Demographics and Urban Fantasy

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Mechalich
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Post by Mechalich »

deaddmwalking wrote:If witches are more powerful than normal humans, why wouldn't vampires want to convert them? And if witch-vampires are more powerful than witches or vampires, why aren't they running the show?

I think it's a pretty important question to answer early.
The power level of witches is a general question that has to be answered early. 'Magic' is basically the best power, because it can do whatever you want it to do. In the oWoD witches > witch-vampires > ordinary vampires and the degree of imbalance was so stark that any Mage-Vampire crossover was a question of how quickly all the vampires got exterminated. Thaumaturgy was generally the best discipline and it only got better as the game went on and you became able to do more and more with it.

Even in modern urban fantasy with vampires media you have the problem that witches - or at least 'magic' tend to take control of the plot fairly swiftly. Remember, everyone is a superhero, but Vampires tend to top out as Captain America and Werewolves as Wolverine, while Witches become Dr. Strange. And Dr. Strange rules the roost in that scenario with even a modicum of preparation. So if you're going to have witches alongside you vampires, or if you're going to let your vampires be spellcasters - and these are both things you absolutely want in your game because the playerbase wants those - you need to find a counter balance to restrict the capabilities of witches.
Omegonthesane wrote:The primary reason to suggest witch-vampires was to explain why vampires were super rare until Dracula, by implying that originally vampirification could only be done by the Super Ritual until Drac pioneered the method of exsanguinating the new convert and feeding vampire blood to the corpse as a much quicker way to go straight from human to vampire without the intermediary stage of becoming a witch and remaining interested in the kinds of sorcery where your flavour of immortality is vampire instead of "undead not requiring further blood drinking" or "pact with Cthulhu" or "Force goat" long enough to be able to self-convert.

It has the wrinkle that all elders that are older than Dracula are witch-vampires instead of single class vampires who never retrained, but that isn't the worst thing.
Yeah, I was hypothesizing a possibility to address a linked series of problems.

1. You really want your Vampire society, and 99% of your living vampires, to trace themselves to something only modestly old. it just makes all sorts of things about the world-building so much easier. Dracula, being nominally based on a real person who lived during the 15th century, is incredibly facilitative in this way. It make the pitch so much better. You, new vampire, are part of the great heritage of Dracula, you now live in a society that follows his fundamental laws, the Prince rank and dominion is modelled off his historical rule of Wallachia, his legend lives even into the present day, etc. White-Wolf got a lot of mileage out of the whole 'Cainite' pitch, and Dracula is probably as good as its going to get without going back into ancient times.

2. Frank rightly pointed out that even if you do this you don't want Dracula to be the very first vampire, you want to have vampires that do stretch back of the dawn of time to rise up as nefarious horrors to serve the needs of your campaign.

3. The consequence of this is that Dracula has to be special in that he acquired/discovered/or otherwise figured out a way to spawn massive numbers of vampires that no one else could previously do (in-character he has a motive for this, he wanted an army to fight the Ottomans, you just need a fluff-based mechanic). I thought about the vampires-as-witches model. Frank rightly pointed out some problems with this, and I largely agree there.

Given these things, you still need to differentiate between pre-Dracula vampirism and post-Dracula vampirism, which of course requires that you figure out how vampirism got started in the first place. In the oWoD vampirism was a divine punishment inflicted upon Caine by the Abrahamic God - which is a great hook but it completely nonviable as a way to functionally build your game.

In that vein, I think you want to have vampirism as the primary - perhaps not only, but certainly the easiest by several orders of magnitude - means of immortality available. People have always desired immortality, so as long as vampirism if immortality option #1, #2, and #3, then you'll get people turning themselves into vampires. You also want the option to be non-religious, to avoid nefarious badness, and you want it to be multi-cultural, to avoid coming across as racist.

It occurs to me that an alchemical option is possible. If you initially became a vampire by brewing a Grand Blood Potion, that would fit a lot of cultural milieus. You get formal schools not just in the West and East Asia, but also India and the Islamic world, and traditional herbalism/shamanism can get you most of the rest of the world with only a little bit of stretching. The history of humans putting weird stuff in their bodies for mystical purposes is fairly universal. This would also generate a linkage with witches - since alchemy tends to be a fairly traditional component of most forms of magic - and would induce that most pre-Dracula vampires still would have been witches or at least people deeply involved with witches. Ex. if you want Qin Shi Huang or Nero to be a vampire - and you totally want that available as a campaign option - he doesn't have to be a witch, he could have subordinates for that. So long as these potions are extremely difficult to make because they require super rare and expensive ingredients (gold, flowers that bloom only once a decade, rare insects, etc.) and being one hell of an alchemist, with a nice and high risk of lethal failure thrown in, then that would keep the number of historical vampires very low.
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Post by Username17 »

You could certainly imagine a way of working things where Witch or Vampire is a "class" rather than a "race." You could do a Harry Potter thing where some Witches specialize in alchemy and some Witches specialize in being a Vampire. You could do a Masquerade thing where some Vampires specialize in bureaucracy and some Vampires specialize in being blood sorcerers. You could expand this to any of the supernatural types, where any of them that you feel like are careers rather than types. Do you want your Werewolf to be a computer hack or a witch? Do you want your Leviathan to be a burglar or a vampire? And so on.

Now personally, I think this is mostly a bad idea. "Witch" and "Vampire" and "Werewolf" are all fairly high-level narrative declarations, much more so than "biker" or "lawyer" or whatever. If someone is going to play a Fish Man, they probably shouldn't also be playing a Werewolf. Not because it's impossible to imagine such a character, but because that's a greedy character concept that smacks of specialist special snowflakism that probably has no place as an ensemble protagonist in a cooperative storytelling game.

Obviously Michael is a Werewolf/Vampire hybrid in Underworld and you can do that sort of thing in any Urban Fantasy Setting. But you probably shouldn't.

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Post by Omegonthesane »

Of all the supernatural types the one you can most easily allow to be a multiclass option is Witch. It's a lot easier to justify why a werewolf cannot be infected with vampirism than why a werewolf cannot take up witchcraft in her spare time, or why a human steeped in witchcraft should somehow gain immunity from vampirism without first taking up some other incompatible form of immortality.

If nothing else Dracula was explicitly a witch before he was a vampire in the Bram Stoker novel, learning alchemy and studying at the Scholomance.
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Post by erik »

As i said, becoming a witch is more than just learning sorcery. A werewolf can learn sorcery but that doesn’t make her a witch. You change your body via pact with an outer world. Doesn’t require already being immortal, though witches have lots of paths to immortality.

It is probably ok to have sorcery rituals that let you change monster type. Upload your spirit into (or out of) an Animate. Infect yourself with Lycanthropy. Incorporate Leviathan DNA. Etc. They’re rare and difficult but at one point some Steve or Vlad did it once upon a time.

If you advance enough you can simply learn all the powers of another monster to pull off a decent imitation (animagus vs werewolf sorcerer) but your essential nature for power source and weaknesses is based upon your monster type.
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Post by Omegonthesane »

I'm not convinced that your conception of a witch as necessarily a person who has transmogrified themselves into a humanoid abomination is universal. Witches are defined by witchcraft in popular culture not by uncontrolled magical phenomena,

Can a human learn sorcery? Given that Dracula learned alchemy and went to the Scholomance before he had his full suite of vampire powers. Given that Faust used witchcraft to summon Mephistopheles before selling his soul.
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Post by Username17 »

The issue is whether you consider Witch to be something you are or something you do. If you want Witches to have limitations and weaknesses and means of being detected, then Witch is a noun, not a verb. If someone 'is' a Witch, then being a Witch and also being something that is not a Witch is incoherent. If witchcraft is simply something people do, then there's no reason that it couldn't be done by werewolves or golems or whatever.

The same goes for Vampire of course. If Vampire is an identity, then it's exclusive with other things that are an identity. If Vampire is a career, then you can be one when you also have an identity. So you could be a Vampire werewolf or a Vampire Dragon or whatever.

The thing is that any supernatural type could be conceived either way. I could imagine Vampire Witch Werewolf Golems. I would say that character concept seems too busy for cooperative fiction, but I could certainly imagine it.

Within the context of a cooperative storytelling game, I would say that multiclassing Kin types is probably bad. If one player is playing a Vampire and another player is playing a Witch, it seems unlikely that there's room for a third player to play a Vampire Witch without stepping on their toes.

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Post by ArmorClassZero »

If you separate vampires from death, then you defang vampires. There is hardly anything spooky or wicked about drinking blood in and of itself.
Jackson Taus said, "Fundamentally I think the solution here is based around Torpor. Either short-term or long-term, vampires just have periods of inactivity. They only hunt 1 week a month or something. This lets you increase density by 4 pretty easily. Obviously, there are safeguards - it's random enough that no obvious "I only ever see that guy at the end of the month" pattern emerges, and they're alert enough that you can't just walk into their lair without waking them or something. Then everyone just sets an alarm clock for their secret society meetings or whatever."
This is a good idea. Torpor doesn't have to be vampires literally falling asleep or merging into the earth for decades. Torpor can just be the absence of feeding / killing for an extended period of time. Vampires wouldn't need to drink blood every night.
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Post by virgil »

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Post by Username17 »

AC0 wrote:If you separate vampires from death, then you defang vampires.
This is bullshit. I'm not saying "you have a point, but..." You're just wrong. Completely. Unreservedly wrong. That thing you said is completely indefensible and is not correct on any possible level.

The truth is that Vampires don't have to be a metaphor at all. It's entirely reasonable for a "Vampire" to just be a convenient shorthand for why a superhero or supervillain has the power set they have. If you want your Vampires to be Count Chocula or Count Von Count, that's OK. Those characters exist, and they are Vampires.

But even if you have Vampires be a metaphor for something, they don't have to be a metaphor for mass murderers or deadly plagues. The blood drinking could be a metaphor for all kinds of exploitation both criminal and not. The Vampire could be a metaphor for the Drug Dealer, the Pimp, the Extortionist, the Rapist, the Slaver. The Vampire could represent the exploitation of authority - the Aristocrat, the Priest, the Capitalist. None of those archetypes have to involve literal death to be exploitive or to be worthy of heavy handed metaphor.

Bain Capital did a leveraged buyout of Toys R Us, taking control of the company and "borrowing" money from Bain Capital to complete the sale and then charging the company ruinous interest rates and ultimately sending it into bankruptcy despite being a profitable company by extracting more money than the company was making by setting themselves up as "creditors" rather than merely "stock holders." They didn't literally murder anyone, but if someone wanted to do heavy handed social commentary about that situation and use Vampires as the metaphor, that's reasonable. It's not "defanged."

Vampire metaphors can go to some really dark places. If you want to use Vampires to talk about people in positions of religious authority molesting children to get their jollies while traumatizing the helpless, that's a thing you could do. It would probably get extremely uncomfortable for the audience, but probably no people would literally die. Adding death to such a story wouldn't make it any harder core, indeed it would probably make it less punchy because it would almost certainly use death and mayhem as a release valve for the tension.

A Vampire story where the Vampires kill significant numbers of people can certainly be done, but it is neither a requirement for nor particularly indicative of things being serious or having high stakes. What it does is profoundly limit the kinds of urban fantasy stories you can tell. Such a scenario is only compatible with two:
  • There are hardly any vampires, and each is a lone serial killer.
  • Vampires are a brand new phenomenon that is killing more people than heart disease because it's the fucking vampire apocalypse and World War V is underway.
Those are perfectly reasonable stories you might want to tell, but fucking neither of them are remotely compatible with urban fantasy as a genre where vampires are supposed to be the protagonists. You can have urban fantasy where vampires are rare and solitary murderers with huge body counts, but the vampires in those stories are transient villains. They show up as the villain of a story or maybe an arc of stories and then you move the fuck on because they aren't the protagonists.

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Post by Mechalich »

I would add that, just because you have a setting where the vampires don't kill people very often doesn't mean your vampire society cannot be far more violent and murderous than that of ordinary society. Vampires are immortal, and they are also by nature engaged in practices that put them at odds with existing human cultural mores. They are habitually engaged in either significant manipulation (in order to encourage willing victims) or significant assault (in order to seize unwilling ones) so that they can feed. As such a vampire society is a criminal society.

As a criminal society the vampires will habitually have to tolerate murderers in their midst and will normalize violence as a consequence and most vampires who are exposed to this society over time will gradually engage in greater and greater criminal actions, and because they are immortal this never stops - they never retire and never die off (your average criminal ages out around 45, vampires have forever). As a result, your average vampire will probably eventually commit a murder, and this impacts vampire society. Almost certainly all the elders and most of the mid-level vampires probably killed someone at some point, and they are significantly less hesitant to consider murder as an option in the future, but that does not make them serial killers who get their kicks by regularly killing people.

It is extremely likely that any vampire society is going to resemble a large-scale criminal organization, whether it's the mafia, a South American cartel, or whatever. In fact, it is highly likely that vampires will simply be the mafia to a considerable degree, since this flows naturally from their ability to amass vast power and wealth combined with their needs to remain anonymous to the authorities and to engage in widespread blood smuggling. And if your vampires run criminal organizations they do kill significant numbers of people (especially outside the US and Europe) - it's just that they are contributing to normal violence that arises from criminal activity rather than killing people for reason of vampirism.

And of course you can certainly have it that vampires struggle with the urge to murder people and drain them of all their blood on a regular basis. That's a staple feature of modern vampire fiction - and also a metaphor for drug addiction - it's just that the vampires in your world have to be winning that struggle most of the time. A vampire who loses it and goes on a killing spree is similar to an addict who ODs - and the consequences in-universe need to be equally fatal.
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Post by Omegonthesane »

It really should be obvious how "I practice witchcraft" (witch) requires more additional text to become a statement of identity and not a career than "I maintain my immortality by drinking blood and lose my powers while in sunlight" (vampire) or "I turn into a terrifying wolf-themed rage monster only vaguely in line with my own wishes under stress or the full moon" (werewolf) or "I can live forever and have strange behaviour requirements strictly and only because I'm not actually all human but instead descended directly from the Old Ones" (leviathan) or "I am literally a robot" (animate). I should not have to explain how the baggage that Witch comes with relates to what you do while the baggage Vampire and Werewolf and Golem and Deep One each come with relates to what you are.

If a human can't learn sorcery and a witch can't change class, you can't tell Dracula in your setting. You just can't. Because Dracula explicitly learned and used sorcery before he was a vampire. Similarly if humans can't learn sorcery and you have to already have sold your soul to become a witch, then you can't tell Faust, because Faust explicitly used sorcery to summon Mephistopheles before selling his soul to Mephistopheles.

All this patronising shit of "oh you could imagine this collection of one vocation and four inhuman mutations as being all races or all classes" completely misses the point. Witches don't have an embedded cultural reason to even have specific personal weaknesses as a group the way vampires and werewolves and golems do.

And all this scaremongering about how Witch-Vampires will eat too much narrative pie is pointless. The pitch of how to explain why vampires became more common starting with Dracula had the side effect that elders older than Dracula are Witch-Vampires, and later clarified that that doesn't even have to be the case as you could brew the Elixir of Turns The Drinker Into A Vampire and feed it to someone else. Unless you're proposing that the standard power level for a vampire game should be "elders who predate Dracula" this doesn't even remotely lend itself to having witch-vampires in a party.

Given that your entire monster squad will absolutely non-negotiably have magical powers of some sort "practices witchcraft" simply isn't impressive enough on its own to be a class identity, and it can't require you to have already become something inhuman that can't relatively easily be infected by a different supernatural type if you want to include Dracula or Faust.
Last edited by Omegonthesane on Fri Oct 26, 2018 4:54 am, edited 1 time in total.
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Post by erik »

I'm not sure if omegon is arguing against me or with me. I'll shut up until I can figure that out.
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Post by Omegonthesane »

Honestly I'm tilting at a specific windmill where the source material depends on humans being able to perform sorcery before turning into Vampires (or, indeed, in Faust's case, Witches) and this requires that you can either practice sorcery as a human who hasn't yet become a Witch or that you can become a Witch to practice sorcery without gaining immunity to later changing class to Vampire.

Practising witchcraft might not mean a Werewolf or a Deep One or a Golem is also a Witch, but you'd normally expect that practising witchcraft means a Luminary is now a Witch.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by Username17 »

Omegonthesane wrote:It really should be obvious how "I practice witchcraft" (witch) requires more additional text to become a statement of identity and not a career than "I maintain my immortality by drinking blood and lose my powers while in sunlight" (vampire) or "I turn into a terrifying wolf-themed rage monster only vaguely in line with my own wishes under stress or the full moon" (werewolf) or "I can live forever and have strange behaviour requirements strictly and only because I'm not actually all human but instead descended directly from the Old Ones" (leviathan) or "I am literally a robot" (animate). I should not have to explain how the baggage that Witch comes with relates to what you do while the baggage Vampire and Werewolf and Golem and Deep One each come with relates to what you are.
And yet you do have to explain that. Because magic isn't real, and you have to define the parameters of your magic whatever they are. There is no default. No set of magic physics or categorization of magic creatures is privileged or expected.

I can name a hundred titles where being a Witch is a statement of identity from anime like Soul Eater to classics like The Wizard of Oz to modern popular works like Harry Fucking Potter. The idea that "You're a wizard Harry" is somehow an uphill or more difficult setting conceit than "Everyone has a little magic in them" is fucking ridiculous.

You might have preference for Witch being a career that anyone can take rather than being an identity co-equal with Vampire and Werewolf, but your preference doesn't actually count for much. Sure, if it's a book you are writing then you can do whatever you want with it - but if we're talking about Urban Fantasy in general then we describe what is rather than what you'd happen to like. And if we look at urban fantasy that exists that happens to have Witches and Vampires in it, it tends to have Witches be a separate and co-equal thing. If we look at Drseden Files books or Deborah Harkness' Discovery of Witches books, the Vampires and the Witches are both identities.

And most importantly for this discussion, if you're designing a game, you have to justify your design decisions a little bit better than "it fits my personal preferences." When you decide to make Witch a supernatural type exclusive with Werewolf or a career goal exclusive with Lawyer, you are committing yourself to giving witchiness an appropriate amount of narrative weight and game balance and effect. And this is a place I can confidently say that there is an obvious easier and harder choice. Defining "Witch" so that it is as important a qualifier on what a character can and cannot do and what narrative weight they have in the story as "Vampire" or "Werewolf" is relatively easy. Game balance is never easy, but giving Witches and Vampires equivalent amounts of magic powers is a step in the right direction and an easy design decision to justify. On the flip side, how is "Witch" supposed to be remotely equal in narrative weight to "Computer Programmer," "Cat Burglar," or "Civil Engineer"? Isn't a magical skill set always going to be more impressive, exclusive, and useful in an urban fantasy game than a mundane skill set? It's very difficult to avoid a Wizards > Fighters paradigm here.

This last bit isn't an issue that has to be overly concerning for people who are writing a piece of single author fiction. If the main characters aren't narratively equal or equally useful in solving the plot, it's not important. It's quite likely that some character is going to go on the cover. But in an RPG, it's very important. It's a design failure if the Werewolf Theurge is fundamentally more able to interact with the adventure than the Vampire Accountant.

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Post by kzt »

Well, there is a highly successful urban fantasy series that features an accountant. But I'll admit it does starts with him throwing his boss the werewolf out a 14th story window, not with him completing the year-end closing.
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Post by Omegonthesane »

That's a lot of words to talk straight past the actual meat of the topic.
Omegonthesane wrote:If a human can't learn sorcery and a witch can't change class, you can't tell Dracula in your setting. You just can't. Because Dracula explicitly learned and used sorcery before he was a vampire. Similarly if humans can't learn sorcery and you have to already have sold your soul to become a witch, then you can't tell Faust, because Faust explicitly used sorcery to summon Mephistopheles before selling his soul to Mephistopheles.
Omegonthesane wrote:The pitch of how to explain why vampires became more common starting with Dracula had the side effect that elders older than Dracula are Witch-Vampires, and [it was] later clarified that that doesn't even have to be the case as you could brew the Elixir of Turns The Drinker Into A Vampire and feed it to someone else. Unless you're proposing that the standard power level for a vampire game should be "elders who [are older than] Dracula" this doesn't even remotely lend itself to having witch-vampires in a party.
Omegonthesane wrote:Given that your entire monster squad will absolutely non-negotiably have magical powers of some sort "practices witchcraft" simply isn't impressive enough on its own to be a class identity, and it can't require you to have already become something inhuman that can't relatively easily be infected by a different supernatural type if you want to include Dracula or Faust.
(the first sentence of that last one's pretty weak tbh, "practices the most witchcraft for this weight class" is entirely valid as a class identity even if it's expected that all monsters have sorcerous powers)
Last edited by Omegonthesane on Fri Oct 26, 2018 6:06 am, edited 1 time in total.
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Post by Thaluikhain »

FrankTrollman wrote:Isn't a magical skill set always going to be more impressive, exclusive, and useful in an urban fantasy game than a mundane skill set?
Does it have to be? I mean, yeah, I can't, off the top of my head, think of an example where it isn't, but given you have to make up your own system of magic anyway, couldn't you come up with something desirable, but not inherently better than more mundane skills?
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Post by Username17 »

Thaluikhain wrote:
FrankTrollman wrote:Isn't a magical skill set always going to be more impressive, exclusive, and useful in an urban fantasy game than a mundane skill set?
Does it have to be? I mean, yeah, I can't, off the top of my head, think of an example where it isn't, but given you have to make up your own system of magic anyway, couldn't you come up with something desirable, but not inherently better than more mundane skills?
Why would you want to do that?
Urban Fantasy is the real world with added magic. If the magic isn't better than the alternatives, why not just make your game set in the actual world?
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Post by Thaluikhain »

FrankTrollman wrote:Why would you want to do that?
Urban Fantasy is the real world with added magic. If the magic isn't better than the alternatives, why not just make your game set in the actual world?
I was thinking of a system where all the PCs were fantasy creatures and had inherent fantasy creature powers, but also had a learned skillset which may or may not be magical. Like D&Ds race and class system, but with race being more important.

So, "Werepanther" means something, but you could have Werepanther Witches and Werepanther Catburglars to fill different niches, and both would be worthwhile.
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Post by deaddmwalking »

It's possible that a witch and a vampire could have the same narrative weight and being a witch is worth exactly as much as being a vampire. But you're also going to want 'low-powered versions' of your supernaturals and that's hard to do with certain creatures. If a vampire doesn't have sufficient power to feed, that's a problem. There's a floor on the power-level of a vampire, and it above (probably significantly above) that of a normal human.

When your supernaturals start out at a power-level that's significantly above normal-humans but you want to scale up your opposition without setting them equal to your coterie, you're going to need ways to do that. Some of that can be cybernetics, but some of it probably will also be magic. For the stories you want to tell, you're going to want witches with powers that are significant but less than vampires.

Depending on how that power is acquired, there's probably very little reason that supernaturals can't dabble in it. Obviously a vampire with no extra powers is weaker than a vampire with extra powers; but it doesn't follow that a vampire with extra vampire powers is automatically weaker than a vampire with extra witch powers.

The bigger problem is that witch powers are probably a trap option for a vampire. If vampire 'extra' powers are 'higher level' than starting witch powers (like multi-classing from a martial to a caster in 3.x) you're never going to get level-appropriate powers from dabbling. That said, it still probably makes sense to make it possible - the low-level sorcery provides ways to scale opposition from normal human to supernatural equivalent. And if someone focuses enough on it, they can have the narrative weight of a vampire, so you have a character option for people that don't want to sacrifice their character's humanity.
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Post by Omegonthesane »

The existence of After Sundown has biased my perspective on this - my assumption was that vampire powers come ultimately from a giant list that theoretically Witches could take all the same powers from and become blood sorcerers who use witchcraft to cosplay as vampires.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by erik »

Witches have a place at the table as someone who chose to sell their soul for sorcerous power. The next closest archtype is icarid who messes with their body for base power.

If you cannot distinguish a sorcerer (someone who can do sorcery) from a witch (someone who chose to change themselves into a vessel for dark powers) then there is no point in having witches. But if you can then get on board that they’re distinct. Witches in stories do sometimes have weaknesses. And they have a lot more stories than other monster options. Witches can fit in smoothly with different drawbacks and flavor than other monsters (even ones with sorcery), so I think they are a worthy inclusion.

If you think “witch = I do witchcraft” then you probably have nothing insightful to offer on this akin to someone who thinks you can summarize werewolves and vampires as “I bite people”. And at least the latter isn’t a tautology.
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Post by Omegonthesane »

So you're on board with the idea that Luminaries have some limited ability to perform sorcery if properly taught, without having to become full Witches in order to do so.

Because in order to have a distinction between Faust before and Faust after he sells his soul, Faust has to be able to use sorcery to summon Mephistopheles before he sells his soul, making him a Luminary sorcerer at that point rather than a full blown Witch.

(And for After Sundown in particular this is implied because you're meant to be able to burn your soul slowly and gradually through the use of infernal sorcery to end up as a Baali according to the flavour text, rather than sell it all at once. Though I'd imagine mechanically the initiation ceremony to become a real boy Witch is also the point where you start being able to regenerate power instead of relying on your master providing you replacement power points)
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by Username17 »

The floor of vampire power is significantly lower than a normal human. Independent vampires need to be able to feed themselves, but Dracula's brides don't. Vampire spawn can be mook monsters or just normal people. The only requirement is that they look hot but dangerous in a diaphanous nighty. And there are examples of vampires who create gray soulless husk spawn that don't even do that.

The difference between named character monster and nameless 'spawn' is as big as you want it to be. There is absolutely no intellectual problem with Dracula beingintelligent and powerful while Dracula's bitches are little more than pet dogs. That is pretty original to the source material.
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Post by Username17 »

Omegonthesane wrote: Can a human learn sorcery? Given that Dracula learned alchemy and went to the Scholomance before he had his full suite of vampire powers. Given that Faust used witchcraft to summon Mephistopheles before selling his soul.
Dracula's origin story is purposefully fairly vague. Everything he did or had done to him in order to become a vampire is a haze of rumors and innuendo. And it's unimportant, because it's all prologue.
I've seen a shit tonne of variations on the Dracula story. And so have you. Dracula can be played as tragic, having made selfless decisions to save his people or some shit and ending up cursed. Or he can be played as a massive douche, who died and relived as he lived - hurting other people for personal power. And of course, many versions of Dracula just ignore his pre-Vampire state altogether because it honestly doesn't matter what kind of human he was or wasn't if you aren't trying to tell some sort of parable about human behavior and are just using Dracula as a fucking villain in the here and now.

Whether Dracula personally met the Devil at any point and how he felt about that interaction at the time is something that obviously changes significantly from one version of Dracula to the next. And therefore it obviously isn't a big problem one way or the other. In Dracula Untold, Dracula becomes a Vampire by drinking the blood of an older Vampire, and that's not why the movie is shit.

As for the chicken and egg of summoning demons to get magic, that's not really a problem. Demons can be summoned because demons are magic. You say their name three times and they can show up, or whatever. You don't need magic to release a Genie or Demon. You just need to make poor life choices.
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