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How Fantastical Do You Like Your Fantasy World?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9643804" data-attributes="member: 18"><p>I think that kind of speaks to how much of a missed opportunity oWoD Revised was.</p><p></p><p>Honestly they should have pivoted the exact opposite direction to the one they did pivot to with Revised. Like, my experience isn't identical to yours, but it is roughly in line and I think, honestly, from all the people I spoke to (offline and on) and played with in that era, that vast, vast majority of people playing TT oWoD (as opposed to LARP) were playing basically "Trenchcoats and Katanas" or "Superheroes with fangs". But the stubborn people in charge of White Wolf at the time decided to pivot in the exact opposite direction, and attempted to essentially delete those two playstyles (and also to delete the "Anne Rice-esque sexy vampires"-playstyle! They seemed to hate that even more!) in favour of pushing the game towards primarily body-horror and social-horror with Revised (before kind of regretting it and shamefacedly making a new WoD: Combat or w/e and so on).</p><p></p><p>Part of the problem was that oWoD always had a bad foundation for promoting the human aspects of their characters, because from the get-go it generally treated them as weaknesses or used them to punish the players (and I do mean players, not PCs) for stuff. They should have focused on the human elements giving you strength rather than making them a point of weakness. They clearly thought of this, but in practical terms it just wasn't true. I think you could have kind of had both power conflicts AND humanity be important if you angled humanity and connection to others as strength, but whilst most oWoD games nodded at that, I don't think it was actually true in any of them.</p><p></p><p>And realistically as you illustrate most players wanted faction conflicts and superpowers (and even you wanted to something truly wacky and cool and rare - a wereraven), and frankly, White Wolf should have given it to them. Had Revised doubled-down on the gonzo ideas, conflicts and wild supernatural aspects of oWoD, rather than attempting to downplay them and focus on body-horror and a millennium-linked apocalypse and the like, I think it would have been so successful nWoD would never have been needed (not that I dislike nWoD, it's mostly cool, mostly), and it would probably still be a major force today (which I do not think it is, to be clear).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9643804, member: 18"] I think that kind of speaks to how much of a missed opportunity oWoD Revised was. Honestly they should have pivoted the exact opposite direction to the one they did pivot to with Revised. Like, my experience isn't identical to yours, but it is roughly in line and I think, honestly, from all the people I spoke to (offline and on) and played with in that era, that vast, vast majority of people playing TT oWoD (as opposed to LARP) were playing basically "Trenchcoats and Katanas" or "Superheroes with fangs". But the stubborn people in charge of White Wolf at the time decided to pivot in the exact opposite direction, and attempted to essentially delete those two playstyles (and also to delete the "Anne Rice-esque sexy vampires"-playstyle! They seemed to hate that even more!) in favour of pushing the game towards primarily body-horror and social-horror with Revised (before kind of regretting it and shamefacedly making a new WoD: Combat or w/e and so on). Part of the problem was that oWoD always had a bad foundation for promoting the human aspects of their characters, because from the get-go it generally treated them as weaknesses or used them to punish the players (and I do mean players, not PCs) for stuff. They should have focused on the human elements giving you strength rather than making them a point of weakness. They clearly thought of this, but in practical terms it just wasn't true. I think you could have kind of had both power conflicts AND humanity be important if you angled humanity and connection to others as strength, but whilst most oWoD games nodded at that, I don't think it was actually true in any of them. And realistically as you illustrate most players wanted faction conflicts and superpowers (and even you wanted to something truly wacky and cool and rare - a wereraven), and frankly, White Wolf should have given it to them. Had Revised doubled-down on the gonzo ideas, conflicts and wild supernatural aspects of oWoD, rather than attempting to downplay them and focus on body-horror and a millennium-linked apocalypse and the like, I think it would have been so successful nWoD would never have been needed (not that I dislike nWoD, it's mostly cool, mostly), and it would probably still be a major force today (which I do not think it is, to be clear). [/QUOTE]
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