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Changeling: The Lost

 
 
Hieronymus
16:28 / 13.11.07
I've been a long time devotee of White Wolf products since the first publication of Vamp: Masquerade. But I never spent much time tabletopping. LARPs were where I cut my roleplaying teeth... and after spinning around in MMORPG's like City of Heroes and Warcraft, I've found myself missing the dynamic energy of a good group of friends engaging in the supernatural escapism White Wolf serves up piping hot.

So a few weeks back I picked up the new Changeling: The Lost, the revamped take on faeries, and decided to build a tabletop game around it.

And I have to say, this is the book Changeling: The Dreaming should have been. Dark. Haunting. And rich with the old myths and folklore of having your life stolen by the Fair Folk, in the style of Thomas the Rhymer or Tamlin or Ossian.

From White Wolf's site:

The protagonists of this modern fairy tale are the changelings, or as they often call themselves, the Lost. Stolen away from their human lives as children or adults, they spent what seemed like years or even centuries in Faerie, chattel to beautiful but inhuman lords and ladies. Fed on faerie food and drink, they gradually became more fae themselves, their bodies shifting slightly to reflect their roles. Some, however, managed to escape. Holding on to their memories of home, they found their way through the winding thorns of the Hedge, the barrier between the mortal world and time-twisted Faerie.

Their return, however, was all too bittersweet. Some came back twenty years after they'd first vanished, even though it had never seemed that long to them in Faerie. Others who had reached adulthood in Arcadia found that they returned only a few hours after their abduction. And almost all found, horribly enough, that they weren't missed. The Fae had been thorough. Left in the stead of each abducted changeling was a replica, a simulacrum, a thing that looked like him or her — but wasn't. Now, with inhuman strangers living their lives and nowhere to go, the Lost must find their own way in the world that was stolen from them.


Does anyone have any experience GMing this game or any of the games from the New World of Darkness? Would be curious for any anecdotes or complaints or scenarios that worked really well for you.
 
 
*
16:53 / 15.11.07
Hmm. This may be the first of the New WoD I actually like... I should pick up an "evaluation copy" and see.
 
 
Evil Scientist
07:54 / 16.11.07
It does sound pretty groovy actually. I love the idea of a faerie doppelganger out there living your life. There's a whole lot of stories that could be built around that.

I'd be well up for running a game, if it weren't for the fact that my Players are a bunch of superhero rpg addicts.
 
 
Blake Head
15:57 / 16.11.07
I used to play old edition Changeling. There were moments that worked very well, usually quite unexpected moments that captured the strangeness and off-kilter wonder of the premise where the expectations of the non-serious it's-all-a-bit-daft players met those of the more or over-serious players. A lot of times where it didn't of course.

Had a quick look at this edition in the shop, at a brief glance it looked a bit more similar to Dark Ages: Fae, which also had its moments, but can't say more than that.
 
 
*
17:36 / 16.11.07
My "evaluation copy" came yesterday and I've been skimming it now and again. All my oldskool Changeling games were pretty dismal as was, but this is a whole new thing, and I like it. It's closer to the myths and tales I'm familiar with. The doppelganger is compelling, as is the flexibility of the "out-of-time" element—you could be anyone from any period—and I like that the Clarity/fae self dichotomy lends itself a little less to "This is my Childling Kittycat Pooka that has Pokemans!"/"This is my House Balor Duke that uses Childling Kittycat Pooka as Pokemans!" triteness.
 
 
Hieronymus
21:02 / 16.11.07
yeah the lack of "SCA/Ren Faire in a modern urban setting" that Dreaming suffered from is a nice relief. This is much darker and angsty and more in-line with White Wolf's 'gothic horror' style. I particularly like the Lovecraftian-madness that goes with the portrayal of the True Fae/ Gentry.

Been putting my nose to both this and the antagonist supplement, Autumn Nightmares.

I'm melding it, with three Lost players so far, with a Werewolf: The Forsaken player and mixing in the Hedge with the Gauntlet. Should make for some interesting gameplay.
 
 
Evil Scientist
21:29 / 16.11.07
How does the whole doppelganger thing work? I take it the PCs can't just waltz up and bust a cap in them?
 
 
Hieronymus
21:48 / 16.11.07
Well they can actually. Fetches don't really die like mortals do and end up leaving only evidence of sawdust, cogs, etc.

So you CAN go in and kill your doppleganger... one of the questions posed by the game though is how or even why. Especially if they're leading your life better than you could have.

The WW Forums have a great thread on dealing with them
 
 
Evil Scientist
11:48 / 17.11.07
Especially if they're leading your life better than you could have.

Isn't that such a typically White Wolf thing to have, bless em.
 
 
Hieronymus
18:38 / 04.12.07
So my first stab at this was last night, with two players out of my expected number of 4 (work schedules being a chaotic factor to nailing down a communally-beneficial gameday).

And it was a blast. I've little to no trust in my skills with the game mechanics but it went off swimmingly with a few test combats and some unexpected social weaving between two characters that I worried would end up killing each other.

If anyone's curious, I have four Changelings (a Beast/Skitterskulk thief, a Beast/Hunterheart private detective, a Beast/Windwing bodyguard) and a Werewolf.
 
  
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