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Renegade Game Studios Takes Over World of Darkness
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<blockquote data-quote="TrippyHippy" data-source="post: 8158170" data-attributes="member: 27252"><p>Well, if you want to shift the goal posts, sure.</p><p></p><p>The Camarilla vs Sabbat conflict was actually only made a core theme after the 2nd edition of the game had been released. The Players’ Guide to the Sabbat, which came out about 1992/3, attempted to make what had been a peripheral bogeyman group playable (as they did with all groups in the WoD), introducing the final Clans to make up the mystical 13 and introducing alternative moral ‘Paths’ to replace Humanity. The core books, however, were still based on the central notion of young ‘Anarchs’ up against the Elders of the Camarilla - so the Sabbat were still supplemental, but becoming increasingly references and detailed as an alternative (and hostile) group to the Camarilla.</p><p></p><p>Vampire: The Masquerade essentially suffered from its success in that it released a huge amount of supplements for World of Darkness games (something like 50 a year) for a range of games and spinoffs that were meant to be consistent and coherent to a combined setting, but actually weren’t. Some were good and others were not, and what was canonical or not also became confusing. By the time that White Wolf decided they wanted to do a Revised edition of all the core games, which was really done more for financial reasons, they also decided they needed to consolidate the setting details. Vampire Revised included all the 13 Clans for the first time, naturally dividing them into Sects, which immediately put the Camarilla at odds against the Sabbat and essentially made it a core theme of the game by doing so.</p><p></p><p>The Kuei-Jin were a spin-off in the form of Kindred of the East, which was part of a general drive in all the main game lines to create Eastern-based games. The Assamites (now Banu Haqim) are a Clan of historical warriors/assassins, and while there are plenty of political conflicts throughout the game, this doesn’t equate to making the game all about playing superpowered immortals fighting in the streets. The conflicts are usually political in nature.</p><p></p><p>The background fluff and novels do not spend much time about superpowered immortals battling in the streets. Like.... at all, frankly! Yes, they do have scenarios that depict physical conflict - including in 5E where The Second Inquisition is detailed as major antagonists for vampires in the 21st Century. But the tone is that of a gritty thriller, not superheroes. The mechanics in 5E make this absolutely clear. </p><p></p><p>Indeed, one of the advantages of gaming these days, is that there are ready exemplars of what most games are about by simply watching or listening to podcasts or actual play videos. If you want to see how the game developers and writers actually intend Vampire: the Masquerade to be played, go and watch LA by Night or listen to Red Moon Roleplaying.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 8158170, member: 27252"] Well, if you want to shift the goal posts, sure. The Camarilla vs Sabbat conflict was actually only made a core theme after the 2nd edition of the game had been released. The Players’ Guide to the Sabbat, which came out about 1992/3, attempted to make what had been a peripheral bogeyman group playable (as they did with all groups in the WoD), introducing the final Clans to make up the mystical 13 and introducing alternative moral ‘Paths’ to replace Humanity. The core books, however, were still based on the central notion of young ‘Anarchs’ up against the Elders of the Camarilla - so the Sabbat were still supplemental, but becoming increasingly references and detailed as an alternative (and hostile) group to the Camarilla. Vampire: The Masquerade essentially suffered from its success in that it released a huge amount of supplements for World of Darkness games (something like 50 a year) for a range of games and spinoffs that were meant to be consistent and coherent to a combined setting, but actually weren’t. Some were good and others were not, and what was canonical or not also became confusing. By the time that White Wolf decided they wanted to do a Revised edition of all the core games, which was really done more for financial reasons, they also decided they needed to consolidate the setting details. Vampire Revised included all the 13 Clans for the first time, naturally dividing them into Sects, which immediately put the Camarilla at odds against the Sabbat and essentially made it a core theme of the game by doing so. The Kuei-Jin were a spin-off in the form of Kindred of the East, which was part of a general drive in all the main game lines to create Eastern-based games. The Assamites (now Banu Haqim) are a Clan of historical warriors/assassins, and while there are plenty of political conflicts throughout the game, this doesn’t equate to making the game all about playing superpowered immortals fighting in the streets. The conflicts are usually political in nature. The background fluff and novels do not spend much time about superpowered immortals battling in the streets. Like.... at all, frankly! Yes, they do have scenarios that depict physical conflict - including in 5E where The Second Inquisition is detailed as major antagonists for vampires in the 21st Century. But the tone is that of a gritty thriller, not superheroes. The mechanics in 5E make this absolutely clear. Indeed, one of the advantages of gaming these days, is that there are ready exemplars of what most games are about by simply watching or listening to podcasts or actual play videos. If you want to see how the game developers and writers actually intend Vampire: the Masquerade to be played, go and watch LA by Night or listen to Red Moon Roleplaying. [/QUOTE]
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