The one thing I see missing here is some discussion about what you do in the game. There’s a lot of talk about which powers make sense in your setting, but it seems to be missing the reasoning behind the powers.
Specifically, the MotW playbooks are all monster hunters first and foremost. Their powers are all about finding out about monsters, then fighting and killing them.
In your setting, is that what the player characters will be doing? I get the impression it isn’t quite that, so just reskinning the MotW hunters might not be enough.
Oh, right, I meant to talk about redefining what a “Monster” is to include being human opponents more often than not.
Divine Blood as a setting allows for a wide range of campaign styles ranging from whimsical slice of life all the way to grim war stories.
MotW fits best for the sort of campaign based around a group of troubleshooters aimed at taking on specific troubles. This could be anything from a bunch of freelance psychics operating through Psyche, a team of Demons or Gods tasked with tracking down rumors of Nameless Things, an Avalon mercenary squad performing various rescue missions, or the sort of counterintelligence and counterterrorism efforts you’d expect from an alphabet agency.
okay, added a section on campaign styles.
I basically assumed that anybody wanting to use MotW in the DB setting had already settled on a campaign style of investigating mysteries and defeating baddies and so hadn’t thought to address it.
The one thing I see missing here is some discussion about what you do in the game. There’s a lot of talk about which powers make sense in your setting, but it seems to be missing the reasoning behind the powers.
Specifically, the MotW playbooks are all monster hunters first and foremost. Their powers are all about finding out about monsters, then fighting and killing them.
In your setting, is that what the player characters will be doing? I get the impression it isn’t quite that, so just reskinning the MotW hunters might not be enough.
Oh, right, I meant to talk about redefining what a “Monster” is to include being human opponents more often than not.
Divine Blood as a setting allows for a wide range of campaign styles ranging from whimsical slice of life all the way to grim war stories.
MotW fits best for the sort of campaign based around a group of troubleshooters aimed at taking on specific troubles. This could be anything from a bunch of freelance psychics operating through Psyche, a team of Demons or Gods tasked with tracking down rumors of Nameless Things, an Avalon mercenary squad performing various rescue missions, or the sort of counterintelligence and counterterrorism efforts you’d expect from an alphabet agency.
okay, added a section on campaign styles.
I basically assumed that anybody wanting to use MotW in the DB setting had already settled on a campaign style of investigating mysteries and defeating baddies and so hadn’t thought to address it.