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Vampire: The Requiem
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<blockquote data-quote="Vampyrknight" data-source="post: 1659145" data-attributes="member: 18703"><p><strong>The New vs. Old, take (insert ridiculously high number here)</strong></p><p></p><p>Every weekday, when I get online, one of the first things I check is the new World of Darkness preview. So far, I have mixed feelings, feelings a lot of the old school World of Darkness (particularly Vampire the Masquerade) players I know echo. To find there's a board, though, regarding comparisons with the new Storyteller system and the d20 system, this seems a bit on the comical side.</p><p></p><p>Some of the info coming down the pipe has made me happy, but most of that's rules mechanics. The biggest bonus to the new WoD is it has a set of core rules. No rumaging through all sorts of books to find out how a vampire fighting a werewolf works. A basic set of rules is always a plus. That soak is gone, that there's only one difficulty to beat in every roll, and the inclusion of merits as a standard (not sure if there are flaws, but I hope there are), I'll wait to pass judgment upon once I see the actual rules.</p><p></p><p>Most of the beef I have with the new WoD involves actual setting. I'm still trying to figure out why they had to utterly destroy the old WoD and not just convert them to the new system. I liked Vampire, Werewolf, Hunter, and Demon, and I'll miss those games as they were. The details on the new Vampire only upsets me more.</p><p></p><p>Sure, it might be less metaplot than the old one, but honestly, where's the fun in that? The metaplot set the tone, it helped to define the setting. Sure, the storyteller should be responsible for it, too, but if there's nothing to base it on, how can he convey the right tone, the right mood? This actually happened in a game of Demon I played in where the storyteller (new to Demon) just read the rules, not the stories or metaplot stuff. It was essentially boiled down to a hack-and-slash game.</p><p></p><p>So far, the similarities to the d20 system are simply an attempt (like most game publishers are doing these days) to make the rules easier to play. It cuts down on the time spent in books or arguing over rules and more time actually roleplaying. That was what the designers of D&D 3e did, that's what White Wolf is doing now.</p></blockquote><p></p>
[QUOTE="Vampyrknight, post: 1659145, member: 18703"] [b]The New vs. Old, take (insert ridiculously high number here)[/b] Every weekday, when I get online, one of the first things I check is the new World of Darkness preview. So far, I have mixed feelings, feelings a lot of the old school World of Darkness (particularly Vampire the Masquerade) players I know echo. To find there's a board, though, regarding comparisons with the new Storyteller system and the d20 system, this seems a bit on the comical side. Some of the info coming down the pipe has made me happy, but most of that's rules mechanics. The biggest bonus to the new WoD is it has a set of core rules. No rumaging through all sorts of books to find out how a vampire fighting a werewolf works. A basic set of rules is always a plus. That soak is gone, that there's only one difficulty to beat in every roll, and the inclusion of merits as a standard (not sure if there are flaws, but I hope there are), I'll wait to pass judgment upon once I see the actual rules. Most of the beef I have with the new WoD involves actual setting. I'm still trying to figure out why they had to utterly destroy the old WoD and not just convert them to the new system. I liked Vampire, Werewolf, Hunter, and Demon, and I'll miss those games as they were. The details on the new Vampire only upsets me more. Sure, it might be less metaplot than the old one, but honestly, where's the fun in that? The metaplot set the tone, it helped to define the setting. Sure, the storyteller should be responsible for it, too, but if there's nothing to base it on, how can he convey the right tone, the right mood? This actually happened in a game of Demon I played in where the storyteller (new to Demon) just read the rules, not the stories or metaplot stuff. It was essentially boiled down to a hack-and-slash game. So far, the similarities to the d20 system are simply an attempt (like most game publishers are doing these days) to make the rules easier to play. It cuts down on the time spent in books or arguing over rules and more time actually roleplaying. That was what the designers of D&D 3e did, that's what White Wolf is doing now. [/QUOTE]
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