Andrew D. Gable said:
How exactly is it different from VtM? I know about the whole whittling of the clans and rule difference aspect, but what's the feel/plot of the game like? Political like VtM or not?
One of the main advantages to the new incarnation is that it doesn't have a specific plot. It's still about the personal horror, the whole "am I monster or man?" bit. But because the game does not include a heavy metaplot, and because the new "splats" (both clans and covenants) are broader than their predecessors, there's no predefined way to use them. The game can easily be as political as V:tM. Or you can focus on night-to-night unlife, or learning to be a monster, or conflict with other supernaturals, or investigations into the history of the Kindred (a history that even the elders have largely forgotten), or Lovecraftian horror, or...
It's wide open. V:tR, IMO, does everything the old one did, and more.
And yes, for disclaimer's sake, I did work on it. That doesn't mean I'm saying anything I don't believe is true. I'm not going to say that I think
every last change is superior, because there are certain little details I prefer from the old game. However, in the vast majority of cases, and looking at the game as a whole, I think V:tR is at least potentially a deeper, broader game.