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Vampire: The Requiem blurb in Previews
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<blockquote data-quote="Barastrondo" data-source="post: 1554483" data-attributes="member: 3820"><p>It's funny. I ran what I thought was going to be a one-shot of D&D when I first started working at White Wolf way back in, what, 1995? '96? And they never really let me stop doing it. I might have abandoned my homebrew a long time ago (on account of embarrassing holdovers from its college years) if it weren't for people like my wife who love it so much. </p><p> </p><p></p><p></p><p>It isn't a corporate stance. We don't feel a yawning internal void of self-loathing for partnering with Necromancer and Malhavoc, and we don't flagellate ourselves for the Sword and Sorcery imprint. </p><p></p><p>That <em>said</em>, my favorite D&D games are always the ones that are about mood and theme more than weapons and equipment — which is true of most any game. Sometimes weapons are a key part of the mood and theme, mind (try doing an Arabian game without scimitars, or a Nordic game without spears and axes) — but I save the equipment treadmill style of play for video games. </p><p></p><p>I would also note that the cited bit of marketing text doesn't say a thing about "there is no combat in the World of Darkness." There's conflict in the setting aplenty, and a given amount will always be resolved via bloodshed; hell, how could you do a game about werewolves where people being torn to bits is a rare thing? It talks about theme, mood and plot over equipment and weapons — and whether you think that's snarky or not, it's an important point to convey. How seriously can you take a setting where werewolves fight with guns and katanas more often than they use claws and fangs? The emphasis has to be elsewhere if you want to really get across playing a supernatural being.</p><p></p><p></p><p></p><p>No, it isn't. The new World of Darkness is a separate, if slightly parallel, world to the original. Gehenna never happened in the new World of Darkness — in fact, there may never have been legends of Gehenna at all. Some familiar setting elements will be present, if much-changed — really, they'll just be analogues of the original WoD's setting elements, rather than the same ones with a new coat of paint. Other elements will be very conspicuous by their absence. </p><p></p><p>One of the core things we wanted to do with the new books was to capture that feeling that the first adopters of Vampire got way back in '91 — that feeling of excitement and mystery, of picking up these books where you recognized some aspects of vampires but discovered there was so much more to explore and play with. A post-Gehenna/Apocalypse/Ascension setting would be too familiar. We wanted something fresh.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 1554483, member: 3820"] It's funny. I ran what I thought was going to be a one-shot of D&D when I first started working at White Wolf way back in, what, 1995? '96? And they never really let me stop doing it. I might have abandoned my homebrew a long time ago (on account of embarrassing holdovers from its college years) if it weren't for people like my wife who love it so much. It isn't a corporate stance. We don't feel a yawning internal void of self-loathing for partnering with Necromancer and Malhavoc, and we don't flagellate ourselves for the Sword and Sorcery imprint. That [I]said[/I], my favorite D&D games are always the ones that are about mood and theme more than weapons and equipment — which is true of most any game. Sometimes weapons are a key part of the mood and theme, mind (try doing an Arabian game without scimitars, or a Nordic game without spears and axes) — but I save the equipment treadmill style of play for video games. I would also note that the cited bit of marketing text doesn't say a thing about "there is no combat in the World of Darkness." There's conflict in the setting aplenty, and a given amount will always be resolved via bloodshed; hell, how could you do a game about werewolves where people being torn to bits is a rare thing? It talks about theme, mood and plot over equipment and weapons — and whether you think that's snarky or not, it's an important point to convey. How seriously can you take a setting where werewolves fight with guns and katanas more often than they use claws and fangs? The emphasis has to be elsewhere if you want to really get across playing a supernatural being. No, it isn't. The new World of Darkness is a separate, if slightly parallel, world to the original. Gehenna never happened in the new World of Darkness — in fact, there may never have been legends of Gehenna at all. Some familiar setting elements will be present, if much-changed — really, they'll just be analogues of the original WoD's setting elements, rather than the same ones with a new coat of paint. Other elements will be very conspicuous by their absence. One of the core things we wanted to do with the new books was to capture that feeling that the first adopters of Vampire got way back in '91 — that feeling of excitement and mystery, of picking up these books where you recognized some aspects of vampires but discovered there was so much more to explore and play with. A post-Gehenna/Apocalypse/Ascension setting would be too familiar. We wanted something fresh. [/QUOTE]
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