@Solstice said in WoD/CofD/Supernatural Games, One Splat or Many?:
and there’s no way to square the drastic differences in player power without extensive homebrewing.
If differences in PC power were really an issue, MUs would give everybody the same amount of XP and new PCs would be expected to spend, in chargen, an amount equivalent to what the oldest (and thus all) PCs have spent.
Having PCs at different power levels is fun. Unless the GMs don’t make any effort to give them all stuff to do that they can do and that more powerful PCs won’t or can’t take over.
@MisterBoring said in WoD/CofD/Supernatural Games, One Splat or Many?:
I think preventing the “all other spheres must die” thing is on the staff to prevent but at the same time, you can’t hold to theme for some of the WoD (especially OWoD) spheres if they’re expected to be buddy buddy because some major magical aura is preventing it.
I agree that the ‘powerful rituals from before the game’s start forbid the conflict’ is answer is lazy.
So is the whole “all other spheres must die,” idea. The WoD sourcebooks themselves repeatedly make exceptions. Yeah, yeah, werewolves hate vampires and kill them whenever they can, except how the urban tribes of werewolves sometimes work with vampires and the rural vampires sometimes work with werewolves, and the core books let you buy stats representing NPC allies from spheres that yours supposedly hates. Often there is a major magical aura preventing MU PCs from the different splats from interacting; it’s the OOC howling of, “OMG SUPERFRIENDS SO LAME”.
@Roz said in WoD/CofD/Supernatural Games, One Splat or Many?:
I think it’s best to have all your staffers capable of supporting all your spheres with a reasonable level of comfort.
This is probably the origin. Running multi-sphere WoD games as separate games on the same MUSH has been a tradition since the first, and to do this if you rather must discourage the groups from interacting outside of simple conflicts. So emphasise that the spheres hate each other, characterise cross-sphere connections as SUPERFRIENDS SO LAME.
All superfriends all the time does indeed kinda suck. My take is that it sucks less than never being able to cooperate or interact without murder no matter what evar. Milage may vary.
I think it’s not only best to have GMs capable of supporting all the splats, but to actually have them do so. One major point of suckage about ‘spheres’ being kept separate and having separate GMs is that the timeline/order of events tends to go stupid. Abelard builds a magical tank in his garage in less time than it takes Brigid to make a telephone call to her mentor, because Abelard’s staffer was quick and Brigid’s was away this weekend. It’s pretty typical for GMs not to triage for IC timeliness even within their own sphere.