Whizbang Dustyboots
Gnometown Hero
Yeah, so what? I know there's a group out there that insists that people can only play the games encouraged by the rules, but White Wolf (among others) show otherwise.Zaruthustran said:Whoa, whoa. White Wolf's Vampire game was very much a superhero game. It had a very cool setting, sure. But the mechanics were 100% "power up and smash". People hitting each other with manhole covers or hurled automobiles. "Soaking" a clip's worth of bullets. Punching someone through a wall, having a garou tear off an arm, and so on. Nature and Demeanor weren't really used that often, and many (most) games encourage players to pick behavioral traits anyway.
Just saying that WW's storyteller system, well, wasn't a system that--from a systems/mechanic standpoint--did all that much to encourage or enable storytelling.
This is especially the case in White Wolf, since so much focus is given in the DM, er, Storyteller advice into crafting the game AS a Chronicle.
Heck, Buffy the Vampire Slayer is explicitly about superheroes, and it has possibly the best of class advice for crafting a game that works as a story that's both episodic and hangs together in seasons.
White Wolf's success isn't because it lets players be vampire superheroes. Rifts did that years before. It succeeded because it married a topic to a style of play that had been a marginal sort of play previously. As we can see on this thread, suggesting that D&D players think about stories causes quite a few of them to freak the hell out.