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Made in se
Fighter Ace





Sweden

Wraith: The Oblivion Chronicle, players wanted... no, srsly!

The situation is simple and rather silly. Ever since I was introduced to roleplaying games (my first was sweaty, awkward and painful... Hunter: The Reckoning D= ) I've loved the Old World of Darkness. Don't get me started on the New one... <_<

The best one, in my humble opinion, is Wraith: The Oblivion. Great setting, balanced (when done right), horrifying (again, when done right) and absolutely depressing... wait... :?

Apparently my friends doesn't agree. Because I have never been able to play the fething game! In eight years, I haven't even once, been able to try it out. Seriously, I've tried on several occasions to get them to play it, but they never want to, since I have always told them the truth: Wraith isn't a munchkin game. Everything that doesn't even look remotely like you will probably kill you outright. Differing from Vampire and Werewolf, Wraith is actually DANGEROUS! It takes quite a while before player characters get to the level were they can actually fight back against the horrors of Oblivion and up until then their only option is stealth and as a last resort, RUUUN!! Since my friends haven't even noticed the word "roleplay" when we play (seriously, I have to coax them for hours before they even start roleplaying... but then only in third person) I thought I might as well play with complete strangers. And what the heck, you are just about the most trustworthy strangers I could think of, after all, DakkaDakka is filled to the brim with decent folks.

So I am looking for some serious roleplayers that would be willing to play my Chronicle. Minimum of four players, maximum of six. And mature players only, not because I put hate on you youngs folk, it's just that Wraith is a very mature-themed game with many heavy issues (nothing too heavy, just heavy). Therefore the age requirement is... 17 or 18, can't decide, so it will be roughly somewhere around there! How are we going to play this then? With trusty old Skype and some sort of RP-program, don't know which. So make sure you have a microphone. Reply here or via private message, doesn't matter as long as you show interest.

I hope that you will answer favourably to this Obi Wan Kenobi, you are my only hope... no wait, I derped. Anyway, if this doesn't work, nothing will. =p

Regards

//Vargtass

PS: Before replying you should take a moment to think about your location and language. If you are not living in any of the "European" timezones, planning for playing with me might get awkward. Not to say that you out-of-Europe people can't join, but you better be prepared for some scewed scheduling and being up late at night. Also you will have to have a solid aptitude for speaking english, since playing over Skype requires clear speach. Make sure that you consider these things before you decide to reply.

Below is an appendix containing some information about Wraith in general.





Appendix: The Game, Setting, etc.

I should perhaps tell of the game for those who are not familiar with it. So, I naturally copypasta'd a description of it:

Wraiths
Characters in Wraith are the spirits of the dead who have not been able to make peace with their pasts and transcend to true afterlife. Every wraith is bound to the living world (Skinlands) through a set of Fetters, physical objects which represent unresolved issues in the character's past.

As spirits, Wraiths require no material sustenance but instead feed on emotions, fueling their existence through the use of Pathos, the energy of emotion. Wraiths acquire pathos by fulfilling their Passions, driving all-consuming emotions. A primary use of pathos is to fuel Arcanoi, which are the (kind of magic)arts of the dead. Arcanoi include a variety of standard ghostly abilities such as poltergeist skills and the ability to communicate with the living, as well as skills which are more specific to wraith society.

Wraiths carry their own worst enemy around with them, every Wraith is split into two personalities: Psyche and Shadow. The psyche is the personality of the Wraith, while the Shadow is the part of the Wraith that craves self-destruction and defeat. Shadows are intelligent foes, who can communicate, hamper and aid the wraith all in order to fulfill their primary goal of making the wraith serve Oblivion (don't worry, I'll get to that in a moment). Shadows have their own passions and feed on Angst, the stuff of negative emotions. Shadows can take over the Psyche temporarily and if a Shadow becomes too powerful, they can take over the wraith permanently, turning the wraith into a Spectre (yes, soon).

Being dead, wraiths are tough. Instead of a body, a wraith has a Corpus, manufactured out of plasm, the material of the underworld. Wraiths can heal most damage through Slumber, however if a wraith takes too much damage (the equivalent of death), they are plunged into a Harrowing. Harrowings are surrealistic passion plays where the Wraith is psychologically tortured by his Shadow into surrendering. Harrowings can be triggered for other reasons besides damage, such as losing a Fetter.

Oblivion
Oblivion is the aspect of reality from which all-destructive energy stems, the place where entropy deposits the energy that it steals. As the essence and source of entropy and death, Oblivion is not so much the ultimate source of evil as it is a fundamental element of reality. Along with the other great forces of nature, Oblivion fills a necessary role in creation as the destroyer of substance. All things must come to an end: the corrupt must be cleansed and the old must give way to the new, which eventually becomes old and must give way in turn. Existence is a cycle, and Oblivion is the catabolist of that cycle. This lightless void personifies annihilation, the obliteration of every recognizable thing and every shred of identity. It has no dimension or physical existence; it is simply the final abyss of destruction, the incarnation of nothingness (so, yeah, think of it as the Nothing in Neverending Story and you have an idea). The Spectres are Wraiths who have been taken over by their Shadow and serve Oblivion relentlessly and without question. No one knows why the Shadow serves Oblivion after becoming a Spectre, since before such an event they never show any loyalty to anything but themselves.

Shadowlands
The Restless call their version of the real world the Shadowlands. This gloomy realm, though physically similar to the Skinlands, lacks the vitality of the living world. Chilling and barren, the Shadowlands mirror the material world from a twisted yet often morbidly beautiful perspective.
The stillborn twin of the lands of living, the Shadowlands correspond exactly to the Skinlands in terms of geography. Anywhere the living go the dead go as well, and only the metaphysical Shroud separates the two. Theoretically, a wraith could walk from Canton, Ohio to Canton, China without ever leaving the Shadowlands. A wraith standing in Times Square in the Shadowlands is, in a sense, standing in Times Square in the Skinlands, and runs the risk of being trampled by mortals who don’t see him and rush right through his position.
Everything mortals can see, wraiths can witness as well. They watch TV in mortals’ living rooms, attend meetings, and witness deaths. However, wraiths can see what the living cannot – the patterns of death and life in everything living. People and things that are very close to death are marked by it, and wraiths can perceive this. Still, even the most Oblivion tainted among the living appears healthier and more vital than the lands beyond the Shroud, which are gray and somber with rotting majesty.
Everything that exists in the Skinlands exists in the Shadowlands, more or less. The more emotion an object or a place inspired in the living lands, the more concretely it appears in the Deadlands, and buildings long gone in the Skinlands still rise on the other side of the Shroud. At once beautiful and terrible, the landscape of the Shadowlands is constructed of memories draped like cobwebs over those places, which yet stand in living lands.
Although barriers and hazards are quite real and irreducibly solid to wraiths in the Shadowlands, things in the Skinlands are less so. Without the use of Arcanos, ghosts cannot even open a door or touch a living loved one’s face. Walls may initially pen a wraith into a room as they would any living thing, but by expending a minimum of Corpus they can pass through them with little effort. A wraith may be able to reach out to a paperweight or a pencil, but without the use of her Arcanoi she cannot touch it. It is only the Shadowland echoes of these things, once they are destroyed, that a wraith can affect directly. The Shadowlands epitomize the tragedy of the Restless; the living world exists for them, but they do not exist for it.

Skinlands
The Skinlands is the world of the living and appears to wraiths as a ghostly "overlay" to the world the wraith is in. Just as wraiths are insubstantial to humans, humans are insubstantial to the wraiths that are watching them go about their daily routines.

Important "places" in the Shadowlands:

Stygia
Stygia is the capital of the western dead in Wraith: The Oblivion, an incomprehensibly huge city located on the Isle of Sorrows deep in the Tempest. It is the location of the major headquarters of the various organizations of western wraiths.

Tempest
Existing just “below” the surface of the Shadowlands is the eternal turbulence called the Tempest, a roiling, nightmarish chaos of shadowy storm that has raged unceasingly for half a millennium. The landscape of the Tempest is constantly changing; rains of broken glass, noxious gases, eruptions of boiling pitch and worse are common sights to travelers. It surrounds and pervades all the other aspects of the Underworld. No matter where one goes in the Shadowlands, the Tempest is no more than a slight rip in the fabric of reality away. Indeed, the Tempest is best thought of as a sort of hyperspace underlying the “reality” of the Shadowlands. If one falls too deep into the Tempest one might find oneself standing at the verge of the Labyrinths of Oblivion, the place were the Spectres and their dark masters recide.


There are three major factions in Wraith:

Hierarchy
The “official” Society of the Dead, is the Hierarchy. Viewed by outsiders, or even by the very bottom rungs of the society, the Hierarchy often appears to be a cold, brutal, self-perpetuating system, interested only in amassing power and wealth for itself through the exploitation of its weaker members. Critics of the Hierarchical system abound, and an unhappy member can often find like-minded wraiths in one of the “unofficial” societies. Renegades, who seek the Hierarchy’s overthrow for any number of alleged corruptions, and Heretics who claim it impedes their search for Transcendence, are more than willing to preach the evils of the Hierarchy to any wraith that will listen.

Heretics
To be a Heretic is to believe. It is to believe in a state of being and existence beyond that of the bleak reality of existence in the Underworld, and after-afterlife, if you will. It is also to believe in a particular style of unlife, and to believe fervently in one particular method of Transcending to that higher state. Heretics are intensely spiritual wraiths, most seeking the true path amid the swirling confusion of the Shadowlands. Their strong beliefs and commitment to their cause set them apart form the Hierarchy, the Renegades, and from each other. The many factions of Heretics are radically splintered, with each group following a different path in their pursuit of some higher purpose. They are similar only in the strength of their beliefs.

Renegades
To be a renegade is to oppose the Hierarchy. Beyond that, very little can be said that applies to Renegades as a whole. It is probably safe to say that whenever a government or institution rises to prominence, there will always be individuals and groups who oppose it for one reason or another. Those whom the Hierarchy calls Renegades seem to have found all those reasons for opposition. And therein lies their problem.



And that is about the only (what, that's alot!!) info I want to give you about this. Any specific questions can be asked directly tome and I'll see if I want you to know. =p

If you just decided tl;dr, then this thread isn't for you, go away!


This message was edited 1 time. Last update was at 2010/10/20 15:50:38


I won't bother. 
   
Made in us
Fresh-Faced New User




Do you plan of having the players run each other's shadows, having someone run all the shadows, or run them yourself?
   
Made in se
Fighter Ace





Sweden

Cthulhubeard wrote:Do you plan of having the players run each other's shadows, having someone run all the shadows, or run them yourself?


Depending on how many players I actually can get for this. If the number of players stop at three (seems valid now... =p) I could probably keep tabs on the shadows myself, but I believe that people enjoy the experience of playing Shadows, it's just that they sometimes forget about it. So I'll decide on that when people start pouring in.

I won't bother. 
   
Made in gb
[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

Damn his eyes, I've been glancing at the empty space in my WoD collection for a while now. Don't give me an actual reason to start tracking them down.

Seriously though, I need to check I still have the Oblivion book before I jump into this, as I'd like to refresh myself with the background and such.

Have a horrible feeling I sold it as (like yourself) I could garner no interest from my players, I did only have the main book mind.

Will get back to you later.



edit - had a look around, but no sign, it might be in my 1st/2nd edition copies storage box, so will dig that out later and check.

This message was edited 2 times. Last update was at 2010/10/22 11:39:47


"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

Two White Horses (Ipswich Town and Denver Broncos Supporter)
 
   
Made in se
Fighter Ace





Sweden

I will be waiting eagerly then ^^

I won't bother. 
   
Made in se
Fighter Ace





Sweden

Changed scope to Geist: The Sin-Eaters. Sorry for any inconvenience... hey, where did everyone go?

I won't bother. 
   
Made in gb
[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

No sign of Wraith, I must have sold it.

Due to that I'd respectfully drop out as I'd rather know at least some of the full background before I'd play. and I'd not expect you to type that all out.

This message was edited 1 time. Last update was at 2010/10/25 16:32:02


"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

Two White Horses (Ipswich Town and Denver Broncos Supporter)
 
   
Made in us
[MOD]
Solahma






RVA

Hey Vartgas, when you get a game thread going, please post in this sub-forum:

http://www.dakkadakka.com/dakkaforum/forums/show/10.page

   
 
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