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Peregrine's Nest: How Vampire Got Its Groove Back
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<blockquote data-quote="TrippyHippy" data-source="post: 9550897" data-attributes="member: 27252"><p>I have to say that I totally agree with you.</p><p></p><p>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.</p><p></p><p>Then again, some fans see all this as fighting words so be prepared…but thanks for putting it out anyway!</p><p></p><p>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.</p><p></p><p>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!</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 9550897, member: 27252"] 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. [/QUOTE]
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