Peregrine's Nest: How Vampire Got Its Groove Back

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This irregular column looks at aspects of design and system that a particular game does especially well. In this case I’m looking at Vampire: The Masquerade 5th Edition.

Developing Background

First off, kudos for the designers for not retconning the game background in the new edition. They took the existing canon of the setting and moved it along a few years with surprisingly few momentous events. While there are a lot of changes, most are ripples from the arrival of the Second Inquisition and the beckoning. So you can pick up this game where you left off instead of trying to relearn how everything works (and has supposedly always worked).

The Tremere Problem

Clan Tremere is often a problem in any game of Vampire. Their close knit structure and focus on clan loyalty often pushed Tremere players to side with their clan over the player character group (coterie). While most clans offered a little of this, Clan Tremere not only encouraged this but demanded it. Fifth edition solved this brutally but effectively, by blowing up Tremere central office. The main chantry in Vienna is destroyed in the new timeline, eradicating the Tremere leadership. So Tremere characters still have clan backing and are perfectly viable, but their clan doesn’t have the same central authority to enforce loyalty as before. In addition the destruction of the Vienna chantry is a wakeup call for how dangerous the Second Inquisition can be.

The Beckoning

The Beckoning is a strange call that draws powerful vampire elders towards the Middle East where supposedly ancient vampires are engaging in a shadow war. This manages to solve two issues that often came up in earlier games of vampire.

The first was the concrete nature of vampire society. With elders lasting for centuries, and clinging onto power with an iron grip, there was nothing for new (player character) kindred to try and claim. There was no outlet for vampiric ambition. In early games that’s fine, teaching the player characters there are much bigger fish out there is good. But it soon became clear that advancement was not just difficult but almost impossible. The Beckoning solves this problem by making the elders walk away. Vast power vacuums open up now and again, leaving the player characters an opening, if they are quick enough to claim them.

The second issue was that of coterie versus clan. While Clan Tremere were the worst, in most games, most player characters tended to shift their loyalty away from the PC coterie towards their clan. The Beckoning doesn’t stop that, but does give the player characters a reason to stick together. If they are going to claim something an elder left, they are going to have to do it together. One elder is worth one PC coterie. So they can still stab each other in the back or be loyal to their clan, but if they are to keep their hunting ground and other shared assets they have to work together.

Hunger Choices

Many games in previous editions moved towards ‘goth superheroes’ instead of vampires. The new system for how blood is used to power abilities is better at reminding players their characters are hungry predators. First off, the amount of blood it costs to activates any power is now variable. You make a test each time you use it and it may, or may not, cost you. So it is impossible to really tell just how much blood your character will need. But given your character might not suffer a cost at all; this doesn’t nerf their powers or make them use them any less.

Blood has also moved from a pool, to a hunger mechanic, which is one of my favourite things. Hunting in previous editions was basically filling the gas tank. You got some blood and the predictability of the cost of your powers made it easy to tell how long you’d need before hunting. In 5th edition, when a power costs you blood, your dice are swapped out for hunger dice. Only if these roll certain results do the more bestial aspects of your character come to the fore, but they still work as standard dice too. Feeding reverts these dice to normal, but each player can decide for themselves when their character is "too hungry." It’s up to them to decide how much to risk their character losing control. It also means that you cannot ever forget your character’s hunger. With a blood pool you could just check occasionally how full it is. But with hunger dice your character’s hunger is a brooding presence in every dice roll.

It is also worth mentioning Predator Types are another way the game pushes focus back onto the feeding and hunger aspect of characters. These are not just narrative options, but grant the extra skills and even discipline points that allow the character to be effective as that sort of hunter. This bakes the idea into character creation that your character is a predator and not just an immortal.

Freeform Clans

In the original game where only seven of the thirteen clans were available and everything was focused on the Camarilla, there wasn’t a problem. But as the game has expanded and developed, more clans have been revealed. Not every clan is in every sect, so different games limited clan choice. Post Second Inquisition the Camarilla and the Anarchs are on a recruitment drive. While they expect a new level of dedication, any character might join either sect, opening up potentially all the clans for any game as player characters.

This game of clan musical chairs also places the Brujah and Gangrel among the Anarchs, which also makes more sense given how the game has developed. The only problem there is that the physical clans are all in one sect, potentially why the Lasombra (with Potence) have joined the Camarilla from a design perspective. But again, with anyone potentially able to join any sect, the only difference this makes is how much clan back up you might receive depending on your choices.

Bringing the Masquerade Into the Modern Age​

Vampire remains one of my favourite games of all time. But after years of game play certain problems became evident that 5th Edition did an excellent job of addressing. It's truly a masterclass of design, demonstrating how a game can improve from years of playtesting and feedback.

YOUR TURN: What other new editions of a game really fixed a particular problem?
 

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Andrew Peregrine

Andrew Peregrine

Maybe I do not understand Vampire, but my style of play as a group is being a band of brothers looking out for one another, not backstabbing or betraying your squaddies.
We talk a lot about this phenomenon with old school D&D around here, but I think many RPGs suffer from people not realizing that their experience of how an RPG plays at the table is not universal.

I suspect plenty of people play VtM the way your group does -- it's hard to imagine a long-running game that works otherwise -- no matter what the public conversation about it might be, in part because so many people collect and read World of Darkness books, but don't actually play them.
 

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Maybe I do not understand Vampire, but my style of play as a group is being a band of brothers looking out for one another, not backstabbing or betraying your squaddies. But the 5th Edition Vampire reads nice, anyway. And l love the optional speciality D10 dice.
Well, your game can vary in terms of what you do with it. Some groups could play their ‘Coterie’ of vampires as a tight knit group of ‘Neonates’ standing against all the threats the World of Darkness presents. Or they could play it like a gothic version of Paranoia, I guess and end up backstabbing each other. For me, games tend to lie somewhere in between, but I like the byzantine intrigue you get from all the different Clans and political groups in the game.

It is definitely an alternative experience to D&D, but the hobby is big enough to include both. For me, Vampire: The Masquerade stands aside Call of Cthulhu as one of the two pillars of horror RPG experiences - in some ways they are polar opposite experiences too. In CoC, it is all about the investigation and losing your sanity as secrets are revealed; in Vampire, it is all about the intrigue and losing your humanity as compromises are made.
 
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My favorite title was Mage: the Ascension. I have bought the corebooks of 20A and they are a "must to have" in all collection, but the 5e is not my cup of tea. I don't want to spend my money to read again the same plot, and again awaiting the book with your favorite clan or faction.

I had liked a M:tA sourcebook about a new group: the disparates, but I am afraid the old WoD + CoD have been relatively cancelled.

Maybe the game mechanic of the hunger could be interesting, but I bought the V20A with all the disciplines, and I don't like the idea all that crunch to become obsolete with 5ed.

* Other point is I don't like TTRPGs set in our real world because my own point of view about the History can be radically different.

And there is other reason and it is because today the lore of the new urban-fantasy fiction could be tainted by current "mythology" about conspirancy theories.
 

I strongly dislike the Vampire 5e art style (dislike is an understatement)! I like how Onyx Path handled V20 (and all the other WoD settings), art style, game style, etc. If I was to run Vampire again, it would be V20. I'm a big fan of the old WW stuff, a big part of that was the art style, as that set the tone of the setting very well for me.
I'm not really a fan either. It's especially jarring because the text says something about vampires blending in, which is important because of the Second Inquisition, but you can't help but look at the art and think, "Where the hell do these people fit in?" They stick out like a sore thumb just about anywhere they go.

There are a few things I really like about V5 which others have already touched on. I'll touch 'em again because why not?

1. I really love the Hunger mechanics. Instead of having a pool, or blood hit points, like they did in 1st and 2nd edition, you can never be sure how soon it will be before you need to feed next. Using a power might not necessarily make you more hungry, and sometimes you've got to balance between risking using a power and possibly losing control due to Hunger or finding another solution.

2. Don't roll the dice unless success or failure results in something interesting and meaningful. If you do roll the dice, don't roll them more than three times for social/combat encounters. Once you've won or lost two of them, work out with the Storyteller what happens.

3. Kicking all the elders out was a good idea. Not you're in charge, meat. What'cha gonna do?
 

Maybe I do not understand Vampire, but my style of play as a group is being a band of brothers looking out for one another, not backstabbing or betraying your squaddies. But the 5th Edition Vampire reads nice, anyway. And l love the optional speciality D10 dice.
In 5th edition, players form a coterie which are a group of vampires who have something in common so they hang out. Maybe they're part of the same religious movement, maybe they all operate a blood bank serving other kindred, or maybe their the prince's troubleshooters who handle whatever problems he points them at. Players also get to pick the tenants of their chronicle. For example, they could decide the betraying the coterie will result in a stain upon their Humanity. So it can play out however you wish, but right from the bat player characters have a reason not to backstab one another. They're all working towards some common goal. (Not that some interparty conflict can't happen.)
 

I've run it at conventions and the only house rule I've had to use was that every 10 is two successes, not that weird "two tens are four successes" critical rule. Now to find a group to run it regularly for, sigh.
 

I've run it at conventions and the only house rule I've had to use was that every 10 is two successes, not that weird "two tens are four successes" critical rule. Now to find a group to run it regularly for, sigh.
I think it affects the probability of scoring more successes from 1/100 to 1/10. It might make the game more cinematic though. The interaction with Hunger dice should be noted though - as you really don't want to be having Messy Criticals more frequently than exists.
 


I haven't seen an issue. And after running Exalted, cinematic is a relative term.
True, but in terms of game design, I think the game designers intended that they didn’t want the dice rolling to ‘explode' that often. But it is a relatively minor thing - in my games, the dice rolling is infrequent anyway.
 

Ironic, I more often that not played characters from the Sword of Caine/Sabbat in V:TM. With the two exceptions being one of the Children of Isaac or a member of the True Black Hand...

Saying that, I agree with the assessment of Clan Tremere. V5 has taken some effort to acclimatise to.
 

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