Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Is it really so important that everything is equal?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dykstrav" data-source="post: 3201552" data-attributes="member: 40522"><p>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).</p><p></p><p>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.</p><p></p><p>Same thing with <em>Mage: the Ascension</em>. If you started lobbing fireballs downtown or summoning manticores, some gentlemen in black suits and mirrorshades with Very Big Guns would be paying you a visit. There was even a mechanic built into the magic system of the game itself (paradox) that essentially kept you from being "too cool" with using magic. But these things had a firm basis in the setting and added to the game.</p><p></p><p><em>Wraith: the Oblivion</em> was even worse than that. You were a new ghost recently awakened in the Underworld. Everything there wanted to take your soul and forge you into items or corrupt you into a servant of destruction. People in the living world often sought to destroy the things that bound you to it.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3201552, member: 40522"] 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). 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. Same thing with [I]Mage: the Ascension[/I]. If you started lobbing fireballs downtown or summoning manticores, some gentlemen in black suits and mirrorshades with Very Big Guns would be paying you a visit. There was even a mechanic built into the magic system of the game itself (paradox) that essentially kept you from being "too cool" with using magic. But these things had a firm basis in the setting and added to the game. [I]Wraith: the Oblivion[/I] was even worse than that. You were a new ghost recently awakened in the Underworld. Everything there wanted to take your soul and forge you into items or corrupt you into a servant of destruction. People in the living world often sought to destroy the things that bound you to it. 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is it really so important that everything is equal?
Top