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Peregrine's Nest: How Vampire Got Its Groove Back
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<blockquote data-quote="RenleyRenfield" data-source="post: 9625285" data-attributes="member: 7044197"><p>Ohhh, this is a very long and detailed side conversation! And a great comment you have there.</p><p></p><p>Without too much blather here in my experience in regards to your statement and WoD overall .... (and why there is so much variance in play)</p><p></p><p><strong>1. Playing as the Monster is harder than you think</strong></p><p>WoD et al, have rules that make the character "do bad things"(tm), lol. And that is VERY far from almost every other RPG, especially D&D... There are actual rules mechanics to trigger your character to act out of control, or wicked, or otherwise not as you want. And then that is tied to rules consequences for your actions. This is one of the few games you can lose your character from roleplay, not just death....</p><p></p><p><strong>2. There is no Quest</strong></p><p>Majority of players and GMs take it for granted how easy it is to "know what to do" in D&D style games. Go kill the BBEG, go stop the monster swarm, go obtain the macguffin, etc etc. WoD has no such plots. The game is about you, the monster, exerting your ambitions on the world, and the other monsters pushing back. It entails politics/social first, and combat second. And often its not clear when to do which... so things get messy.</p><p></p><p><strong>3. It's Not Balanced and Not Clear</strong></p><p>You can make a useless character in many games. But in WoD games, you can make characters that have no clear failing <em>or</em> role. What any given Clan or Legacy, or Pack does... not defined. So you want to make a fighter? There is no obvious way to do this. Sure, a Brujah seems like an ok place to start, but then he gets his butt kicked by a Gangrel or a Toreador... because powers are not defined clearly as "damage or social".... sometimes they are neither. And since powers are narrative and situation based, hitting hard is often not the way to win a fight... same goes for social characters - just having high Charisma isn't ever enough.</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9625285, member: 7044197"] Ohhh, this is a very long and detailed side conversation! And a great comment you have there. Without too much blather here in my experience in regards to your statement and WoD overall .... (and why there is so much variance in play) [B]1. Playing as the Monster is harder than you think[/B] WoD et al, have rules that make the character "do bad things"(tm), lol. And that is VERY far from almost every other RPG, especially D&D... There are actual rules mechanics to trigger your character to act out of control, or wicked, or otherwise not as you want. And then that is tied to rules consequences for your actions. This is one of the few games you can lose your character from roleplay, not just death.... [B]2. There is no Quest[/B] Majority of players and GMs take it for granted how easy it is to "know what to do" in D&D style games. Go kill the BBEG, go stop the monster swarm, go obtain the macguffin, etc etc. WoD has no such plots. The game is about you, the monster, exerting your ambitions on the world, and the other monsters pushing back. It entails politics/social first, and combat second. And often its not clear when to do which... so things get messy. [B]3. It's Not Balanced and Not Clear[/B] You can make a useless character in many games. But in WoD games, you can make characters that have no clear failing [I]or[/I] role. What any given Clan or Legacy, or Pack does... not defined. So you want to make a fighter? There is no obvious way to do this. Sure, a Brujah seems like an ok place to start, but then he gets his butt kicked by a Gangrel or a Toreador... because powers are not defined clearly as "damage or social".... sometimes they are neither. And since powers are narrative and situation based, hitting hard is often not the way to win a fight... same goes for social characters - just having high Charisma isn't ever enough. [/QUOTE]
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