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Considering engineering a TPK
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<blockquote data-quote="Teflon Billy" data-source="post: 3274949" data-attributes="member: 264"><p>That was my experince as well. The rulebook seemd to describe the desired gameplay as a lot of soul-searching, hand wringing, and...as a last desperate resort...killing so that your character could continue his damned existence. There was some politicking, but in the final analysis it was a game of <em>personal</em> horror.</p><p></p><p></p><p></p><p>I agree here as well. Our games (and I will admit we played for a <em>long</em> time and I loved the game) was less about exploring inner turmoil and more about groups of Blood-Fueled badasses waging war on one another in the nightclubs, art galleries and sewers of the city.</p><p></p><p></p><p></p><p>I reached the same conclusions, but our view of it was almost entirely positive. </p><p></p><p>I mean, the rules-as-written for <strong>Vampire: the Masquerade</strong> did an incredible job of <em>not</em> replicating the flavour text that surrounded them. The sheer amount of "Role Playing penalties for mechanical bonuses" was insane...I mean when a clan of Charismatic Rebel Warriors (The Brujah) can reliably kill Members of the poorly thought of money-grubbers (The Ventrue)--and have been able to do so for millenia--why are the latter still in control?</p><p></p><p>If the charatcers are--by definition--killing machines, why such an RP focus on not killing? </p><p></p><p>That when you start having to do things like giving most of the "leaders" bodyguards from the more physically powerful clans...despite the fact that they hate politics (The Gangrel) or are universally loathed (the Nosferatu). It was was like Pro wrestling's storylines: look too closely and it all falls apart.</p><p></p><p>The game really flew when we did away with most of the Published Clan Politcs and started just basing the politics on actual interations with other players/NPCS.</p></blockquote><p></p>
[QUOTE="Teflon Billy, post: 3274949, member: 264"] That was my experince as well. The rulebook seemd to describe the desired gameplay as a lot of soul-searching, hand wringing, and...as a last desperate resort...killing so that your character could continue his damned existence. There was some politicking, but in the final analysis it was a game of [i]personal[/i] horror. I agree here as well. Our games (and I will admit we played for a [i]long[/i] time and I loved the game) was less about exploring inner turmoil and more about groups of Blood-Fueled badasses waging war on one another in the nightclubs, art galleries and sewers of the city. I reached the same conclusions, but our view of it was almost entirely positive. I mean, the rules-as-written for [B]Vampire: the Masquerade[/B] did an incredible job of [i]not[/i] replicating the flavour text that surrounded them. The sheer amount of "Role Playing penalties for mechanical bonuses" was insane...I mean when a clan of Charismatic Rebel Warriors (The Brujah) can reliably kill Members of the poorly thought of money-grubbers (The Ventrue)--and have been able to do so for millenia--why are the latter still in control? If the charatcers are--by definition--killing machines, why such an RP focus on not killing? That when you start having to do things like giving most of the "leaders" bodyguards from the more physically powerful clans...despite the fact that they hate politics (The Gangrel) or are universally loathed (the Nosferatu). It was was like Pro wrestling's storylines: look too closely and it all falls apart. The game really flew when we did away with most of the Published Clan Politcs and started just basing the politics on actual interations with other players/NPCS. [/QUOTE]
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