Disclaimer: I have now read bits of this including bits of character generation, but not everything, and I have not played it, run it, or constructed a character in it.
The book is readable, printing-wise, and still looks nice. I didn't know WW knew how to do that. Yay!
The setting is gloriously fascinating.
And it is hamstrung by the rules, as per usual. Start with a world that is malleable and flexible and magic could have done almost anything. And then create patterns of magic so rigid that it's like slamming iron bars (metal chosen on purpose!) around your characters. Never this without that, never this at all, etc. It's begging to be house-ruled. Or just discarded entirely and run in some variant of Hero. (I say that, btw, as someone who doesn't enjoy using Hero, at least for Champions, because I find the flexibility of character creation daunting. But it would be appropriate to this setting.)
I'd say Deliria, but Deliria would need a slathering of house rules to do this as well (or more accurately, new Legacies, Wyrds, and possibly Accords).
This may, in part, be my mind taking games where they was not meant to go, the same way I can happily envision using Deliria to recreate the world of Jane Lindskold's Changer. It may be intended for urban fairy-tales, but it can do urban myth. Only in this case, I went drifting off into the setting, and then got yanked back to reality (not quite the one I'd expected) by the anchor-chain of the rules. *frowns* I suspect it's very playable as-is, but it doesn't fit its setting as well as I'd hoped.
The book is readable, printing-wise, and still looks nice. I didn't know WW knew how to do that. Yay!
The setting is gloriously fascinating.
And it is hamstrung by the rules, as per usual. Start with a world that is malleable and flexible and magic could have done almost anything. And then create patterns of magic so rigid that it's like slamming iron bars (metal chosen on purpose!) around your characters. Never this without that, never this at all, etc. It's begging to be house-ruled. Or just discarded entirely and run in some variant of Hero. (I say that, btw, as someone who doesn't enjoy using Hero, at least for Champions, because I find the flexibility of character creation daunting. But it would be appropriate to this setting.)
I'd say Deliria, but Deliria would need a slathering of house rules to do this as well (or more accurately, new Legacies, Wyrds, and possibly Accords).
This may, in part, be my mind taking games where they was not meant to go, the same way I can happily envision using Deliria to recreate the world of Jane Lindskold's Changer. It may be intended for urban fairy-tales, but it can do urban myth. Only in this case, I went drifting off into the setting, and then got yanked back to reality (not quite the one I'd expected) by the anchor-chain of the rules. *frowns* I suspect it's very playable as-is, but it doesn't fit its setting as well as I'd hoped.
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But, I was a bit of a fan of Changeling: The Dreaming.
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At least according to the writers, there's nothing stopping you from taking the kiths of one seeming and applying it to another seeming. So you could have an Ogre Dancer, or a Fairest Waterborn and play the lady of the lake.
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Besides contracts, there's another much more free form magic style in the book as well; the pledge-crafting system. IT's sort of like making a mini-contract of its own. Each side of a pledge has to add up to zero, but in return you might get anything from a minor skill bonus, to being better looking, to turning someone completely inept into a master of Kung Fu. It has greater benefits if it's being used on a mortal, but you can enter into pacts with other Changelings as well.
I want to see it in play, but I'm going to try it as is.
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If someone I know runs it as-is, I'll try it. My local groups don't play White Wolf, so that may or may not happen. But on first blush, it is (as with CtD, for that matter), White Wolf presenting a very flexible world and then immediately de-flexing it.
Maybe it's just because I like more creative latitude. But to me, what they presented system-wise is a weak shadow of what they presented setting-wise.
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Plus, I expect we'll see more Contracts and ways to make your own contracts in the later books in the line, since that's how the limited splats tend to work.
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If that doesn't fit how you'd want to run the game, then by all means, house-rule away! :D But then again, at that point, you're no longer in the WoD...
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I am saying that the setting, AS THEY DESCRIBE IT, suggests that magic is very flexible in terms of what it can be (that is, it would still be small discrete abilities, but they'd be flexiblein how they can appear and what they can be).
I am saying that, in my opinion, the system they wrote is badly matched to the setting they wrote.
If I just wanted a more flexible game, I'd go play Deliria, which is a better system. But I want their setting, what I understood it to be when I read the setting bits - and IMO, the system is horrid for that.
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The people who write their novels are particularly fond of having characters do things that aren't technically possible by the rules. And then, WW goes and writes a supplement for those novels, with those events being canon, but without adjusting the rules to make those things possible.
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They describe a world where there might be an infinite variety of little magics, some common, some uncommon, but no two people quite alike. Then they write a standard WW system. This doesn't mesh well. The setting begs for not dot-driven powers but some kind of merits system where you just buy what you want, with some guidelines of what point level certain things are. IMO. Ahwell. I'll probably get used to it, if I play it, I'm just grouchy because the setting made me want to play and the system didn't seem to me to back it. :P
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Overall, I think it is a nice setting conceit to describe the usual Storytelling power structure.