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Urban Shadows 2e: An Interview With Mark Diaz Truman (Magpie Games)
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<blockquote data-quote="Skywalker" data-source="post: 8127741" data-attributes="member: 1538"><p>The 2e corebook has 2 new playbooks plus the existing 10 from the 1e corebook. All 1e supplemental playbooks will be getting a 2e playbook in PDF, plus there are a handful of new ones.</p><p></p><p>Urban Shadows does World of Darkness better than WoD does IMO and finally delivers on the WoD promise. As Mark mentioned PbtA is a good ruleset for settings where the PCs are making the tough choices and the GM is there to adjust quickly and maintain the adversity. In comparison, the system in WoD is still mired in the style of older RPGs like D&D and had to cope by often reverting to poorly fitted concepts like Coteries, combat being a central mechanic, mechanically detailed NPCs, and getting missions from Clan elders.</p><p></p><p>Two places where Urban Shadows really shines over WoD is debt and corruption. The first is giving political and social interactions mechanical weight allows such interactions to being meaningful and the focus of the gameplay. Violence still exists and is something to be scared of, but tangling up others in intrigue and obligations is far more powerful. The second is a system that grants powers at the cost of dwindling humanity. Its much more fun and also more agonising for the player than the Humanity concepts in WoD and even provides for an end game if desired.</p><p></p><p>The one place where Urban Shadows differs from WoD is that it assumes that games will be about multiple supernatural types and not a group of the same type (like a Coterie of vampires). Some people don't like that, but I find this excellent in play as it forces the PCs to be involved in the wider city and see different sides to the various machinations. In a game about city wide politics, having just one supernatural type detailed only makes sense from the perspective of selling more books. This difference ignites that political gameplay and actively discourages PCs to silo themselves in a way that it makes it difficult to motivate them - something I have seen plenty in WoD.</p></blockquote><p></p>
[QUOTE="Skywalker, post: 8127741, member: 1538"] The 2e corebook has 2 new playbooks plus the existing 10 from the 1e corebook. All 1e supplemental playbooks will be getting a 2e playbook in PDF, plus there are a handful of new ones. Urban Shadows does World of Darkness better than WoD does IMO and finally delivers on the WoD promise. As Mark mentioned PbtA is a good ruleset for settings where the PCs are making the tough choices and the GM is there to adjust quickly and maintain the adversity. In comparison, the system in WoD is still mired in the style of older RPGs like D&D and had to cope by often reverting to poorly fitted concepts like Coteries, combat being a central mechanic, mechanically detailed NPCs, and getting missions from Clan elders. Two places where Urban Shadows really shines over WoD is debt and corruption. The first is giving political and social interactions mechanical weight allows such interactions to being meaningful and the focus of the gameplay. Violence still exists and is something to be scared of, but tangling up others in intrigue and obligations is far more powerful. The second is a system that grants powers at the cost of dwindling humanity. Its much more fun and also more agonising for the player than the Humanity concepts in WoD and even provides for an end game if desired. The one place where Urban Shadows differs from WoD is that it assumes that games will be about multiple supernatural types and not a group of the same type (like a Coterie of vampires). Some people don't like that, but I find this excellent in play as it forces the PCs to be involved in the wider city and see different sides to the various machinations. In a game about city wide politics, having just one supernatural type detailed only makes sense from the perspective of selling more books. This difference ignites that political gameplay and actively discourages PCs to silo themselves in a way that it makes it difficult to motivate them - something I have seen plenty in WoD. [/QUOTE]
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