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Renegade Game Studios Takes Over World of Darkness
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<blockquote data-quote="Ruin Explorer" data-source="post: 8160349" data-attributes="member: 18"><p>Sure, but the rules of VtM 2E particularly also encouraged a certain type of game, which WW then totally pandered too/exploited re: splatbooks (KotE literally couldn't exist unless "superheroes with fangs" was basically the main mode of play at that point), and that wasn't "personal horror". And rules-wise, Revised largely continued to support that too. None of 1E, 2E, Revised or V20 do a particularly good job of encouraging "personal horror"-style play (nor does the LARP, which is generally intrigue/politics/vampire peacocking-centric). It's poorly supported by splatbooks and even the storyteller advice/resource books for those editions take more of a badgering/hectoring approach to encouraging that mode of play, rather than explaining it well, or adding more rules support or the like (or modifying the rules to support it better). Maybe V5 does a better job - I've certainly seen similar reactions to it to Revised, and it seems to be somewhat unpopular, though for a variety of reasons.</p><p></p><p>To be fair this is sort of representative of an entire era of 1990s gaming, where people still didn't fully realize that the rules shape the game (indeed many people outright rejected the idea), and instead a lot of authors thought you could just demand people play a certain way and they would, even if the rules pushed in another direction. It wasn't just a WW or Revised problem, though the actual disavowing of fans was pretty wild and unusual. I think the first game I met where the author really understood how rules shaped what actually happened, like really got it, was Feng Shui, but it wasn't until well into the 2000s that the idea really blossomed.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8160349, member: 18"] Sure, but the rules of VtM 2E particularly also encouraged a certain type of game, which WW then totally pandered too/exploited re: splatbooks (KotE literally couldn't exist unless "superheroes with fangs" was basically the main mode of play at that point), and that wasn't "personal horror". And rules-wise, Revised largely continued to support that too. None of 1E, 2E, Revised or V20 do a particularly good job of encouraging "personal horror"-style play (nor does the LARP, which is generally intrigue/politics/vampire peacocking-centric). It's poorly supported by splatbooks and even the storyteller advice/resource books for those editions take more of a badgering/hectoring approach to encouraging that mode of play, rather than explaining it well, or adding more rules support or the like (or modifying the rules to support it better). Maybe V5 does a better job - I've certainly seen similar reactions to it to Revised, and it seems to be somewhat unpopular, though for a variety of reasons. To be fair this is sort of representative of an entire era of 1990s gaming, where people still didn't fully realize that the rules shape the game (indeed many people outright rejected the idea), and instead a lot of authors thought you could just demand people play a certain way and they would, even if the rules pushed in another direction. It wasn't just a WW or Revised problem, though the actual disavowing of fans was pretty wild and unusual. I think the first game I met where the author really understood how rules shaped what actually happened, like really got it, was Feng Shui, but it wasn't until well into the 2000s that the idea really blossomed. [/QUOTE]
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