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Congrats to Changeling!
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<blockquote data-quote="AtomicPope" data-source="post: 4383893" data-attributes="member: 64790"><p>It's no surprise the new World of Darkness, especially Changeling is so popular. I'm in a Changeling game now and I must admit the "power economy" is far more compelling than any oWoD game. Characters must reap their glamour through the interaction with mortals and strong emotions. They're psychic vampires. The necessity to interact with mortals is an interesting twist. It's a humbling aspect to the power the characters have gained. They cannot simply fly about like superheroes and save the world. They cannot gain this impossible celebrity status and shun the mortal world because they're now teh ubernatural kewlz. This necessary interaction, along with the curse of immortality that increases along with your power, creates a strong narrative element both mechanical, and ever present that was missing from oWoD.</p><p> </p><p>The nWoD is vastly superior to the oWoD in many ways:</p><p>1) The world structure is no longer simple black and white. In oWoD there was one organization that was clearly in charge, making the societal structure boring and monolithic. The entire reason for the Sabbat to exist was because there was only the Camarilla. There is no low-brow good guy vs bad guy. The Black Spiral Dancers are gone. The idea that PC's are good guys is so grade school. The nWoD creates societies and situations that defy simple black and white and force players to consider ideological considerations. Mages = Good, Men in Black, Iteration X = Bad. Get of Fenris, Bone Gnawers, etc = Good, while Black Spiral Dancers = Bad. Old World of Darkness uses the "Axis of Evil" mentality when determining morality.</p><p>2) Character Power is no longer monolithic. In oWoD there was only a single way for Vampires to gain power. This railroaded the vampire mythos into a single Judeo-Christian origin. Now it's no longer the case. Vampires are a mystery to vampires. You don't have to believe in the bible to come to terms with vampire mythos. Furthermore, since power is no longer monolithic it allows non-linear storylines to develop. There is no Camarilla/Generational requirements for PC's to follow. A PC can be a Prince with a Blood Potency of 1. This was impossible in oWoD because elder vampire presence was ubiquitous and the only way to gain power was Diablerie. Now players and ST have options.</p><p>3) All character powers are tied to narrative elements. In oWoD you could use blood in a blood bank - boooooorrrriiiiiinnnnng. This pseudo-scientific explanation is the midichlorians of STS. Players didn't have to play their character. There was no curse in oWoD. The more powerful you became through the monolithic, all-important Generation, the more powerful your character. There was no curse. There was no risk vs reward. Now characters that grow in power must contend with the innate, mechanical and narrative consequences that are intentionally designed to mitigate the supernatural forces they're wielding. The oWoD vampires just grew teh uber kewl goth. There's no curse in oWoD. Old Mages were just a horde of impossible dice pools. Old Werewolves spent all day in Crinos tossing busses around like a furry superhero. There was no inherent curse to tend with. No interesting story tied to the corruption of power that came with the gift.</p><p> </p><p>Cheers for the new!</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 4383893, member: 64790"] It's no surprise the new World of Darkness, especially Changeling is so popular. I'm in a Changeling game now and I must admit the "power economy" is far more compelling than any oWoD game. Characters must reap their glamour through the interaction with mortals and strong emotions. They're psychic vampires. The necessity to interact with mortals is an interesting twist. It's a humbling aspect to the power the characters have gained. They cannot simply fly about like superheroes and save the world. They cannot gain this impossible celebrity status and shun the mortal world because they're now teh ubernatural kewlz. This necessary interaction, along with the curse of immortality that increases along with your power, creates a strong narrative element both mechanical, and ever present that was missing from oWoD. The nWoD is vastly superior to the oWoD in many ways: 1) The world structure is no longer simple black and white. In oWoD there was one organization that was clearly in charge, making the societal structure boring and monolithic. The entire reason for the Sabbat to exist was because there was only the Camarilla. There is no low-brow good guy vs bad guy. The Black Spiral Dancers are gone. The idea that PC's are good guys is so grade school. The nWoD creates societies and situations that defy simple black and white and force players to consider ideological considerations. Mages = Good, Men in Black, Iteration X = Bad. Get of Fenris, Bone Gnawers, etc = Good, while Black Spiral Dancers = Bad. Old World of Darkness uses the "Axis of Evil" mentality when determining morality. 2) Character Power is no longer monolithic. In oWoD there was only a single way for Vampires to gain power. This railroaded the vampire mythos into a single Judeo-Christian origin. Now it's no longer the case. Vampires are a mystery to vampires. You don't have to believe in the bible to come to terms with vampire mythos. Furthermore, since power is no longer monolithic it allows non-linear storylines to develop. There is no Camarilla/Generational requirements for PC's to follow. A PC can be a Prince with a Blood Potency of 1. This was impossible in oWoD because elder vampire presence was ubiquitous and the only way to gain power was Diablerie. Now players and ST have options. 3) All character powers are tied to narrative elements. In oWoD you could use blood in a blood bank - boooooorrrriiiiiinnnnng. This pseudo-scientific explanation is the midichlorians of STS. Players didn't have to play their character. There was no curse in oWoD. The more powerful you became through the monolithic, all-important Generation, the more powerful your character. There was no curse. There was no risk vs reward. Now characters that grow in power must contend with the innate, mechanical and narrative consequences that are intentionally designed to mitigate the supernatural forces they're wielding. The oWoD vampires just grew teh uber kewl goth. There's no curse in oWoD. Old Mages were just a horde of impossible dice pools. Old Werewolves spent all day in Crinos tossing busses around like a furry superhero. There was no inherent curse to tend with. No interesting story tied to the corruption of power that came with the gift. Cheers for the new! [/QUOTE]
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