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Alternative title: 'How i learned to stop worrying and use my primaries"
Tossing this up from a thread I started in the IV forum, since I think we have people who don't check it out. Anyway. Read it over and let me know what you think.
I've never made it a secret that I've disliked how Lores are treated. Instead of something that you roll, they're treated as a static thing which, depending upon who you ask let you know several different things at several different levels. Never really liked it. What I do like, however, is rolling dice. Rolling lots of dice. That said, I also understand that there has to be some way of avoiding either the "I ran into this supernatural critter who spilled their guts and now I know everything!" or the "derp I know nothing I go violate the Masquerade now derp derp" problems.
There is, however, a way around this which I feel gets ignored. It does not rely on a system made up on New Bremen and instead cleaves strongly to the stuff outlined in the actual books, thus avoiding having to rummage through huge amounts of fanmade stuff to find what you're looking for.
The various lores in the books are written up to say that you know names, you know places, you know facts, you know legends, you know how to act, you know what is expected of you, you know how these all work together, and at high enough levels you are able to go 'that's bullshit' when you encounter something. Academics, Etiquette, Politics, Law, and Occult cover each of these rather neatly, it's just that they're spread out over multiple skills. That's not to say that Lores are worthless - I'll go into that more later.
Academics: Covers the names, places, and some of the facts concerning your sect and kindred/cainite history. As per the core book (leaving aside how the blurb for it involves Hesha laying his pimp hand down concerning the Brujah's activities in Carthage) it says that it covers past and potentially future movements of the Jyhad. It is not uncommon in the various clanbooks to have a splat who started off as a mortal with absurd levels of this and Occult (typically in the 3-4 range) and 'knew too much' before they are brought over. There's a reason for this. Etiquette: Covers how you act in Kindred/Cainite society. One of the specialties for it is, in fact, Kindred Society. Funny, that. Even your rudest legbreaker who does without this Skill is still able to, with difficulty, strive to fit in and not make a complete and total ass of themselves. This means that you have to be able to figure out the norms and procedures you are expected to follow. Politics: Pretty explanatory. You know of the relationships forged between the various clans (such as, say, how the Toreador/Ventrue/Tremere alliance lead to the formation of the Camarilla or how closely the Lasombra and Tzimitsce worked to build the Sabbat or the ties between the Brujah and Assamites in the formation of the Anarchs, as an example). Extrapolating upon this, you'll be able to figure out how on earth they do what they do and thus how they act. Law: Same boat as Politics. With this, a Ventrue knows how to act when he's at a Board meeting and the Harpy is able to flay you with words for not sticking to decorum. You know who answers to who, you know the precedent for this answering, and you know how to use/abuse said answering to your own favor. Occult: The final catch-all for what's fallen through the cracks. Understanding disciplines (especially the more arcane ones), the legends the various clans have built up around themselves, and in the end outsider supernaturals. Yes, I'll be getting in to that as well.
When viewed in this light, it's not hard to see how different clans will have different strengths and weaknesses in figuring things out. This is natural, as each of the clans (and sects) brings in individuals with fitting mindsets. Each of the sects has its own methods of ensuring that you know what is required of you - since your character is alive and not a pile of ash somewhere, it's safe to assume that by walking about you realize what you need to do.
Yeah But What? That is all well and good, but simply throwing dice out and seeing what you get will not solve a problem. My solution? An Intelligence + [Relevant Ability] roll, with a difficulty which will be outlined in this posting. Each success on this roll lets you move up the ladder in what you would be able to figure out - I am using Clan Lore from the Guide to the Camarilla as an example, but it works just as well for those other lores (Sect, Underworld [because Streetwise is not good enough for retarded reasons], etc). In short...
One Success - You can spot a member of a clan (typically by their flaws and norms, I would imagine) / figure out things which if you've survived long enough you SHOULD know / Holy crap they exist Two Successes - You know the basics (say, all Brujah are hot-headed assholes for a reason or Tzimitsce can give you new facial genitalia) and can tell when someone is telling you truly outrageous lies Three Successes - Congrats, you know the basic layout and how they act (the Ventrue board meetings, the basics of the code of Milan, how to use the Traditions to fuck someone over in uncreative ways) Four Successes - Holy crap, you know stuff! (Say, the history of a clan, be able to quote some of the more arcane truths concerning the Jyhad, how to use the Traditions to fuck someone over in -creative- ways) Five Successes - Oh shit, you know too much. (The example I would point to is the Academics blurb I mentioned, where Hesha drives a Brujah to frenzy by quoting chapter and verse about how the Brujah were in cahoots with the Infernalists).
These are not concrete - this is your character struggling to come up with facts by dredging their memory. One success on an Intelligence+Politics roll might have you go "yeah, the Prince answers to someone else but who the hell cares?", two successes means that you know -about- the Justicars, three successes means that you can name them, etc. Characters forget, characters flub up, this is to be encouraged because it leads to hilarity and enriches role playing.
Okay, What's My Difficulty to Punch Him in the Face? A roll is worthless without a difficulty attached to it. A Camarilla Ventrue should not be rolling the same difficulty to figure out how to act at a clan gathering as he is figuring out how the Sabbat Lasombra work. We can all agree that different situations call for different targets. So, in interest of making this more complicated, allow me to present how I feel these ranks should be sorted.
Difficulty Six - This is the base difficulty, and would be used in situations where: A member of a clan is attempting to figure out how to act around his clan elders - Etiquette and Politics would both work here A member of a sect is trying to cite precedent in order to win an argument - Politics and Law A vampire is trying to realize that 'sunlight is bad' - Occult or, in cases such as basic things like this, Survival (yes, this is how someone with no Occult is able to figure out why they should not sunbathe)
Difficulty Seven - This added bit of difficulty represents a situation where your character has a passing familiarity, and would be used in situations where: You are attempting to figure out how to act around those members of another clan which shares your sect - Etiquette, Politics, Academics or Law could all be used here, depending upon how your character goes about it. Be creative. You are trying to figure out the norms of those members of your clan which operate in other sects (Schismatic Assamites trying to understand their brethren, Nosferatu mingling together, Camarilla/Sabbat attempting to figure out how the Anarchs work or vice versa) - Same as above, with the addition of Occult if you're trying to figure out some opposing legends. You are trying to figure out -why- 'sunlight is bad', as well as skimming through well known weaknesses for other supernaturals you might have heard about - Occult
Difficulty Eight - These represent those on a completely different wavelength as your character. The major difference between this and the previous difficulty is that you need to make multiple rolls instead of just one. A member of the Black Hand is attempting to masquerade as a loyal member of the Camarilla - Depending upon how vocal your character is being, you'll be making lots of rolls... A Tzimitsce trying to figure out exactly how best to do unpleasant things to the Tremere - Same as above You mean that there's more than one explanation for why 'sunlight is bad'?
Difficulty Nine - This would be dealing with 'outsiders', those other supernaturals which you encounter but typically don't give a rat's ass about. Unless you've taken a particular interest in them, in which case, hey, your character is both intelligence AND heavily invested in occult! Have fun! Oh god oh god oh god is it silver or tin God damn fae showing up god I hate them What the hell turned me into a lawn chair?
As for the spending of willpower on any of these rolls... I'm actually okay with it. One success gets you rumors and half-truths, something which your character would have turned up anyway.
Wait a Second, What About- Lores, you ask? I mean, plenty of people have invested in them and I would not dream of taking it away from them. Simply put, if you have a rating in a lore you would roll that ability and would enjoy the benefits of a lowered difficulty - having a lore in something outside of your character splat gives you a -1 break on the difficulty. If your Camarilla Ventrue has Intelligence 3, Politics 4, and Sabbat Lore 2, you would have a choice between rolling seven dice at difficulty eight or five at difficulty seven. Should your Gangrel happen to have Lupine/Garou Lore, you're rolling at difficulty 8.
If I had my way, I would tie your Lore in with the lowest of the four 'core' Knowledges (Academics, Law, Politics and Occult) but then I am a rat bastard.
And, yes, I understand that this opens a whole can of worms in that whole 'roleplay verses rollplay' debate, but I find that to be a myth and have always combined the two to experience abject joy.
In addition, I know that I have laid this out according to Vampire rules but that is only because I am most familiar with them. It would be simple enough to see this transformed into a system which works for any of the venues. A Mage would roll difficulty 6 for his own Tradition, difficulty 7 for those others who walk with him, difficulty 8 for the Union (arguably certain Traditions, such as the SoE and VA, would be rolling at difficulty 7 for that), etc. For Garou, replace Tradition with Tribe and Union with Black Spiral Dancers.
But I Do Research And Stuff! or My Character is Full of Derp Good for you. You're welcome to use the merits and flaws through the various books to make your character different, Scholar of the Enemy and the like. There's also the flaws out there that go in to detail about a character that's not been able to figure out vampire society thanks to the Masquerade being so effective. Heh, an effective Masquerade, I find that hilarious.
If you spend a great deal of time doing research and the like, then you have a justification of getting hold of the Occult Library background to represent you being able to look further into stuff and having the resources to make it easier. Shocking, I know. A use for this background for something other then lowering the difficulty of ritual rolls.
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