О да, прям разносторонние философы древности, занимаются нодизмом, ведут философские диспуты, интригуют, и чего их фанатиками и боевой сектой то назвали не понятно. Как бы ты можешь говорить про кучу вариантов провести хронику без боёвки.
ты же вроде уже открывал гид рассказчика там написано
Combat gets very tiresome when all the characters do is
kill things every story. Some of the fun to in playing the
Sabbat comes from exploring sect politics, factionalism,
philosophical studies and the intricate web of loyalties,
disloyalties, manipulations and subterfuge. The best guide is
to follow what your players prefer, but not to let them control
the game. For example, they might like going off on War
Parties, coming home a generation lower and much stronger,
but they are cheating themselves of a much better time spent
avoiding the snares and queries of the sect’s in-house Inqui-
sition.
Political aspects of the Sabbat often come into focus
within a story, as when the controlling, double-dealing
Lasombra, backed (and possibly controlled) by the Tzimisce,
presents a problem to all characters. After all, leadership is
not achieved solely through fervor and ability. It takes a
skilled hand at intrigue to become a bishop or archbishop,
and those even higher up are masters at the game. This
provides players with as many opportunities for intrigue as do
the subtle and corrupted manipulations of the Camarilla.
Like the Camarilla, the Sabbat also relies on prestation,
the system of favors and boons. The Sabbat is similar to the
Camarilla in its unwillingness to take sides in such disputes,
except to handle those leaders who exploit situations against
the good of the sect. There is one real exception toprestation,
howeverland that iswithin the pack. Withinpacks,noboons
and favors are passed. All pack members are expected to help
their comrades whenever possible, even if it might mean
Final Death
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