Vampire: The Requiem

Wormwood said:
I've been eagerly following the WoD2.0 web previews, and I liked what I had seen thus far.

Then I read the intro booklet—which pretty much cured me of any desire to play.

I wish I could be more specific, but all I could think while reading the scenario was, "Is this the best they could come up with?"

Oh well, looks like this is only Vampire I'm buying after all.

Well, without knowing what you disliked about the intro story--and also being confined my NDA--I can't go into any specifics.

But I would ask you to keep in mind one important fact. As Justin Achilli has already said on the RPG.net forums, that intro story was being written simultaneously with aspects of both the core book and the New Orleans sourcebook, which means the writer didn't have access to the final versions of some of the source material. It's a reasonable first glance at the new system and setting, but not all the details are going to match up, and some of the minor rules tweaks didn't make it into the promo.

If there was nothing about it you liked, there's not much I can tell you. But if it's specific details that are bugging you, I'd ask you to withold judgment just a bit longer. :)
 
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Funksaw said:
Why not lose them, throwing the function of "weakness" onto the organizations or - better still - onto the disciplines? After all, there's already a discipline/weakness link via Clan Weakness->clan->discplines. Why not eliminate the middle man?

I think that would be nicer too.
I doubt I'll get it, simply because it's easier for me to not start buying for a new line. I've not had any luck doing a vampire campaign, (nor demon, hunter, etc) so there's little reason for me to spend money there. The early 2revised stuff was good, but later it kind of dragged.

It seems that the only stuff I really cared for in Original Vampire (metaplot, Caine, various other details, plus Demon & Hunter) has been cast aside now. Gehenna's gamebook was not to my liking, but Mouseferatu's good novel was a decent endcap to the series for me.
 

I like this World of Darkness much more than the first one. For some reason, this one makes more sense to me than the first one did. The first one, to me, just seemed like a mish-mash of too many ideas popping into the world at the same time trying to not coexist and failing, instead coexisting too much and too well together.

Kudos to WW for WoD2.0 and a Vampire game that actually makes sense. I'll play this Vampire and Werewolf and Mage, not the previous one.
 

Okay. Two things:

1. The flight or fight thing when two strangers meet:
There are ways to go around that by using disciplines and probably some other stuff as well that we haven't seen yet.

2. Actually vampires do have levels in Vampire: The Requim. It's called Blood Potency, and although it isn't a stable statistic it does correspond to your vampire's power level. The thing is that whenever you take a long nap (torpor) your blood thins out and you lose your Blood Potency, so in that sense it isn't like levels. I haven't seen any mechanics on this thing yet, but considering that vampires recognize the strenght / weakness of their fellow Kindred by comparing Blood Potency I would call it a "level of power". Of course if you gather too much Blood Potency you start eating your own kind, want to go to sleep and generally become very nasty.
 

so the old WOD never happened , anybody know what happened to the werewolves in the final days. and has anybody seen a d20 conversion for the wod stuff?
 

reanjr said:
Man, I'd be tempted to play their games if only they would get rid of dice pools. That system is so wrong in so many ways that it's chilling.

Awww, it's fun! Where else can you know that, the better you know something, the greater your chance of catastrophic failure?
 

Acid_crash said:
I like this World of Darkness much more than the first one. For some reason, this one makes more sense to me than the first one did. The first one, to me, just seemed like a mish-mash of too many ideas popping into the world at the same time trying to not coexist and failing, instead coexisting too much and too well together.


That's exactly what it was. There was, at first, this idea for Vampire. Then they decided to do some of the other "movie monsters". No attention was paid to whether or not the setting made sense as a whole.
 

Telperion said:
Okay. Two things:

1. The flight or fight thing when two strangers meet:
There are ways to go around that by using disciplines and probably some other stuff as well that we haven't seen yet.

2. Actually vampires do have levels in Vampire: The Requim. It's called Blood Potency, and although it isn't a stable statistic it does correspond to your vampire's power level. The thing is that whenever you take a long nap (torpor) your blood thins out and you lose your Blood Potency, so in that sense it isn't like levels. I haven't seen any mechanics on this thing yet, but considering that vampires recognize the strenght / weakness of their fellow Kindred by comparing Blood Potency I would call it a "level of power". Of course if you gather too much Blood Potency you start eating your own kind, want to go to sleep and generally become very nasty.
The difference is that the blood potency is a seperate statistic - not an indication of total experience. For one, it can go down - for another, blood potency might have an effect on how much blood you can spend per turn and the power of your disciplines, but blood potency isn't linked directly to skills. Finally, it has in-game direct effects rather than abstract ones - I wouldn't say blood potency is like levels except if you *really* want to stretch the idea. Now, Werewolf's rank system - that I'd say was like levels. Still, since the levels only affects the supernatural stuff (and not the mundane stuff) I don't even really think of it like a d20 level.
 

Dogbrain said:
Awww, it's fun! Where else can you know that, the better you know something, the greater your chance of catastrophic failure?
In fact, they fixed that problem a different way as far back as Vampire 3rd edition in 1997, where botches only occured if you had at least one "1' but no other successes. So, 10, 1, 1, 1, is a normal failure in that system.

In Storyteller(WoD2) you ignore ones completely unless your clan has a weakness regarding it, you just count 8, 9, and reroll 10s. You don't even subtract ones from your successes. The only time "ones" come up is when you're trying to use a skill that you have zero dice in - then you roll a single "chance die." 2 through 9 are failures on the chance die, 10 is a success, and 1 is a botch.
 
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