Darker Days Podcast Episode # 15 - Season 2 Begins!

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Darker Days Podcast Episode # 15 - Season 2 Begins!

Postby GM Vince » Thu Jan 14, 2010 8:59 pm

Well we are back! Season 2 of the Darker Days Podcast! Long awaited, often imitated never duplicated! The boys go through some mail stuff and network news. Mark talks about “death - for medicinal purposes” in the Secret Frequency and then jumps into talking about different ways on how to use Mummy in your story. In the NWoD section Vince leads off with a talk about Promeathean, wrapping up the show with a “What have you been doing” segment. So sit back listen and enjoy your favorite podcast about White-Wolf’s World of Darkness. The only podcast dedicated to bringing you Classic World of Darkness and covering New World of Darkness. The Official Unofficial World of Darkness Podcast!

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Re: Darker Days Podcast Episode # 15 - Season 2 Begins!

Postby Beckett » Thu Jan 14, 2010 11:55 pm

Sweet. It has been far to long.
Prayne de crabug ahm keike rinedere be-yogt iglo kes gron.


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Re: Darker Days Podcast Episode # 15 - Season 2 Begins!

Postby Verghast » Fri Jan 15, 2010 6:43 pm

Great show guys! I really liked the piece on Prometheans, that line is a really favorite of mine.
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Re: Darker Days Podcast Episode # 15 - Season 2 Begins!

Postby Law » Fri Jan 15, 2010 9:06 pm

It's on my iPod now. I'm going to listen to it tomorrow while I trim and paint a room. :D

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Re: Darker Days Podcast Episode # 15 - Season 2 Begins!

Postby GM Vince » Sat Jan 16, 2010 12:24 am

cool thanks guys!
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Re: Darker Days Podcast Episode # 15 - Season 2 Begins!

Postby Lost_Heretic » Sat Jan 16, 2010 2:03 pm

I liked this episode - no technical difficulties, awesome spooky news and cool Mummy talk.

I felt the Promethean section was a little weak - there wasn't many specifics about the game. You guys did a great job conveying the theme of the game though, and brought up a few point I'd never considered.
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Re: Darker Days Podcast Episode # 15 - Season 2 Begins!

Postby Zorlak » Sat Jan 16, 2010 6:31 pm

Good time's :D
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Re: Darker Days Podcast Episode # 15 - Season 2 Begins!

Postby Stokeley » Mon Jan 18, 2010 2:06 am

hey very nice podcast, discovered it this morning and I must admit it is a great one!!! I went trough the whole thing

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Re: Darker Days Podcast Episode # 15 - Season 2 Begins!

Postby Kim_Possible » Mon Jan 18, 2010 9:09 am

We're glad to have you, Stokeley. Welcome to the family.

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Re: Darker Days Podcast Episode # 15 - Season 2 Begins!

Postby Beckett » Mon Jan 18, 2010 1:14 pm

Lost_Heretic wrote:I felt the Promethean section was a little weak - there wasn't many specifics about the game. You guys did a great job conveying the theme of the game though, and brought up a few point I'd never considered.


I liked it more than not having anything at all. Promethean is kind of a strange game all around. From the start you are playing a creature that has no human understanding as they have never been human, (with the one small exception of the Frankenstiens being made from human parts). The goal of the game is, (in theory), to become human, "to be a real boy", although you don't have to. In some sense, you give up all of your power and being to become human, so that may not in fact be the ultimate goal of yor chracter. Unlike the other games, you are intended to have an end game in mind. And as you progress, you achieve (or fail at) milestones that you have set for yourself at character creation (or later sometimes), which get you closer to humanity, even as your vary nature is repulsive and abbarent to nature. The divine fire inside of you makes you a walking radioactive carrier that drains the vitality out of everything around you, and gives humans an unknowing cause to dislike and mistrust you. Becomming that however is your goal, and in doing so, you will probably lose all of your memory of being a Created, about the secret dark world the mortals just don't see.

One thing I liked about the Promethean line is that once they do become human, they can essentually become anything else in the WoD lines. As a human, they could be Embraced, or Awaken. They could potentually go through the First Change, (though I think this is the least likely), or be spirited away by the Fair Folk/aliens. Purhaps they retain their knowledge and seek out a sorcerer to give them back what they had lost, and they wind up becoming Immortals with a spell of life that doesn't work exactly right, due to their previous "fake" nature.

I also loved the idea of the Milestones, which are unique to each Created, so it is possible to learn from others, but never to know for certain what you must do. Except for one thing, and that is you must successfully pass on the Divine fire inside of you, that is in order to become human, you must condemn another to being Created in your place. Knowing what you do, you must purpossefully make another so that you can pass on to the mortal coil.

Probably the one thing I didn't like so much, (and this is mostly as I prefere open games rather than all Prometheans or all Vampires), is that the Prometheans are just damn hard to kill, permanently. They have a built in mechanic that when they would normally die, they give up a portion of their inner fire and come right back. This would be the equivalent to a vampire droping in Blood Potency every time they die, or a Mage's Gnosis, or a Werewolf's Primal Rage. As long as it is higher than one, death isn't much of an issue, though I think it is a bit easier for the Prometheans to regain that trait. (I could be wrong).
Prayne de crabug ahm keike rinedere be-yogt iglo kes gron.


And Eric Mona said I Win.

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