Vampire: Victorian Age?

I'd be glad to tell you about The Storyteller System. In a way d20 is a result of the Storyteller system.The system is VERY simple. I compare d20 to chess as the Storyteller system is like playing Uno. One system is very rules heavy the other is not .
As for Changeling, it's a game whose theme is Dreams and what they mean to mankind. It's about having that spark within that keeps us going. I suggest you go to white wolf's website or go to

http://emerald_reveries.tripod.com/gallery/CtD_3rd.gif
The site is called "the endless dreaming"
 

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also...

I might add that to get an idea of what changeling is about you rent "Merlin" the miniseries on nbc years ago. Mab and the lady of the lake go through what changelings went through as mankind started to disbelieve.
Also, the comic book "Sandman" esp the last one called "the Wake" gives a great idea of what the Dreaming is like.
 

redwing said:
how is the storyteller system different than d20?

The big difference is transparency.

In the d20 system it is very easy to work out how difficult or easy you have made a check, and it is easy to set the difficulties of checks at an appropriate level.

The Storyteller system involves a mechanic called the dice pool, in which the GM sets a target number from one to ten, and the character-player rolls a number of dice determined by his or her characer's ability and skill and counts the successes. In some cases more than one success may be required. This system seems very neat and obvious. And a lot of people manage to play the games, have a lot of fun, and not notice that really bizarre things are happening.

But: there is some tricky work in combinatorics required to work out how hard a task actually is. The problem facing a GM who has to set a task difficulty is a difficult one. And it contains pitfalls: few people realise that for target numbers of 8, 9, and 10 characters with large dice pools botch (fumble) more often than those with smaller pools. Target number of 1 is meaningless, and with target 2 or 3 the probabilities of different numbers of successes vary up and down in a very strange way, besides which they make tasks so easy that it isn't worth rolling. That leaves four useful task difficulty numbers: 4, 5, 6, and 7. In the first place that isn't enough task difficulties. And in the second place they are all too easy. So you have to start requiring at least X successes to set a higher task difficulty. The problem with that is that no-one, least of all the game designers, has any real idea of how difficult a task is getting.

The Dice Pool system is simple to explain, quick to learn, and produces almost-unusable results.

What the WW games do have is some really neat ideas for campaigns: vampire and werewolf PCs, etc. Unfortunately the overall execution of their materials is (or at least used to be) marred by badly fumbled detail. For example, the introductory adventure in the original 'Vampire' book included a major NPC who was mute, but who was detailed with a long list of things she would tell PCs. The writeup of werewolf society [originally] included insulting-matches, despite the fact that rage rules for werewolves meant that these almost invariably degenerated into murderous brawls during the first couple of exchanges. Vampires are deathly afraid of fire, but most cannot see in the dark: how did they manage before the invention of electric light? The vampire clans that are supposed to be stompiest in combat lack the Disciplines (special abilities) that actually win fights. It doesn't bear thinking about how most vampire characters get their sustenance, because it turns out that without certain Disciplines that are not widely available, a vampire cannot survive a year. The major NPC vampires, especially the rulers of the World of Darkness, are all given really low Humanity scores. In practice, this makes them not scarily cold psychopaths, but gibbering incompetents. The list goes on and on.

Then, too, there is a lot of supposed secret history that (in my opinion) simply doesn't make sense: in any case I find it unbearably irritating.

Finally, the World of Darkness setting suffers badly from supplementiasis. The various books that have been supposed to flesh out minor parts sketched in the main game invariably make their subjects vastly more powerful and more immune than the Big Players in the Main Game.

Anyway, the ideas are pretty good, but the game system needs a live organ transplant, the background needs to be re-written, the clans/tribes etc. need to be redesigned, etc, etc. I don't pay for materials that I [know I have to] do that for.

IMHO. YMMV. YDWYDWP.


Agback
 

Flaws in the game? you bet. It has always been WW's problem. But I think you miss the point of the large dice pool. The game was made that way . A main theme in all the games is the lower downs taking over the upper ups. a neonate vampire can over take an elder on the die roll. And while you have the chance of fumbling, a bigger dice pool allows a person to do VERY grand things. Time to go out hunting for elder blood!
 

in a strange bit of role reversal

I'm generally considered an anti-vampire/WW person by my gamer friends. After ten years I got fairly sick of it and actively avoid the game now.

Having said that its a perfectly good, and ocassionaly brilliant game. I have a new player who basically played nothing but Vampire for a few years and I think the system breeds a good set of roleplaying skills.

1. Most vampire/WW players (I mean people who started off on vampire) understand that there is a fundimental communal sort of storytelling going on. Even if they're inexperienced they're characters are generally well detailed and they respond well to sub-plots, doing things for character reasons even if it's seems like a high-risk low-reward proposition and stuff like that.
2. Most of them share time well. Vampire invariably involves a lot of wait time and they've learned that sometimes you just need to chill out until the rest of the game progresses and their character gets back in the action.
3. They do in character acting and secrets well. Most have a strong idea of what in-character and out-of-character means and what is what.
4. They're usually less focused on being powerful and more focused on being 'cool'. They don't expect to win every combat and understand that sometimes not getting killed is the best outcome you can hope for. Most of them understand that D&D/roleplaying isn't a video game and that every encounter isn't going to involve an opponet with a CR of preciesly the appropriate level that you can kill it without much effort.

I'm probably projecting a bit onto my particular experiences and the people I've known but its the premere "other" game for a reason.

The dice pool system is fine. d20 is just as wonky when it comes to target numbers, level gaining, power, etc. etc.
The world is fun and interesting and in the hands of a good GM it can really be a fantastic experience.

so redwing, if you can find a good group you should definitely give it a go. The "playing a character from the dark ages through modern times" chronicle is a bit stogy at this point but its a lot of fun and well worth the effort you put into it.
 

Agback said:
And a lot of people manage to play the games, have a lot of fun, and not notice that really bizarre things are happening.

Isn't that the important thing though ? I would have imagined that slightly wonky probabilities are fairly irrelevent. I've GMed and played WW games for about five years and I can't remember once being frustrated with the probability aspect of dice rolling (I have been frustrated with the bucket loads of d10 rolling aspect of Werewolf but that's a different issue...)

The Dice Pool system is simple to explain, quick to learn, and produces almost-unusable results.

You said yourself above that they were not unusable. Unsound for a probability mathematician, certainly, but not unusable. An action resolution system is, after all, nothing else than an action resolution system. As long as it allows to resolve actions in a fairly believable manner, who cares ?

What the WW games do have is some really neat ideas for campaigns: vampire and werewolf PCs, etc. Unfortunately the overall execution of their materials is (or at least used to be) marred by badly fumbled detail. For example, the introductory adventure in the original 'Vampire' book included a major NPC who was mute, but who was detailed with a long list of things she would tell PCs. The writeup of werewolf society [originally] included insulting-matches, despite the fact that rage rules for werewolves meant that these almost invariably degenerated into murderous brawls during the first couple of exchanges. Vampires are deathly afraid of fire, but most cannot see in the dark: how did they manage before the invention of electric light? The vampire clans that are supposed to be stompiest in combat lack the Disciplines (special abilities) that actually win fights. It doesn't bear thinking about how most vampire characters get their sustenance, because it turns out that without certain Disciplines that are not widely available, a vampire cannot survive a year. The major NPC vampires, especially the rulers of the World of Darkness, are all given really low Humanity scores. In practice, this makes them not scarily cold psychopaths, but gibbering incompetents. The list goes on and on.

I won't go in detail over what you said and I haven't read a WW supplement for ages, but I believe a lot of the above is either misread or deliberately warped. A few examples, off the top of my head :

Vampires do not fear fire, fire damages them. They can use a torch just like anyone else, it's just that torches are one of the few things that can do lasting damage to them (you might as well ask how humans handled light before electricity ;))

I don't know where you read that the combat savvy clans didn't have the disciplines to back it up... Brujah spring to mind...

Anyway, that's not the issue. Critical reading of any game background I know will highlight many inconsistencies, and it could be said that even without a background, 3E is probably top of the heap. I never found inconsistencies in WW glaring enough that it was unplayable and that's what matters.

However, I've stopped playing WW games a few years back, simply because I wanted to play something less dark. The only games I could see myself picking up again would be Mage, because it's simply the most stunningly original game I have ever read, and possibly Changeling just using the rules and plugging it into a faerie setting.

I think trying these games out can be great fun and, as has been pointed above, probably opens up to a different way of looking at rp-ing. Check it out.

Back on the original topic : I haven't read Victorian Age Vampire, but I disliked Dark Ages about as much as I liked the original Vampire, and that's exactly for the opposite reasons of what made one person above dislike VAV : crunch vs context. Reading Dark Ages, I felt like reading an all hell breaks loose fight it over Vampire. What I liked about Vampire was that you had power, but not only did you pay a terrible personal price for it, you also had to be very careful in using it. As time went by, WW supplements moved more and more out of that scope to accomodate power-hungry players, and Dark Ages, to me, was the pinnacle.

So I might actually enjoy Victorian Age if I ever wanted to get back into Vampire...
 
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Sammael99 said:

Vampires do not fear fire, fire damages them. They can use a torch just like anyone else, it's just that torches are one of the few things that can do lasting damage to them (you might as well ask how humans handled light before electricity ;))

Ah, so all those frenzy checks for standing near an open flame were just for show then.

Bloody vampires, gotta make a big song and dance about everything :D
 


arwink said:


Ah, so all those frenzy checks for standing near an open flame were just for show then.

Bloody vampires, gotta make a big song and dance about everything :D

That's a matter of interpretation. An uncontrolled flame would require frenzy checks in my campaigns, but not a candle...
 

Sammael99 said:


That's a matter of interpretation. An uncontrolled flame would require frenzy checks in my campaigns, but not a candle...

True, but I do seem to recall there being a difficulty level for candles in my rulebooks.
 

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