This continues on from PBM Thanks & Secret Rage.
I developed the Secret Rage idea by changing the player character from that of following a lineage of Garou, to that of playing a powerful spirit. Making the game about a powerful spirit, something effectively immortal, which can guide Garou, who the player can also play, gave me the idea: “A chronicle to prevent the Apocalypse”. This idea links to the forthcoming new World of Darkness that is in development, which builds upon the old World of Darkness (oWoD), but the end days (Gehenna, Apocalypse, or Ascension) never happened.
The scale of this spirit game is even bigger than my old Vampire Methuselah and Elder PBM games, more like the professional games I ran at KJC Games. Whilst the spirit has vast powers and epic plans, the key is to treat the character like any other, to be propelled by motivations and personal drama. An added benefit with this project is it also allows me to playtest ideas from a commercial PBM project that I’ve been working on for years: Elemental Masters. This game is about the building blocks of reality and the plots of pantheons; I seriously need a better name than this working title, meh.
A few RPGs go in to some detail about spirits, particularly several of the World of Darkness (old WoD & Chronicles) as well GURPS Spirits. Sadly despite the numerous details they present, I still wanted more depth. To be fair to those books, I do tend to go overboard with my ideas, plus the Spirit label is so all-encompassing, so it is no surprise that a collection of predominately enigmatic entities are described in vague terms. One of the strengths of the WoD books is how many ideas they present, whilst not creating a rigid structure to limit possibility. As normal for any GURPS book, GURPS Spirits is filled with a plethora of thought provoking ideas, and plenty of rules options, plus plug-ins to such a powerful system.
When I first read the Werewolf I was reminded of how the game brilliantly compares with Dungeons & Dragons; I’ll justify that statement another time. Manual of the Planes was my favourite D&D book, and Planescape is my favourite setting, so it is no surprise to reveal that Umbra is my favourite WoD book, my second favourite is the Mage Book of Madness.
Given the cosmological scale of any spirit world to its setting, any decision made can have far reaching impacts upon said setting. It is common to declare that the ephemeral nature of spirits makes them mysterious to mortals/beings of flesh, which is understandable given that Spirits are not player characters (PCs). The three tiered Umbra (High, Middle and Low) in the old World of Darkness effectively contains every idea and its spiritual impact, so detailing literally everything would be an impossible task. It is up to each group as to the scale of any Umbral impact they want to explore, there is certainly enough information for any Storyteller to launch all manner of games.
Given how many different games I’ve played for extended periods, I’ve gotten to explore the core setting of each game. This is another reason for my obsession with all RPG cosmologies, to explore. For example a very long running game of Legend of the 5 Rings slowly became about the setting’s cosmology; I am quite looking forward to the forthcoming 5th Edition and to see what more they add. As a Star Trek fan, I did consider another name for this campaign:
Another important consideration is the complexity of any Spirit Courts, powerful gatherings that surely would have connections to each other. A design dilemma is how best to present such entities, especially if they are long-lived, and thus would have many ancient relationships to work out; never mind the historical events they could discuss. The Dungeons & Dragons setting Planescape went in to a lot of detail about the Blood War, which I think really added depth to the D&D cosmology; the machinations of ludicrously powerful entities and Gods is better presented in that setting. Werewolf did a good job of summarising many Spirit Totems and their relationships, and the setting itself is based around the Triat and Gaia.
I believe the vast cosmological scale of is one of the key reasons so many players of the World of Darkness setting preferred Vampire over Werewolf or Mage, and to a lesser extent Wraith, Changeling and Demon. Vampire is a rich enough game; it has plenty of characters, depth and history, without needing the Umbra to be brought out of the shadows. When Dirty Secrets of the Black Hand came out, a few players I chatted with explained that they didn’t like the new layers of plots, and some said they disliked the Umbral tie-ins; there were of course forum posts debating this point. Several players I’ve chatted with who love Werewolf or Mage typically list the vast cosmology as a reason why they do. Of course plenty of players, like myself, appreciate the different games for different reasons.
Years ago I had written a collection of ideas about spirits for Elemental Masters setting, but I had not fleshed my ideas out enough. Typically for me I had avoided finalising ideas due to constantly feeling that I needed to research more. Finally with years of research and this idea for Secret Rage I was able to finalise ideas. I had been working on detailing the psychology of different types of spirits, also drawing upon computing and philosophical ideas. Exploring ideas such as compartmentalised minds, how an Incarna’s brood relationship works, how I think slumber works, more about a spirit’s relationship with Gnosis, Gaia, etc. My spirit work is not ready for public release, but things are at a good playtesting stage, which Richie and I will explore.
I’ve considered whether to develop this work in to a commercial product, so it is interesting to note that the new White Wolf have the Storytellers Vault.
Next time I go over the spirit choice for the game.