White Wolf's Globe of Darkness is almost certainly finest recognized for its different supernatural lines that let players to build characters that are aspect of the shadowy contemporary globe. Whether or not vampires, werewolves, mages, changelings or prometheans every of these supernatural creatures have their personal targets, energy structures and enemies. But considering that these distinctive lines are so comparable at its most fundamental there is a want, typically from players, to run crossover games.

In a globe inhabited by the weird and deadly it must stand to purpose that at some point these supernatural creatures will cross every other's paths. In contrast to the earlier version of the Globe of Darkness (Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The Ascension, and so forth.) the supernatural denizens of the 'new' Globe of Darkness are not necessarily antagonistic towards one particular an additional. Their spheres seldom cross and even when they are seldom at cross-purposes.

But can it function? The clear difficulty most storytellers and players will latch onto instantly is the vampire query. All the other creatures can function in the course of the day – vampires cannot. Savvy troupes will just recommend that the characters preserve their day jobs to some degree leaving only the evenings to deal with 'other' points. It does not truly resolve the difficulty of staying up every evening till virtually dawn, but it is one particular explanation.

The vampiric weakness aside there are other issues that may well make a crossover game complicated. Lots of of the issues rely largely on which two spheres you want to bring collectively.

Mages and werewolves are almost certainly the easiest to reconcile. Each are nevertheless largely human and can interact with the spirit globe (werewolves by virtue of their nature and mages by means of the Spirit Arcanum). It would need that the game concentrate mainly on spirits and the spirit globe but with a mage or two assisting the pack, werewolves may well obtain they are in a position to take on considerably stronger enemies than just before. By the exact same token mages are rather squishy and getting a large furry tank maintaining the abyssal creatures off of you can generally come in handy.

In fact mages have a tendency to slot in effectively with any of the other supernaturals by virtue of their adaptability. The Arcana let mages to do fairly considerably something they place their thoughts and know-how to. Mages can head into the Hedge with changelings (but have to have their aid to get out once more unless they have a essential), they can travel into the spirit globe (with the Spirit Arcana) and they can even defend themselves against the Disquiet brought on by prometheans with the proper Arcana (Thoughts and Prime).

Oddly changelings and vampires can also get along rather effectively. Each games have political components (covenants and the courts) and each creatures are attempting to hold onto some semblance of humanity. The sunlight challenge is nevertheless a difficulty and vampires have no way to enter or leave the Hedge. Regardless of this, they can be a potent mixture with a mixture of politicking, pacts, oneiromancy and emotional and mental manage.

The odd ones out, as befits the really theme of their game, are the prometheans. The Wasteland and Disquiet are two really large obstacles that make functioning with other folks and staying in one particular location for a extended time complicated. As described earlier mages can alleviate the difficulty of Disquiet but the other folks have no such defences. Prometheans also have to have to be on the move the entire time lest their Wasteland ruin the atmosphere – a definite conflict point for eco-minded werewolves. To add prometheans to the mix the storyteller may well have to make some adjustments to the guidelines to aid everybody play collectively a bit improved.

As the guidelines stand crossover games are undoubtedly doable. The difficulty, nonetheless, lies in reconciling some of the clear variations involving the distinctive supernatural 'races'. Mage is possibly the easiest game to incorporate into the other folks. To truly incorporate the distinctive lines some adjustments to the guidelines may well be required to lessen the effect of different weaknesses or bonuses. White Wolf has broached the topic of crossover games in some of their books but right here are some ideas from my personal experiences:

  • Vampires nevertheless take harm from sunlight but can keep awake in the course of the day (inside) by spending added Vitae. They are a bit sluggish although and get a -1 penalty to all Finesse primarily based rolls.
  • Supernatural creatures add their supernatural benefit to resist Disquiet and also get more than the effects twice as quickly as mortals.
  • Changelings can make a pact with a +three boon named 'Hedgewalker' that permits a supernatural creature the capability to enter and leave the Hedge by spending Willpower and their energy supply (Essence, Mana, and so forth.) and rolling Wits + Occult (this is right after they have located a way out). Also bear in mind to verify the sourcebooks for a lot more guidelines regarding crossover games. The Promethean sourcebook Strange Alchemies has guidelines regarding mages and Disquiet, for instance.

At the finish of the day the good results of a crossover game depends completely on the troupe. Some characters are going to have to make sacrifices and some guidelines may well have to be bent and changed, but it can be completed. Just bear in mind the cardinal rule: as extended as it tends to make for a excellent story, go ahead and do it.