Imagicka
Explorer
True enough. I never let anyone play anything under 11th Gen., because I saw no reason to let anyone play a powerful character. But I always saw WoD as being games where it's more about the setting and roleplaying than it was about the fire-power, killing things, and taking their stuff.Dykstrav said:Have you ever played the old World of Darkness games, the ones published before 2004? In a nutshell, this sort of thing was the rule rather than the exception. But it added to the flavor and tension of the games rather than make players question the design and rules of the game (most of them, anyway).
Which is something akin to making all your NPCs high level. Which is something I personally think every DM should do. But of course, this meant that the NPCs were all these big fish. Which is all perfectly fine. You want to mouth off to a Primogen, or the Prince... or to put it into context of D&D... the Chancellor to the King, or the Duke, or the Grand-Magus. Well, I never had any problems with telling someone that because they were getting lippy with Prince, chances are they are going to be arrested and executed, now if you want to cause a problem and excalate the situation until 50 palace guards are firing bolts into your body... it's still going to end up the same result.If you were a neonate vampire, you couldn't just go mouth off to your sire or the Prince unless you were very careful about it. If you happened to run into a Tremere with maxed out Thaumaturgy or a Gangrel with even median Protean (all possible for brand-new characters with no experience) they could ruin your night pretty quickly. And that's not to mention werewolves, who typically could reduce a vampire of roughly equal experience into a bloody smear on the wall pretty easily. For young vampires, you couldn't just run in and bash everything you wanted. You were a very small fish in a very big pond. To survive, you had to engage in warfare socially and politically. You either made some friends or you didn't survive very long. Things usually ended badly if your first response was to try to directly attack anything. There was no question of 'balance,' because it was obvious that the deck was stacked against you.
But of course, I would never allow people to play cross-genre games. We're not playing werewolf-vampire-changeling-mage. Nor would I, with any 'group' of players, allow them to play characters of different generations that wasn't at the very most, one or perhaps even two generations away from each other.
Exactly. Maintaining the Masquerade... whatever you want to call it... was part of the game. Very rarely does the necessity for such thing exist in D&D. Not that I'm opposed to such things. In my game world, arcane-casters are hunted down and killed by paladins and clerics.To me, these games prove the idea that the entire world CAN be out to get you and the game is still fun to play. The idea that you can't rely on your cool new powers to solve most of your problems (because everyone else has the ability and inclination to tear you into a bloody pulp if you buck the status quo) made the game far more interesting and complex than the mechanics would lead you to believe.
But to get back on topic. Does there need to be balance between the NPCs and the PCs? No. Not in the slightest. (and I'll stick with Vampire here... not that there was anything wrong with the other games... who am I kidding? Wraith blew... and Changeling! Well, despite the fact that I have a bit of a claim to fame with that book... it wasn't World of Darkness) The Justicars are there to bring down justice upon thine head, and if need be, impale you upon it. But there was relative balance between the clans. Yeah, if you were a ventrue... you would use what you had to your advantage... your not going to go toe-to-toe against a Brujah in a boxing match, but your definately going to attempt to dominate them while he attempts to pummel your pretty face. Just be happy you don't bruise!
Now, someone mentioned the Caitiff in vampire. As far as I remember, they were pretty much dead on in regards to being evenly powered with the other classes. Sure, they didn't have 'clan support' to fall back on. But, seriously, did the gangrels? But then, it's was an advantage to pick your disciplines. Just like everyone else, they had their advantages and disadvantages.
Too bad I missed the discussions about two-weapon fighting... sounds like something I would have loved to pontificate about.