These are just things I learned running it and they worked for me but might not be the case for everybody
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Focus on just the core book. WoD has always suffered from bloat and an early game I ran got out of hand pretty quick bc I let PCs pick from anything
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Start small. 5e I think does a balance of horror great, but don’t worry about shit going on in the far corners of the world with millennia-old vampires; let your PCs carve their niche out first
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Lorebooks at your own risk. I didn’t like them but again, IDGAF about the metaplot
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Don’t forget hunger is always there and should affect rolls but also you should always be challenging that hunger. I’m not a combative dm/st/gm whatever but like … I think that’s the whole point. Kindred existence is just a constant war of controlling the Beast.
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Ask lots of questions and use those answers against the players especially during character creation and extra especially with Advantages and Flaws
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Watch having thin-bloods in with your genned kindred. I felt like there was a huge power gap, or at least make players aware it might get weird
Idk the rules went fine but I’m used to WoD dice pool weirdness. I never house-ruled any of the 5e rules myself other than the mixed-gen coterie thing
I’m… Mixed on this. I feel like what Dungeon World (1e now?) has going for it, and what has extended its longevity, is the community around it that has contributed so much due to the open nature of the product. Will this be just as open?
Plus, Chasing Adventure fills that really cool niche of a 2e. So does Stonetop. How will this improve on either of those?