Peregrine's Nest: How Vampire Got Its Groove Back

Vampire: The Masquerade 5th Edition beautifully updated some long-standing issues with the game. Here’s how.

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This irregular column looks at aspects of design and system that a particular game does especially well. In this case I’m looking at Vampire: The Masquerade 5th Edition.

Developing Background

First off, kudos for the designers for not retconning the game background in the new edition. They took the existing canon of the setting and moved it along a few years with surprisingly few momentous events. While there are a lot of changes, most are ripples from the arrival of the Second Inquisition and the beckoning. So you can pick up this game where you left off instead of trying to relearn how everything works (and has supposedly always worked).

The Tremere Problem

Clan Tremere is often a problem in any game of Vampire. Their close knit structure and focus on clan loyalty often pushed Tremere players to side with their clan over the player character group (coterie). While most clans offered a little of this, Clan Tremere not only encouraged this but demanded it. Fifth edition solved this brutally but effectively, by blowing up Tremere central office. The main chantry in Vienna is destroyed in the new timeline, eradicating the Tremere leadership. So Tremere characters still have clan backing and are perfectly viable, but their clan doesn’t have the same central authority to enforce loyalty as before. In addition the destruction of the Vienna chantry is a wakeup call for how dangerous the Second Inquisition can be.

The Beckoning

The Beckoning is a strange call that draws powerful vampire elders towards the Middle East where supposedly ancient vampires are engaging in a shadow war. This manages to solve two issues that often came up in earlier games of vampire.

The first was the concrete nature of vampire society. With elders lasting for centuries, and clinging onto power with an iron grip, there was nothing for new (player character) kindred to try and claim. There was no outlet for vampiric ambition. In early games that’s fine, teaching the player characters there are much bigger fish out there is good. But it soon became clear that advancement was not just difficult but almost impossible. The Beckoning solves this problem by making the elders walk away. Vast power vacuums open up now and again, leaving the player characters an opening, if they are quick enough to claim them.

The second issue was that of coterie versus clan. While Clan Tremere were the worst, in most games, most player characters tended to shift their loyalty away from the PC coterie towards their clan. The Beckoning doesn’t stop that, but does give the player characters a reason to stick together. If they are going to claim something an elder left, they are going to have to do it together. One elder is worth one PC coterie. So they can still stab each other in the back or be loyal to their clan, but if they are to keep their hunting ground and other shared assets they have to work together.

Hunger Choices

Many games in previous editions moved towards ‘goth superheroes’ instead of vampires. The new system for how blood is used to power abilities is better at reminding players their characters are hungry predators. First off, the amount of blood it costs to activates any power is now variable. You make a test each time you use it and it may, or may not, cost you. So it is impossible to really tell just how much blood your character will need. But given your character might not suffer a cost at all; this doesn’t nerf their powers or make them use them any less.

Blood has also moved from a pool, to a hunger mechanic, which is one of my favourite things. Hunting in previous editions was basically filling the gas tank. You got some blood and the predictability of the cost of your powers made it easy to tell how long you’d need before hunting. In 5th edition, when a power costs you blood, your dice are swapped out for hunger dice. Only if these roll certain results do the more bestial aspects of your character come to the fore, but they still work as standard dice too. Feeding reverts these dice to normal, but each player can decide for themselves when their character is "too hungry." It’s up to them to decide how much to risk their character losing control. It also means that you cannot ever forget your character’s hunger. With a blood pool you could just check occasionally how full it is. But with hunger dice your character’s hunger is a brooding presence in every dice roll.

It is also worth mentioning Predator Types are another way the game pushes focus back onto the feeding and hunger aspect of characters. These are not just narrative options, but grant the extra skills and even discipline points that allow the character to be effective as that sort of hunter. This bakes the idea into character creation that your character is a predator and not just an immortal.

Freeform Clans

In the original game where only seven of the thirteen clans were available and everything was focused on the Camarilla, there wasn’t a problem. But as the game has expanded and developed, more clans have been revealed. Not every clan is in every sect, so different games limited clan choice. Post Second Inquisition the Camarilla and the Anarchs are on a recruitment drive. While they expect a new level of dedication, any character might join either sect, opening up potentially all the clans for any game as player characters.

This game of clan musical chairs also places the Brujah and Gangrel among the Anarchs, which also makes more sense given how the game has developed. The only problem there is that the physical clans are all in one sect, potentially why the Lasombra (with Potence) have joined the Camarilla from a design perspective. But again, with anyone potentially able to join any sect, the only difference this makes is how much clan back up you might receive depending on your choices.

Bringing the Masquerade Into the Modern Age​

Vampire remains one of my favourite games of all time. But after years of game play certain problems became evident that 5th Edition did an excellent job of addressing. It's truly a masterclass of design, demonstrating how a game can improve from years of playtesting and feedback.

YOUR TURN: What other new editions of a game really fixed a particular problem?
 

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Andrew Peregrine

Andrew Peregrine

I have to say that I totally agree with you.

Vampire: The Masquerade 5th Edition is a better game than any previous iteration and made much needed changes to the mechanics and setting that not only make it smoother in play, but also make key themes much more prominent and focussed while downplaying some of the more nonsensical elements of previous versions. Notably, some key figures in the 5th edition’s development included Ken Hite (of numerous horror rpg credits) and Mark Rein-Hagen (the original creator of the game). It has become a real game of 'personal horror' in this edition.

Then again, some fans see all this as fighting words so be prepared…but thanks for putting it out anyway!

I also note the emphasis of Camarilla vs Anarchs rather than Sabbat. The Sabbat were problematic in other editions by being far too prominent, rather than the shadowy death cult that they have now returned to being (it was how they were presented in 1st edition). The notion that a group like the Sabbat could be running large cities with the general populace still, apparently being unaware of their existence was beyond the suspension of disbelief. Camarilla vs Anarchs is basically traditionalist vs progressives and is more analogous to real world politics which makes the game more darkly satirical again.

BTW, the best core rulebook of the game, in my view is actually Laws of the Night, the live action version of the game. This is mainly because the book contains details on all the Clans rather than leave some of the peripheral ones to supplements. Also, I love Rock-Paper-Scissors as a game mechanic!

For another horror game, I thought the adaptation of Powered by the Apocalypse mechanics for Kult: Divinity Lost fitted like a glove and managed to expunge some of the blandness in the system that held back previous editions from being fully realised. As a genre, it was well suited towards ‘narrative’ rather than ‘simulationist’ mechanics (you don’t really need a tactical combat system or the like in this type of horror; overlong skill lists and character generation were a drag). Having said that, none of this was as transformative as the Vampire developments I think.
 
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Panda76

First Post
I agree with you, especially on V5's shift away from elders and it's shift towards the predatory nature of characters. A game of Ancilla and neonates is far more interesting than finding yourself brought into a world where the ruler has held their position for centuries and is impossibly powerful.


My main complaint is that the core rulebook is laid out badly, something that should have been corrected when publishing was changed from Modiphius to Renegade. The secondary complaint is Paradox & Renegade's lack of interest in errata or editing once a book has been released.
 

My main complaint is that the core rulebook is laid out badly, something that should have been corrected when publishing was changed from Modiphius to Renegade. The secondary complaint is Paradox & Renegade's lack of interest in errata or editing once a book has been released.
Like I say, do check out Laws of the Night.

Not trying to shill it or anything and you’ll need to note that it provides LARP rules (which could hypothetically be adapted to the tabletop, I guess, if you want to go diceless). However, By Night Studios had several years to look at the original rulebook and improve layout, clarity, etc, based on criticism of the original tabletop core rules - it’s better, basically. It also comes in a cheaper, digest sized version (with full rules still).

It has been added to the Renegade catalogue, nevertheless, along with all the Onyx Path written material.
 

ruemere

Adventurer
V5renegade version still needs to address the progress of everyday technology. I think the way they should go would be to allow high gens to be virtually indistinguishable from humans, while the low gens would puppet master their progeny.

Also, information coverage and suppression do not work the same way they did in the last century. Anyone can be media sharing nowadays. The tools and means employed to maintain masquerade should be clearly spelled out, and the masquerade enforcement should be described in sufficient detail for the players to be able to challenge it.

It would make a great sense for inquisition to be a group of OSINT buffs, much like Ordo Veritatis from Esoterrorists, who both maintain a masquerade of their own, and deploy agents to murder breach makers.

Oh, and I happen to dislike Kult Apocalypse version. It made the PCs too important. Too significant.
 
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Cergorach

The Laughing One
I strongly dislike the Vampire 5e art style (dislike is an understatement)! I like how Onyx Path handled V20 (and all the other WoD settings), art style, game style, etc. If I was to run Vampire again, it would be V20. I'm a big fan of the old WW stuff, a big part of that was the art style, as that set the tone of the setting very well for me.
 

V5renegade version still needs to address the progress of everyday technology. I think the way they should go would be to allow high gens to be virtually indistinguishable from humans, while the low gens would puppet master their progeny.

Also, information coverage and suppression do not work the same way they did in the last century. Anyone can be media sharing nowadays. The tools and means employed to maintain masquerade should be clearly spelled out, and the masquerade enforcement should be described in sufficient detail for the players to be able to challenge it.

It would made a great sense for inquisition to be a group of OSINT buffs, much like Ordo Veritatis from Esoterrorists, who both maintain a masquerade of their own, and deploy agents to murder breach makers.

Oh, and I happen to dislike Kult Apocalypse version. It made the PCs too important. Too significant.
I think the mechanisms for masquerade are pretty well spelt out - it is part of the game’s theme after all. One of the key elements simply lies in vampires trying to maintain their Humanity and the various Predator styles give a lot of indication of how their try to maintain their ‘habits’ while staying incognito. Moreover, there are various discussions in the rulebook about how the different vampires cope with modern nights (and technology).

The Second Inquisition are a clandestine group also. The name is actually just a moniker given to them by vampires. In reality they are a coalition group of operatives from various agencies and cell groups. Basically, like Ordo Veritatis in Ecoterrorists.

I’m not sure where you are coming from with Kult. All the characters are important and significant. Humanity is literally divine but trapped, unaware in a perceptual prison. In typical narratives they are victims of all manner of violence and horror, but they are still, essentially, immortal gods. “Death is just the Beginning”, as goes the tagline - it is a Gnostic premise which has been with the game since the 1st edition.
 
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ruemere

Adventurer
The masquerade is described in political and ideological terms... I may be wrong though as I have had read only the basic books.

What we need (or needed) was technical, down to earth list of methods for maintaining it. The social means, the organization dignitaries, protocols for handling breaches. Details, in other words.

Something that the players could work with.
 
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The masquerade is described in political and ideological terms... I may be wrong though as I have had read only the basic books.

What we need (or needed) was technical, down to earth list of methods for maintaining it. The social means, the organization dignitaries, protocols for handling breaches. Details, in other words.

Something that the players could work with.
Well, the protocols have always been the Traditions of The Masquerade, with the Camarilla, the Archons and the Justicars and other social organisations being the enforcers. Vampires who threaten the Masquerade are hunted out of existence. Like I say, this is at the core of the game’s premise and what makes a lot of the drama in it. Individual vampires have various supernatural powers to avoid detection too.

The threat of the Second Inquisition in recent times is that various spy agencies and clandestine groups, not dissimilar to those found in Ken Hite's other vampire game - Night’s Black Agents - have become more coordinated to be able to infiltrate and launch offences against vampires and their organisations. Again, another premise to inspire drama in the game.

I mean, this stuff is all in the game.
 

ngenius

Adventurer
Maybe I do not understand Vampire, but my style of play as a group is being a band of brothers looking out for one another, not backstabbing or betraying your squaddies. But the 5th Edition Vampire reads nice, anyway. And l love the optional speciality D10 dice.
 

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