Write your name across the sky and let Them know you’re not going anywhere without a fight. Gonna run and hide for the rest of your life to make sure They never find you again? A new player won’t have that advantage, will she? I just detest the idea of saying, ‘Welcome to the game! Here’s your homework.Welcome to the GM's Day sale! From now through March 13th, this title has been marked down by up to 30%! For more values, visit our GM's Day sale page. The difference is that we’ve studied and played and worked on the game for years. My troupe has evolved a very fluid notion of how Kith and Seeming interact, not unlike the one you’re adding to Second Edition. …This is a concern, mind you, not a gripe. Starting with a Seeming (one of six) wasn’t a huge conceptual hurdle, and once Seeming’s chosen, a Kith grows out of that. Vampire has five Clans, but now Changeling has 100 Kiths, which is a hell of a big difference. This version appears to mandate (and please correct me if I’m wrong) that a specific Kith be chosen for a new character like how a Vampire player chooses a Clan. The journey of discovering just WHAT that means, both in terms of game mechanics and in the character’s mind, was a huge part of our enjoyment of Changeling: the Lost. The loss of pieces of her soul to the thorns (on the way into Arcadia and on the way back out) left bits and bobs that were replaced by the stuff of Faerie. My troupe adopted notions that Kith can ’emerge’ later, that a ‘fresh’ changeling need time and effort to understand what all happened to her. In First Edition, the process of Kith-after-Seeming made those choices linear, and the fact that one of the Lost didn’t NEED a Kith within his Seeming left a lot of options open in the character development process. I guess that’s my biggest worry about this. Question: How do you expect a new player to wade through 100 Kiths and decide what she wants her character to be? I mean, in terms of starting player choice, this sounds like a daunting task… At that point, I have to send over my notes to my team, and I can’t go back and integrate more ideas. At a certain point, I’m going to call an end to notes.If you make a “this doesn’t work” style note, couple it with what you think would work.Just address the material don’t try to bring in assumptions and political issues. I’m in the business of creating positive experiences. This is partly because I want my team exposed to positive notes as well as negative, but also because I want to see what works for you and creates positive experiences. If you played with something, I want to hear the experiences it created at your table.
Now, if you played with it, and it created a specific experience at your table, I want to know. But, “This is unbalanced” is not really a point that helps anyone. “This has seven dots, Merits don’t go to seven dots” doesn’t need context. But don’t dogpile the conversation, please. If you have a new point or thought, cool. I don’t want to bog down the conversation. If someone said, “this issue exists”, don’t second it. I’m not looking for consensus or “votes”. Don’t bother commenting on grammar, spelling, and punctuation.This will be a new thread from last time, to help me organise. First off, notes need to be in one place.I have a few rules for open development stuff. These are internal references, so I can make sure to include them in the final draft copy. Excuse references to The God-Machine Chronicle and Blood & Smoke those things will be included in the Changeling the Lost Second Edition core rulebook. So I wanted to share the first draft of the Kith explanation, and a number of example Kiths. I’ve had a lot of people asking about Kiths, because of their relationship. I just posted the first Seeming, Beasts a few days ago. Changeling the Lost Second Edition: Kithsĭavid A Hill Jr - April 28th, 2015, 9:29 pm