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Might just be me, but that feels like it's solidifying those lines pretty damn hard, and nailing down specifics of what you are and aren't in ways that were previously up to players. All darklings, of every variety, have this one power.

Instead, every seeming gets one magic power. In the second edition that was done away with entirely, and from what I read there's now no abilities that increase your attributes and skills via glamour at all. This created a system where certain varieties of changeling had certain mechanical strengths, but it was still loose enough that the line of changelings coming in an infinite variety that's sometimes hard to codify felt true. And as folks know in the first edition they could spend glamour to increase pools involving certain attributes or skills associated with their Seeming (Strength for ogres, Stealth for darklings, etc.). The broad categories of changelings (Beasts, Darklings, Ogres, Fairest, etc.) are all still here.

It's a perfect example of an idea that was deemed too simple, then overcomplicated till it just became a confusing morass.īut what about stuff that was open-ended that's been codified in ways that hurt the game, since I mentioned that, too? Well, another thing that's changed is the Seemings themselves. A nice idea in theory, but one which is so soft that it feels almost pointless because it leaves the players to do all the heavy lifting on their own with only a bit of guidance. Not only that, but it enfolded the Virtue and Vice system from the previous edition, allowing players to (at least in part) custom make their own Clarity, what they draw strength from, and what triggers affect them. The new edition treats Clarity checks as a mental attack, with a huge list of complications and modifiers that made my head spin just trying to figure out what it was trying to say. That said, Clarity has become an absolute mess. While a lot of folks hate that Clarity was just a list of Thou Shalt Nots in terms of actions that forced you to roll, I'd argue that if any game will accept an arbitrary system of rules that characters have to follow even if they disagree with them, it should be those bound to the fey. Supernatural powers, mystical oaths, and creatures out of legend.First off the list, Clarity.A guide to changeling society, caught between the twin poles of human hearts and the vast fantastic.A complete setting of faerie wonder and macabre horror for the Chronicles of Darkness.Everything you need to create and play your own changeling, a human abducted by the fae and transformed by the experience.But day by day, your will grew stronger. On the last day, you smashed your way through the beautiful things and ran, not noticing as you bled or feeling as you cried. You fought with courage and cleverness and took yourself home. Now the beauty and the horror are yours, to have and to hold and to live.Ĭhangeling: the Lost Second Edition includes: Once upon a time, they took you from your home. They promised you a place at their side, and meaning in your life, and they surrounded you with beautiful things.īut the beautiful things were oh so sharp, and they laughed when you bled. Day by day, they changed you.
