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<blockquote data-quote="Cryptos" data-source="post: 4587742" data-attributes="member: 58439"><p>Huh. To me, Vampire is wildly different in Requiem form. There's less definition of what a vampire is or where it came from, and more on what that means: </p><p></p><p>You'll never truly feel anything new again... you might have ideas or feelings, or variations of old ideas and feelings, but essentially the person side of you is done developing. It would take a major effort just to keep up with the times, let alone feel something new or have a truly original idea (original from what you could think up while alive.) It's less "emo" from the sense of everyone acting like drama queens and more from the sense that the "dead" part of undead actually means something. Most consequences of being "dead" in Masquerade were more along the 'no more sunbathing' and 'occassionally you might eat someone' category.</p><p></p><p>You're not trying to hold on to humanity so much as you're trying to hold back a Beast. The focus was the other way around in Masquerade. You're more like to hit the Powerball lottery than to find some legitimate way to become human, and most wouldn't care to do so if they could just control the Beast.</p><p></p><p>Predator's Taint keeps vampires scary to other vampires, at least at first. In Masquerade, you really didn't have to take others seriously if you didn't want to... oh, they might destroy you, sure... but there was nothing stopping you from walking up to the Prince and saying, "Yo, pimp, I hit that one last night! Check out Mr. Prince and the sloppy seconds!" There's a sort of enforced protocol of respect and fear amongst vampires that comes from that initial sense of just how bad@$$ the other guy is.... Sure, it's always a bad idea to be casual and insubordinate with a Prince, but it didn't stop one neonate in every group from trying. Various constructs help enforce mood better to avoid the stuff players had to endure from their fellows in oWoD.</p><p></p><p>Clans are less straightjacked. There's no "oh, these are the magic vampires" or "oh, these are the vampires you don't want to fight hand-to-hand." There are strengths in certain areas for each, but not so much that you had with old Brujah, Fishmalks, and Tremere.</p><p></p><p>Concepts that wouldn't work well together before because they'd be too adversarial can now live in the same city without always trying to relentlessly destroy one another. Some covenants have a very definite "Sabbat" or "Camarilla" feel... but they're just groups of local vampires instead of worldwide organizations vying for control of the night and continually at war.</p><p></p><p>Organizations aren't city-based so much as they are coalition-based, have game effects, and the world may as well not exist outside of the chronicle's city without the metaplot.</p><p></p><p>"Curses of blood" or drawbacks are somewhat less debilitating or at least can be worked around... Nosferatu being the most obvious. No one has to sit outside or under the sewage drain, or under a cloak, while the rest of the group socializes.</p><p></p><p>Disciplines seem considerably less... visceral and "rampage" friendly. The vast majority of physical things a Vampire does are things all Vampires do, with boosts in resilience, strength, or speed but not exactly as powerful as Masquerade. Gone are the days of waiting ten minutes for the Brujah to finish tearing everything to pieces so that you can have your turn in combat.</p><p></p><p>In Werewolf, to me, you've got the same stuff with different names and faces. You're dealing with spirits a lot more, but you're still defending your territory and hunting down enemies. No Black Spiral Dancers, but the Pure might as well be them, for all that they'd like to rip your face off and you'd like to rip off theirs, etc. To be more precise, my impression has been that the Werewolf changes are the most cosmetic, rather than changes to style of play or overall mood. Werewolves still "work" the same way, for the most part - pack running, renegerating, crossing over into Shadow realms, clawing, biting, tearing - for much the same reasons - territory, rivalry, spiritual and 'environmental.' There was nothing in new Werewolf that made me say "I wonder how they do this...", only to discover that werewolves worked in a completely different way. That's more because a "werewolf" has to do certain things in order to be called a werewolf, but they probably could have changed things up a bit more. The hunter and the hunted switch places, but there's still a hunter and a hunted, hunting and being hunted in the same ways with the same basic abilities.</p><p></p><p>Killing the metaplot did a lot more to change Vampire than any other game, IMHO. That one thing completely stripped away most of Vampire's baggage. It has a negligible effect on Werewolf. Some influence on Mage and the others, but affects Vamps the most.</p></blockquote><p></p>
[QUOTE="Cryptos, post: 4587742, member: 58439"] Huh. To me, Vampire is wildly different in Requiem form. There's less definition of what a vampire is or where it came from, and more on what that means: You'll never truly feel anything new again... you might have ideas or feelings, or variations of old ideas and feelings, but essentially the person side of you is done developing. It would take a major effort just to keep up with the times, let alone feel something new or have a truly original idea (original from what you could think up while alive.) It's less "emo" from the sense of everyone acting like drama queens and more from the sense that the "dead" part of undead actually means something. Most consequences of being "dead" in Masquerade were more along the 'no more sunbathing' and 'occassionally you might eat someone' category. You're not trying to hold on to humanity so much as you're trying to hold back a Beast. The focus was the other way around in Masquerade. You're more like to hit the Powerball lottery than to find some legitimate way to become human, and most wouldn't care to do so if they could just control the Beast. Predator's Taint keeps vampires scary to other vampires, at least at first. In Masquerade, you really didn't have to take others seriously if you didn't want to... oh, they might destroy you, sure... but there was nothing stopping you from walking up to the Prince and saying, "Yo, pimp, I hit that one last night! Check out Mr. Prince and the sloppy seconds!" There's a sort of enforced protocol of respect and fear amongst vampires that comes from that initial sense of just how bad@$$ the other guy is.... Sure, it's always a bad idea to be casual and insubordinate with a Prince, but it didn't stop one neonate in every group from trying. Various constructs help enforce mood better to avoid the stuff players had to endure from their fellows in oWoD. Clans are less straightjacked. There's no "oh, these are the magic vampires" or "oh, these are the vampires you don't want to fight hand-to-hand." There are strengths in certain areas for each, but not so much that you had with old Brujah, Fishmalks, and Tremere. Concepts that wouldn't work well together before because they'd be too adversarial can now live in the same city without always trying to relentlessly destroy one another. Some covenants have a very definite "Sabbat" or "Camarilla" feel... but they're just groups of local vampires instead of worldwide organizations vying for control of the night and continually at war. Organizations aren't city-based so much as they are coalition-based, have game effects, and the world may as well not exist outside of the chronicle's city without the metaplot. "Curses of blood" or drawbacks are somewhat less debilitating or at least can be worked around... Nosferatu being the most obvious. No one has to sit outside or under the sewage drain, or under a cloak, while the rest of the group socializes. Disciplines seem considerably less... visceral and "rampage" friendly. The vast majority of physical things a Vampire does are things all Vampires do, with boosts in resilience, strength, or speed but not exactly as powerful as Masquerade. Gone are the days of waiting ten minutes for the Brujah to finish tearing everything to pieces so that you can have your turn in combat. In Werewolf, to me, you've got the same stuff with different names and faces. You're dealing with spirits a lot more, but you're still defending your territory and hunting down enemies. No Black Spiral Dancers, but the Pure might as well be them, for all that they'd like to rip your face off and you'd like to rip off theirs, etc. To be more precise, my impression has been that the Werewolf changes are the most cosmetic, rather than changes to style of play or overall mood. Werewolves still "work" the same way, for the most part - pack running, renegerating, crossing over into Shadow realms, clawing, biting, tearing - for much the same reasons - territory, rivalry, spiritual and 'environmental.' There was nothing in new Werewolf that made me say "I wonder how they do this...", only to discover that werewolves worked in a completely different way. That's more because a "werewolf" has to do certain things in order to be called a werewolf, but they probably could have changed things up a bit more. The hunter and the hunted switch places, but there's still a hunter and a hunted, hunting and being hunted in the same ways with the same basic abilities. Killing the metaplot did a lot more to change Vampire than any other game, IMHO. That one thing completely stripped away most of Vampire's baggage. It has a negligible effect on Werewolf. Some influence on Mage and the others, but affects Vamps the most. [/QUOTE]
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