Barastrondo
First Post
Gez said:The problem is not posed in these terms. I would rather compare the WoD's situation to an alternate D&D where each class (cleric, wizard, sorcerer, psion...) would use a different-and-similar-yet-wholly-incompatible Manual of the Planes.
Personally, I'd rather you didn't, because it's kind of misleading.
If D&D were not in fact one single game, but were in fact a series of self-contained separate games (Fighters & Fighting, Wizards & Witches, Bards & Balalaikas or whatever), each one with its own line of supplements describing things differently (for example, Wizards & Witches, Sorcerors and Spells, Clerics & Cloisters, Bards & Balalaikas and Druids & Dirty Hippies all having separate takes on what magic is and how it works) — then the comparison would be dead-on.
However, D&D isn't designed along those lines. An all-rogue "thieves' guild" campaign is a departure from the expected norm, and you just couldn't run an all-rogue group through most of the published adventures out there without encountering serious problems (especially when the undead start rolling out).
Compare to the World of Darkness — where you don't have to buy any other books than a core rulebook to start playing, and even when the supplement itch hits you, you still will never need to pick up another game line. If you and your friends are major vampire fans, there's no reason that you have to kludge werewolves or fae or mummies into your game if you're all more interested in vampires. And in fact, the game books are written from the perspective that you aren't going to be doing major crossover, simply because it's kind of injurious to the overall mood of the game if you do so willy-nilly. (Crossover can be good, but it has to be carefully thought out; this is true of any genre, actually. Marvel/DC crossovers have to be something more than "so, um... Spider-Man and Batman fight.")
Converting the separate games of the WoD into one "generic" game with the D&D standard goal of trying to complete as diverse a party as possible is just as much work as trying to convert the Adventure Path series to work as well for an all-bard party as it does for a mixed group. I don't necessarily think that's a bad thing; but as I stated earlier, I prefer thematic focus to "anything's possible." It's why I started playing Vampire over Nightlife.