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Jason Carl on White Wolf's Return, Mage: The Ascension Plans
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<blockquote data-quote="Ruin Explorer" data-source="post: 9677935" data-attributes="member: 18"><p>I think this is demonstrably untrue given:</p><p></p><p>A) White Wolf's consistent support for this playstyle via heavy, detailed combat, weapon, combat-magic, etc. rules, and the fact that at least in 2E, probably the majority or a very large minority of powers in most of the oWoD games were either combat-focused or combat-usable. And a lot of the non-combat ones were about either "social combat" or scouting.</p><p></p><p>B) "Trenchcoats and katanas" or "Superheroes with fangs" were incredibly popular playstyles in the oWoD, probably, I would suggest, the most popular ones. Even games that didn't fully fit into that category usually a large side-helping of it in my experience. I still remember going to my uni's RPG society, expect like "serious roleplay" takes on the WoD games, and in fact, they were will "trenchcoats and katanas"-style.</p><p></p><p>So you say it's not what it's about, but the rules focus and the way the oWoD games were actually played says otherwise. If go with "The Purpose Of A Thing Is What It Does", then yeah, absolutely fighting/direct conflict (some social, often physical) and to a lesser extent looting is absolutely what oWoD was about. Further, the developers of VtM and WtA in the 2E era were absolutely huge Capcom game fans (which is actually how they managed to end up with the Street Fighter licence), and Capcom actually seriously considered (to the point of concept art, I'm told) making a WtA-based fighting game (I suspect the existence of Vampire Saviour/Darkstalkers caused them to decide they already had what they needed in horror-themed fighting game realm).</p><p></p><p>When VtM Revised came along and tried to kill off both "trenchcoats and katanas" and "Anne Rice style" games with rules and setting changes (that people have mostly forgotten, and the 20th Anniversary edition ignored), instead stating outright that VtM was supposed to be about body horror and alienation, and absolutely not about those things, that caused quite a lot of upset. I'd argue they soon thereafter started moving back towards T&K but w/e.</p><p></p><p></p><p>Is there anything wrong with that though? I would argue that people running it those ways were a huge part, a really huge one, of why the oWoD was so successful - particularly the "action movie" way.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9677935, member: 18"] I think this is demonstrably untrue given: A) White Wolf's consistent support for this playstyle via heavy, detailed combat, weapon, combat-magic, etc. rules, and the fact that at least in 2E, probably the majority or a very large minority of powers in most of the oWoD games were either combat-focused or combat-usable. And a lot of the non-combat ones were about either "social combat" or scouting. B) "Trenchcoats and katanas" or "Superheroes with fangs" were incredibly popular playstyles in the oWoD, probably, I would suggest, the most popular ones. Even games that didn't fully fit into that category usually a large side-helping of it in my experience. I still remember going to my uni's RPG society, expect like "serious roleplay" takes on the WoD games, and in fact, they were will "trenchcoats and katanas"-style. So you say it's not what it's about, but the rules focus and the way the oWoD games were actually played says otherwise. If go with "The Purpose Of A Thing Is What It Does", then yeah, absolutely fighting/direct conflict (some social, often physical) and to a lesser extent looting is absolutely what oWoD was about. Further, the developers of VtM and WtA in the 2E era were absolutely huge Capcom game fans (which is actually how they managed to end up with the Street Fighter licence), and Capcom actually seriously considered (to the point of concept art, I'm told) making a WtA-based fighting game (I suspect the existence of Vampire Saviour/Darkstalkers caused them to decide they already had what they needed in horror-themed fighting game realm). When VtM Revised came along and tried to kill off both "trenchcoats and katanas" and "Anne Rice style" games with rules and setting changes (that people have mostly forgotten, and the 20th Anniversary edition ignored), instead stating outright that VtM was supposed to be about body horror and alienation, and absolutely not about those things, that caused quite a lot of upset. I'd argue they soon thereafter started moving back towards T&K but w/e. Is there anything wrong with that though? I would argue that people running it those ways were a huge part, a really huge one, of why the oWoD was so successful - particularly the "action movie" way. [/QUOTE]
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