprising amount of comments left both on the video itself, as well as on social media regarding it. The response has been pretty positive overall, and while I'm hoping the views keep climbing on the video, I did have a couple of other topics up my sleeve in the event the audience wanted to see more stuff in the same vein.

So, what can you look forward to if I expand some of this?

As a for instance...

One of the ideas I've been mentally combing through is something I'm tentatively titling, "The Problem With Pentex, And The Historical Figure That Could Fix It". As folks know, Evil Incorporated: 10 Pentex Subsidiaries is something I put a lot of work into, and while I was doing research for that supplement I went back through the canon origins for Pentex as an antagonist... and found that it only goes back to the 1800s. This seems to be a uniquely American phenomenon, where to us a century is a really long time, but in a setting as old as the World of Darkness, I feel this overlooks a lot of additional juice you could add into this antagonist. Which is why I'd like to go through capitalism as a force of evil (in the game, of course), its origin, some other mercantile atrocities that feel like they should have been added into Pentex's history, and finally taking it back to a figure that I feel would make a truly bizarre addition to some of the historical persons that have become supernatural members of the setting.

Two of the other ideas, which are more in-line with the format of the first video (and may receive preference as a result of that), deal with viewing these particular games in ways we don't often think about, or which can fade into the background. For example, one video would be The Existential Horror of Vampire: The Requiem, and how the undead are largely left with no hard answers as to why they exist, what their purpose is, and how they're staring down the barrel of eternity... a condition that the human mind was never meant to grapple with. The second idea in this format is The Cosmic Horror of Mage: The Awakening. Given that the game brings many aspects of gnosticism into the setting, and it deals with the hubris of mages themselves, it can stretch the mind in directions it was never meant to go, and leave mages changed after their experiences. This can lead to them losing their humanity in ways that are very different from other characters in the setting... especially given how powerful mages can be, even in the throes of their madness.

What I Need From You, As Viewers


A lot of you know the drill by now, but if you don't it goes like this:

- Subscribe to the Azukail Games YouTube channel. Hit the bell for extra points!

- Watch The Liminal Horror of Changeling: The Lost if you haven't. Leave comments and upvotes on it if you have! Bonus points for sharing the video on your own social media to boost the signal.

- Leave comments on this post (or on social media) regarding which topics you'd like to see me cover in future videos. If you'd like to see something other than one of the three options I mentioned, make sure to include that in your comment!

It's a simple, three-step process. The content I make (and which is accepted/put out by Azukail Games) is driven by you. Your views, your purchases, your likes, upvotes, comments, and follows all have an effect on what I work on, and what gets released... so use your power, raise your voice, and let me know what you want to see more of!

And, lastly, if you want to help me keep the lights on and the bills paid, consider grabbing some of my World/Chronicles of Darkness supplements from Storyteller's Vault! There's 36 of them at time of writing and (fingers crossed) I'll be able to add at least a few more to that list in the near future!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Wednesday, July 26, 2023

Looks Like Paradox Did It Again (The Fallout Over "Werewolf: The Apocalypse" 5th Edition)

Over the past several years I've put together quite a number of supplements for the World of Darkness setting, and of the pieces I've written a majority of them have been for Werewolf: The Apocalypse. From my 1,600 NPCs in The 100 Kinfolk Project, to a list of potential antagonists in Evil Incorporated: 10 Pentex Subsidiaries, and I even helped push through an anthology of short fiction titled Tales From The Moot, where I wrote both the introductory framing short, as well as the Silver Fang tale Late Bloomer. I say this to establish that I've played my share of Werewolf as a game, that I am quite well aware of the issues it had with racism and representation, and that I tried to do what little I could to mitigate that with my additions to the world.

I had not been keeping up on the changes made to the setting as it was updated to the 5th Edition... but seeing the behind-the-scenes from J.F. Sambrano left my jaw on the floor with how badly the ball was fumbled in trying to "improve" this game's less-than-stellar record.

Younger Brother cannot believe this shit.

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

So What The Hell is Going On?


For those who haven't seen it yet, check out Sambrano's detailed post about what went on. And, if you can afford to, I'd recommend becoming his patron to help him out as a creator. But for those who just want the short version, I'll do my best to sum it up.

All right, deep breath...

In its original incarnation, Werewolf: The Apocalypse was a game that drew on a lot of Native American ideas of spirituality and legend, but it did so in the most crass, poorly-understood way you could. The short version is that while it was really unique having native representation at all in a major property in the 90s, a lot of it can be summed up with a sigh, and then following it up with, "Well... you did your best, I suppose."

This didn't stop the game from being successful, of course. Far from it, Werewolf is probably one of the best well-known parts of the World of Darkness, just behind the flagship game Vampire: The Masquerade. So when the 5th Edition came along and it was time to update the game and setting to bring it more in-line with modern sensibilities, and to make it a more inclusive product, designers like Sambrano were brought on board...

Only, it seems, to be promptly ignored.

Those are all great ideas... we're not using any of them.

From what was shared in the above post (which has already made the rounds), it seems like the design team made two, major errors. The first is that they kept too many of the problematic relics of the past (even when a lot of the designers they explicitly hired to help them fix these problems told them to chuck said relics), and the second is that they seem focused on including as little complexity and gray area as possible... which has led to them, once again, have problems with white supremacists, eugenicists, and Nazis.

Now, just for clarity, Nazis make great bad guys. If the goal had been merely to add white supremacists, nationalist terrorists, and other groups to the game as servants of the Wyrm in much the same way the original game did with capitalism in the form of Pentex, that would have actually been a smart move. Especially since the 5th edition release of Vampire: The Masquerade was plagued with problems regarding the inclusion of racism and white supremacy as story and game design in certain books (largely due, if memory serves, to a designer who was part of those communities). The wrong way to do this was what they chose, which was turning the Get of Fenris (arguably one of the most popular tribes among the player base) into a Nazi-majority tribe. Because, as Sambrano points out, this is inevitably going to lead to players trying to figure out how to keep the characters they had and liked to play, while attempting to include this new story element, rather than all players just letting the Get of Fenris go as a player option and relegating them entirely to villains.

Honestly, it just feels like bad design choices were made all around, and I'm glad I chose not to step into any of the 5th Edition releases for the World of Darkness as a whole.

While We're On The Subject...


I've been talking a lot about World and Chronicles of Darkness projects of late, and I wanted to take a moment to clarify something that got some folks asking questions. As I said recently in Why I Will Have Fewer Community Created TTRPG Products Coming Out, I'm going to be taking a small break from working on platforms like Pathfinder Infinite, Storyteller's Vault, and even on Call of Cthulhu titles, simply because of the increased rate-of-pay my publisher agreed to for my work on other, non-CCP products.

However, I also posted recently about "Windy City Shadows" A Chronicles of Darkness Podcast Proposal, talking about putting together a long-form audio drama podcast set in the world of the Chronicles of Darkness. For clarification, the podcast is a separate endeavor from my supplements set in the World/Chronicles of Darkness, and even if I'm writing fewer supplements (which people have to buy in order for me to get paid as the creator), I would still like to put together the podcast (which will be free to anyone who wants to listen to it).

So if it's something you'd interested in, check out the article above, and the video below, for how you can help make it happen!



Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary!. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, my dystopian sci fi thriller Old Soldiers, or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, July 22, 2023

"Windy City Shadows" A Chronicles of Darkness Podcast Proposal

Folks who've been coming to my blog for a while have likely come across several of the little audio dramas I've been putting together over on the Azukail Games YouTube channel (which you should subscribe to, if you haven't). However, there have been a couple of folks out there who have asked why I don't take these shorter pieces, and expand them into full-length audio dramas, or even into a full season of audio dramas of a podcast.

And that's what I want to talk about today... because I would love to do that very thing. But I'm going to need you all to actually make it happen.

Blood and glamour make the word go round.

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Windy City Shadows: A Proposal


This is not the first time I've talked about this potential project, but the video I made on the subject didn't give quite enough details for some folks to get a handle on what I'm trying to do. So I thought I'd take this week's Table Talk entry to expand on the idea as it stands right now, and to see whether it's something folks would be interested in if I put in the effort to make it happen.


As I said in the video, the idea behind Windy City Shadows is that it would be an audio drama podcast set in the world of the Chronicles of Darkness. Each season will tell a different story set in a different sphere (ideally), with characters and plot points from previous seasons being expanded on as the story bounces from one group of monsters to another... this will, at least partially, be decided on the votes from the audience.

Where I would like to start this project off is with season one, which I'm tentatively titling Grim Promises, is in the realm of Changeling: The Lost. This story features Shepherd Black, a beast who has gotten out of the games between the seasonal courts, and settled down running a little shop on the south side of Chicago. His old life comes crashing back when a face from his past calls in a favor... a favor he owes that he can't turn away. Shepherd, whether he wants to or not, must once again don the mantle he wore as Black Shuck, the Teeth of the Fall Court and the Paladin of Shadows, and go on one, last hunt before he can be left in peace.

This season will tie together a lot of the elements that have been laid down in previous audio dramas on the Azukail Games YouTube channel, including a reappearance by the character of Lucius Frakes, as well as possible roles for Wolfe, Amy Prism, and others. The person bringing us this tale, and acting as the host of the show, would be Mr. Nowhere, who I recently used to deliver an Emotional Weather Report over on my Rumble channel The Literary Mercenary.



Where I go from that first season is anyone's guess. While I would like to finish the story of Johnny Hammer and the Six Gun Saint (the Geist/Mage crossover I've been adding to for a little while now), I could also move over to Vampire after that first season, as well. Werewolf is an option, too. And, of course, there's nothing saying I can't do multiple seasons in the same sphere if folks decide they want more changeling after all.



Practicalities of The Podcast


As I said in the first video, getting a podcast off the ground is no easy task. There's the writing, casting, recording, editing, and then making sure that it gets put up on all the various platforms out there for folks to consume it... it's a lot of a lot, especially when you need to make sure the scripts fit together into a single, cohesive narrative by the end of the season.

So if this is something you're interested in making a reality, there are a few things you can do to make it happen!


First, please subscribe to the Azukail Games YouTube channel, and help us get it monetized! We have over the 500 subscribers we need, but we just rounded the 1,000 hour mark of watched content, and we need to hit the 3,000 hour mark in order for YouTube to share any of the ad revenue we generate with us. Hitting that goal would be a huge sign of audience interest, and it would help persuade my publisher to greenlight this show, even if it will also appear on Spotify and other platforms, too.

Second, please share this article around so that other folks can get wind of this project, and we can build a groundswell of interest in it. Because I'll be very honest with you, dear readers, this would be a massive undertaking, and it's going to take a not-insignificant amount of eyeballs to help make it into a reality.

Third, please leave comments below about what level of interest you have, and what you'd be willing to do to help support the show. Will you tune-in to listen? Will you share the episodes around on your social media to help boost the signal? Or would you be willing to pitch in on a Patreon in order to help me pay my bills while I work on making new episodes?

The more numbers I can get regarding this, the better I'll be able to judge how interested folks are. Because I've been chewing over this idea for a while, and I would love to make it happen, but I don't want to spend that much time, energy, and cat herding making something that nobody's interested in. So speak up, and make your voice heard!

EDIT: Because there appears to be some confusion on the subject, this is not a casting call for voice actors, nor am I looking for people to help me edit or work on post-production. I have access to all the cast, writers, etc., that I would need to make the show at present. I am just trying to find the audience to listen, because to make a show like this worth the time, energy, and effort, we need people tuning in to listen, or donating to help us pay bills to keep making more episodes.

What's Next on Table Talk?


That's it for this installment of Table Talk! What would you like to see next? I'm listening for your comments and votes!

For more of my work, check out my Vocal archives, as well as the YouTube channel for Azukail Games. Or, to check out books like my sword and sorcery novel Crier's Knife, my dystopian sci-fi thriller Old Soldiers, or my recent short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblr, and Twitter, as well as on Pinterest where I'm building all sorts of boards dedicated to my books, RPG supplements, and greatest hits. Lastly, to help support me and my work, consider Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little donation can have a big impact.

Tuesday, July 4, 2023

Mortals Plus- A World/Chronicles of Darkness Campaign Concept

The World and Chronicles of Darkness setting is filled with possibilities and potentials. From vampires and werewolves, to mages and changelings, to Prometheans, Sin Eaters, and hunters, you could play through dozens and dozens of chronicles before you ever heard the same note repeated.

However, whether you're an old hand for these games looking for some way to spice things up, or you're a newer player looking for a gentler introduction to this setting for yourself and your table, I'd like to suggest something that I call a Mortals+ Chronicle.


Don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! To be sure you're following all of my followables, check out my LinkTree!

Also, since it keeps getting lost in the shuffle, check out my Vocal archive for more articles about RPGs, character conversions, character concepts, weird history, nerdy topics, and more!

The Support Staff For The Supernatural


While each of the different spheres of the World or Chronicles of Darkness are unique in their own ways, there are a lot of design similarities between the games so that they can be played together as part of the same setting. And one of the big similarities shared by a majority of these supernatural creatures is that they have a slot reserved for mortals who have been let in on the secret, and who usually have some vestige of power of their own as a result.

Yes, Master... I see.

This tradition goes all the way back to the original edition of Vampire: The Masquerade and the idea of ghouls. These characters are mortals who are blood bound to a vampire, and they act as that vampire's agents in the mortal world, much like we see Renfield act in the classic novel Dracula. This role was carried forward with kinfolk in Werewolf: The Apocalypse, allowing for extended families of these shapechangers to provide backup and support, and to avoid/ignore the madness that viewing a werewolf usually brought on. Other examples include ensorcelled mortals for Changeling: The Lost, familiars in Mage: The Awakening, and so on. While not every game in the setting has these roles, it is uncommon for this kind of character to be absent.

They are the characters that a Mortals+ chronicle revolves around.

Normally these enhanced mortals are just thought of as sidekicks to the supernatural creatures of a given game. They're the aides de camp who help with planning, who open the doors, or who handle tasks that are too mundane for the monsters to whom they are bound to bother with. But the chronicle can take on an interesting twist when you shift that narrative, and see these stories from the perspective of these mortal characters.

The first benefit is that this allows you to focus on your character as a person, and figuring out who they are. You then need to ask what brought them under the shadow, and into the truth of the setting. Were they a lost kinfolk who was rediscovered when they saw a garou change forms, and didn't freak out? Were they a private eye tracking down a serial killer, only to find a vampire who offered them a choice between servitude or death? Was this person a student of the occult who stumbled onto a cabal of genuine mages who decided they were too useful to do away with? Or did they make a deal with someone that sounded too good to be true, only to find out they now work for a changeling?

But is it the worst bargain you've ever made?

This idea works best for Storytellers and players who want to stay at a boots-on-the-ground level of the game. Additionally, when you play an enhanced mortal, it gives you a taste of power (usually, anyway), and it gives the Storyteller a simple way of dispatching missions to the PCs. You can complicate this somewhat by giving the PCs different sponsors (say you each serve a different vampire, or you're all connected to different werewolf tribes), but that is a choice that's up to you as the ST.

Another aspect of a Mortals+ game is that, much like the Faces of Death Chronicle idea I shared a while back, there's a chance for players to be upgraded to a full supernatural template. Perhaps the ghouls prove themselves through their service, and their masters embrace them (or they betray their masters, and are embraced by another who promised them power for that betrayal). Your kinfolk might have their first change, your familiars might awaken, and it's possible that your ensorcelled mortals might be dragged away to Arcadia, only to have to claw their way back to the real world as a full changeling. Maybe this is something some characters want, maybe it's something they're forced to endure (because the player wants it to happen, even if the character doesn't), but it can provide an interesting way to continue the chronicle even when the PCs are all upgraded to a full, supernatural sheet.

Or, if you opt not to go that route, they can always make for ideal hunters, since they have a working knowledge of at least one supernatural community, how to navigate it, and how to disrupt it!

Recommended Reading on Enhanced Mortals


I've written up a lot of supplements about characters who fit into the Mortals+ mold. I've listed them below for folks who want to check them out for inspiration, or simply to fill your own World/Chronicles of Darkness game with a more organic cast!

- Children of The Night: 100 Animal Ghouls (Vampire: Requiem or Masquerade)

- 100 Garou Kinfolk Bundle (15 Werewolf: The Apocalypse supplements in one bundle!)

- 100 Ensorcelled Mortals (Changeling: The Lost)

For those who want to see me expand this list of 19 supplements to other games, please consider leaving comments below, sharing the supplements around to help them find fresh eyes, and if you do get copies for yourself, leave a rating and a review to help the project maintain momentum!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary!. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, November 14, 2022

A "Chronicles of Darkness" Mortals Game, With a Twist!

I tend to give a lot of advice for Game Masters and Storytellers on my Monday posts. That wasn't what I originally intended this slot to be for, but it seems popular, so I try to go with the flow when it comes to what readers want to see more of. And as the holidays close in on us, and many of us are spending time with folks we may not get to see that often, I thought I'd share an idea for a Chronicles of Darkness chronicle that I had forever and a day ago, but which I've never had the time to actually run.

For ease of discussion, let's call it a Faces of Death campaign, as PCs dying is when things get interesting.

It might be hard to convince your players, but it may be worth the effort.

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Worse Things Than Death Lurk in The Shadows


As a quick note before we get started, this strategy can be use for both World of Darkness games as well as New World of Darkness (or Chronicles 1st Edition, if you prefer) games. But for simplicity's sake, I'm just going to stick to discussing the one edition, and the options it presents you as a Storyteller.

Now then, on to the idea!

To begin with, have your players put together a group of mortal characters. I recommend keeping special abilities or powers (like one might find in Second Sight) off the table... initially, at least. You can even run this as an avatar game setup (where players make game versions of themselves) if you want to. That might add a little spice to the game once the twist comes, but it won't be for everyone.

So what's the twist, already?

There is no fixed plot for the initial game. Whether your players are private investigators looking into missing persons cases, or they're small time hoods just trying to make a living on the streets, or there's a bizarre, occult conspiracy that has sucked them all up, the initial plot is not what matters. What matters is what happens when one of the PCs dies, or appears to die.

At that moment, you invoke the shadows of the setting, and some supernatural force manifests to bring the character back as a member of one of the spheres of the other CoD lines.

Let's say, for example, that the gang was selling drugs in a vampire's territory. Shot full of holes, they're going to die... until a figure in black grabs them, and offers them a drink of their blood. Either becoming a ghoul, or a full-on newly-forged vampire, gives the character a new lease on life. Perhaps it's the vampire whose territory the gang was unknowingly operating in, or one of that vampire's rivals eager to turn the PCs into weapons in a territorial dispute, the reason is up to you. Alternatively, perhaps the danger, fear, and injury triggers one character's latent werewolf heritage, and they undergo their first change, healing rapidly from the wounds that should have killed them. The character might take a final level of damage, and collapse into a pile of leaves and twine, as it turns out they were a fetch the entire time, and now the player gets to re-make their character as a recently-escaped changeling. The dying mortal might hear the whispers of a Geist offering to keep them from shuffling off the mortal coil, or they might actually die, only to awaken as a recently-made Promethean whose memories of the past are... fragmentary, to say the least.

Maintaining Power Level, and Avoiding ST-Assisted Death


A Faces of Death game is, in short, a way for an ST to either slowly induct the party into a given sphere of the Chronicles of Darkness setting, or to create a troupe game with everyone finding their own way into one of the various game lines. Personally, I recommend using this for a troupe game, because I feel that it provides the most varied options, and it helps you find ways to maintain power level and challenge when it comes to the ongoing chronicle.

There's a lot in there, so let me unpack it.

First of all, let's discuss power dynamics. Because it's true that whoever it is that dies first is going to wind up with a leg up over the rest of the folks in the game in some ways. Whether they become a full-on supernatural creature, or they end up with a lesser template as a ghoul, an ensorcelled mortal, etc., they're going to have access to resources and abilities that the rest of the table may not have. However, to counter that, it's important to also provide additional complications and limitations that the rest of the table doesn't have to deal with (but which could act as additional plot fodder).

For example, let's say that one character did become a vampire. Now they have to follow the rules of the masquerade, and they have to do what they can to exist in the world of the night. They might have new powers they can use, such as moving faster or becoming stronger, but their powers shouldn't immediately fix problems presented in the chronicle. The mortal hacker, or the socialite with connections among the business community, are still going to be useful when it comes to investigating mysteries and solving crimes, even if the group's bruiser no longer has a pulse and has to drink blood, for example. Most importantly, though, one character becoming a vampire now means you can bring in the lore, enemies, and plots involving those monsters going forward. And every time you bring in a new creature or game line, the amount of stuff you can call on just gets bigger.

Additionally, as the game goes on, your players have to deal with the competing interests of the different factions they belong to, and they have to choose sides in what's happening. As an example, if one of the other party members becomes a changeling, does their assistance with someone else's vampire have political ramifications? Can the werewolf and the promethean still work together, or does the werewolf risk ostracization from their community if they don't destroy something that unnatural? What kind of political points can be scored by forging alliances, or toppling existing rulers? These are the sorts of opportunities a Faces of Death game can present, if you choose to pursue them.

What was that last part, though?

Once players realize that they get an upgrade when they die (assuming you didn't start the game off explaining this twist), it's possible that folks begin taking on suicidal acts hoping that this is the time they get their monster badge. It's important for you, as the ST, to discourage this behavior up-front by explaining that purposefully putting your character in danger for the hope of more power, rather than for story purposes or because of the roll of the dice, won't result in a positive outcome.

However, if someone's mortal character doesn't die, make it clear that they can still get their own upgrades so they don't feel like the token PC in the monster chronicle.

Characters who manage to outlive their compatriots might find themselves awakening as Mages simply from the constant exposure to all of the supernatural goings-on around them. They might end up becoming a part of a Hunter faction, gaining access to the gear, resources, etc., of those who bump off the things that go bump in the night. They could also combine the various boons that can be given to mortals, such as drinking blood from a vampire to become a ghoul, swearing an oath with a changeling to gain additional skills and power, etc. You can even break out books like Second Sight, granting them their own set of powers they can use to keep up with the rest of the table.

Final Recommendations and Challenges


A lot of the following pieces of advice are going to depend on your table, and your players. It's also going to depend how much they trust you. Generally speaking, though, these are areas you should address before you begin.

- Would your table react well to the twist being secret? Some players would think this was an awesome continuation of a character, while others might think this was a big manipulation. If you're not sure you can always err on the middle ground of telling your players there's going to be a twist, but asking if they want you to spoil it for them or not.

- Ensure that players are onboard with roleplaying the transformation and understanding of a monster's new life. Part of the fun of this change is seeing characters alter and adjust to their new life situation. How do they deal with their new urges, their altered perceptions on morality, or the new responsibilities they now have to deal with? Even if we, as players, know the mythos and the ins-and-outs of the monsters, playing them from the perspective of an established character who has to see it all with fresh eyes is part of the challenge.

- Ask yourself (if not your players directly) what kind of monster they would most enjoy playing (or which ones they definitely don't want to play). This is another that's going to vary by player and table. Part of the challenge of a Faces of Death game is that the specific monster the PCs end up becoming should vary by plot and circumstances. For example, if you're doing a vampire arc, then becoming a ghoul or a vampire is the most thematically-appropriate option. However, if you know a given player really doesn't care for vampires, and wouldn't enjoy playing one, then perhaps they're approached by a Geist that was a victim of that same kindred in the past. Maybe this is where their latent werewolf heritage comes out. Even if you want to give your players input on what kinds of monsters they'd like to become, consider a ranked-choice system, or a general template, but not giving them specifics. A player might pick "vampire" as their creature, but surprise them with the particular clan they're turned by, for example.

- Remember to include the mortal side of things, as well as the supernatural. As I said back in World of Darkness Storytellers, Don't Forget The Mortal Side of Things, but it bears repeating. All the supernatural wooge in the world does you no good if you have to blend in and mix with the normal folk in order to complete the plot, so keep that in mind when you're designing your challenges.

Additional Resources


Regular readers know I've been making WoD/CoD content for a while now, and I've got an RPG pin board with the 30+ supplements I've made for Werewolf, Vampire, and Changeling. However, some supplements that will be most useful for populating a Faces of Death Game include:

- Deadly Country: 100 NPCs of Central Florida: While this one is location-specific, the characters can easily be shifted to most other parts of the country, as the Storyteller needs.

- 100 Ensorcelled Mortals: A Changeling: The Lost supplement, this one is quite useful if you want at least one member of your chronicle to have a brush with the world of the fae.

- New World Shadows: 100 Ghouls For The American Sabbat and New World Nights: 100 Ghouls For The American Camarilla: While originally written for Vampire: The Masquerade, these NPCs can be easily shifted and re-imagined for whatever edition of the setting you happen to be using.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!