daddystabz
Explorer
I own all the stuff so far for Vampire the Masquerade 5e but it has been months since my initial read-through of the material. I remember having the impression upon first read through that I was surprised at the number of rules, especially for vampires and how they operate (Blood Resonance and Blood Humors being one big one.) I remember though that the game makes some things modular.
I want to run a mostly narratively driven game with rolls for things like skill checks and combat mostly. How crunchy do you all feel VtM 5e is and what parts of the game are indeed modular and can be removed for a more narrative game? Which ones does the book seem to encourage leaving out?
I want to run a mostly narratively driven game with rolls for things like skill checks and combat mostly. How crunchy do you all feel VtM 5e is and what parts of the game are indeed modular and can be removed for a more narrative game? Which ones does the book seem to encourage leaving out?