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Renegade Game Studios Takes Over World of Darkness
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<blockquote data-quote="humble minion" data-source="post: 8158070" data-attributes="member: 5948"><p>I'd argue it's what the <em>mechanics </em>pointed towards, while all the flavour text, background, Storyteller advice, etc etc etc painted a picture of something much slower, more subtle, and more character-focused. But 'the game' is the sum of background and ruleset.</p><p></p><p>The Superheroes With Fangs gamestyle was (I've always thought) the result of WW making the same mistake that WotC did with approximately a million prestige classes back in 3/3.5e, or kits back in 2e - balancing mechanical advantages with roleplaying disadvantages. Vampires have to hunt (ie, attack and violate people), vampires are lorded over by vile elders whose power they'll almost certainly never be able to rival, vampires have to scrupulously hide any trace of their existence for fear of getting crushed like bugs for Masquerade breaches, vampires are in near-constant danger of losing it and bloodily slaughtering anyone around them, vampires are subject to the most stranglingly tight addiction imaginable (and it only gets worse if you're blood bound, then you'd slavishly addicted and love your dealer with all your heart and soul even though your mind knows they're awful).</p><p></p><p>Yeah, being a vampire is the pits. But the great majority of all this stuff depends on Storyteller enforcement. With a Storyteller who just lets you offhandedly make Herd rolls to feed at the start of a session so you can all get to the interesting part, or plays elders dumb and/or weak, or doesn't come down on the coterie like a ton of bricks for stuff like Masquerade violations or diablerie, etc etc - you're going to end up with Superheroes With Fangs. And hey, if that's what floats your boat, have fun with it. But it's not how the game is written to be played, because the game is more than the mechanics, otherwise the book would be a lot thinner.</p><p></p><p>Edit: not to say that players didn't need to read the background/setting material and buy in as well. The best and most lore-y ST in the world is going to struggle when PCs are things like toreador with maxed celerity, melee, and generation, who 'find beauty in the art of combat' (that's the usual excuse for this character type, yeah?) who's an amnesiac orphan etc etc. Session 0 matters...</p></blockquote><p></p>
[QUOTE="humble minion, post: 8158070, member: 5948"] I'd argue it's what the [I]mechanics [/I]pointed towards, while all the flavour text, background, Storyteller advice, etc etc etc painted a picture of something much slower, more subtle, and more character-focused. But 'the game' is the sum of background and ruleset. The Superheroes With Fangs gamestyle was (I've always thought) the result of WW making the same mistake that WotC did with approximately a million prestige classes back in 3/3.5e, or kits back in 2e - balancing mechanical advantages with roleplaying disadvantages. Vampires have to hunt (ie, attack and violate people), vampires are lorded over by vile elders whose power they'll almost certainly never be able to rival, vampires have to scrupulously hide any trace of their existence for fear of getting crushed like bugs for Masquerade breaches, vampires are in near-constant danger of losing it and bloodily slaughtering anyone around them, vampires are subject to the most stranglingly tight addiction imaginable (and it only gets worse if you're blood bound, then you'd slavishly addicted and love your dealer with all your heart and soul even though your mind knows they're awful). Yeah, being a vampire is the pits. But the great majority of all this stuff depends on Storyteller enforcement. With a Storyteller who just lets you offhandedly make Herd rolls to feed at the start of a session so you can all get to the interesting part, or plays elders dumb and/or weak, or doesn't come down on the coterie like a ton of bricks for stuff like Masquerade violations or diablerie, etc etc - you're going to end up with Superheroes With Fangs. And hey, if that's what floats your boat, have fun with it. But it's not how the game is written to be played, because the game is more than the mechanics, otherwise the book would be a lot thinner. Edit: not to say that players didn't need to read the background/setting material and buy in as well. The best and most lore-y ST in the world is going to struggle when PCs are things like toreador with maxed celerity, melee, and generation, who 'find beauty in the art of combat' (that's the usual excuse for this character type, yeah?) who's an amnesiac orphan etc etc. Session 0 matters... [/QUOTE]
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