Adding a mythos to the new World of Darkness
So the actual running of a Hunter nWoD game is coming up fast. I am somewhat putting off the initial start up as I find running games rather intimidating (although I just ran Sinister Secret of Whiterock (aka DCC 51.5) 1 on 1 and that went decently) so have a tendency to put things off.
That said one of the things I find I don't like about the nWoD is the lack of an overarching mythos. There is no metaplot, there really isn't even a plot. Just plot hooks and ideas and toolkits. Now granted this toolkit approach is probably a really good idea for flexible game play but it does ruin my favorite activity of just reading a book on the side. I'm still not sure how I finished Hunter: The Vigil (well I have some idea but is unrelated to this post) and I wonder if I can focus in and tackle Witchfinders.
Getting back on track, as noted above, there is no overarching metaplot so common to oWoD in nWoD. Now initially I thought this was an issue but of late I've realized that this isn't a problem it means that I can use the nWoD toolkit to build a mythos of my own (pilfering the parts I like from oWoD, which admittedly I know little about, and leaving the rest) into something that's hopefully as interesting or better and imminently more flexible as well.
However creating that mythos is a huge effort, it's a big world and in the World of Darkness it has multiple layers including Twilight, Farie, and beyond (I forget the technical names for most of these to be honest!). So start local and work your way out with an eye towards the big picture. But keep in mind that not everything will touch a small city so not everything need effect it. Players can and may travel to places where you can expand the mythos. If you want some bigger mysteries jot them up but don't expand on them, as the players bump into them you can flesh them out. Heck since they will be a mystery to you at that point it might even make it more mysterious!
That's all I got for now. More later as I actually develop this?
That said one of the things I find I don't like about the nWoD is the lack of an overarching mythos. There is no metaplot, there really isn't even a plot. Just plot hooks and ideas and toolkits. Now granted this toolkit approach is probably a really good idea for flexible game play but it does ruin my favorite activity of just reading a book on the side. I'm still not sure how I finished Hunter: The Vigil (well I have some idea but is unrelated to this post) and I wonder if I can focus in and tackle Witchfinders.
Getting back on track, as noted above, there is no overarching metaplot so common to oWoD in nWoD. Now initially I thought this was an issue but of late I've realized that this isn't a problem it means that I can use the nWoD toolkit to build a mythos of my own (pilfering the parts I like from oWoD, which admittedly I know little about, and leaving the rest) into something that's hopefully as interesting or better and imminently more flexible as well.
However creating that mythos is a huge effort, it's a big world and in the World of Darkness it has multiple layers including Twilight, Farie, and beyond (I forget the technical names for most of these to be honest!). So start local and work your way out with an eye towards the big picture. But keep in mind that not everything will touch a small city so not everything need effect it. Players can and may travel to places where you can expand the mythos. If you want some bigger mysteries jot them up but don't expand on them, as the players bump into them you can flesh them out. Heck since they will be a mystery to you at that point it might even make it more mysterious!
That's all I got for now. More later as I actually develop this?