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Community
General Tabletop Discussion
*TTRPGs General
Let's Talk About "Intended Playstyle"
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<blockquote data-quote="GrimCo" data-source="post: 9866548" data-attributes="member: 7044462"><p>Another game that "does it good" is Ten Candles. Now, i admit, it's a bit gimmicky. But it does what it says on the tin. There is only one way to play it. The playstyle is defined by a "lose-to-win" mentality. Character death is guaranteed, so the focus shifts from survival to telling cinematic story about how you spend last few hours before world ends in darkness.</p><p></p><p>Now, to defend Vampire a bit. It get's lot of flack, specially first edition, for promising personal horror a la Vampire Chronicles, but it plays more like Blade or "supers with fangs". Part of that is rpg culture of early 90s and people who came from D&D background into it. They played it similar to how they played D&D. You know what you know. Part of it was due to that eras design philosophy - rules are there for stuff you can't do in real life. Like disciplines and combat. Social stuff was viewed as "player skill" not "character skill". Part of it was splatbooks. Like all splatbooks, it just cranked power levels higher and higher. Oh and that metaplot. In VtM (i played Revised for good chunk of time), rules don't hinder intended play style, they just don't enforce it. Mechanics and narrative are completely separate. It was rectified in VtR 2ed where they actually built in mechanics for social manouvering. But, with right group, even old VtM Revised was played as intended. What VtM promised was actually best portrayed when you moved away from ttrpg and stepped in into Mind's Eye Theater (LARP). VtM ttrpg was at it best when you played it with people who never played D&D or any other ttrpg before and were heavily into vampire lore.</p></blockquote><p></p>
[QUOTE="GrimCo, post: 9866548, member: 7044462"] Another game that "does it good" is Ten Candles. Now, i admit, it's a bit gimmicky. But it does what it says on the tin. There is only one way to play it. The playstyle is defined by a "lose-to-win" mentality. Character death is guaranteed, so the focus shifts from survival to telling cinematic story about how you spend last few hours before world ends in darkness. Now, to defend Vampire a bit. It get's lot of flack, specially first edition, for promising personal horror a la Vampire Chronicles, but it plays more like Blade or "supers with fangs". Part of that is rpg culture of early 90s and people who came from D&D background into it. They played it similar to how they played D&D. You know what you know. Part of it was due to that eras design philosophy - rules are there for stuff you can't do in real life. Like disciplines and combat. Social stuff was viewed as "player skill" not "character skill". Part of it was splatbooks. Like all splatbooks, it just cranked power levels higher and higher. Oh and that metaplot. In VtM (i played Revised for good chunk of time), rules don't hinder intended play style, they just don't enforce it. Mechanics and narrative are completely separate. It was rectified in VtR 2ed where they actually built in mechanics for social manouvering. But, with right group, even old VtM Revised was played as intended. What VtM promised was actually best portrayed when you moved away from ttrpg and stepped in into Mind's Eye Theater (LARP). VtM ttrpg was at it best when you played it with people who never played D&D or any other ttrpg before and were heavily into vampire lore. [/QUOTE]
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Let's Talk About "Intended Playstyle"
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