EricNoah said:
Just a note from the uninitiated -- this has been an interesting read. The whole Vampire/Werewolf "thing" is just something I'm completely clueless about (never played it, never knew anyone who played it, never read about it, etc.). It might be pretty entertaining to sit in on a session...
Eric,
If there wasn't several thousand miles between us, I would gladly dust off the books and run a session or ten of whichever one of the games you fancied the most.
I certainly find that WW games have changed the way I run games and design adventures. From Vampire, I learned how to run a game in a closed environment (usually a city) with little or no "outside world". It encourages depth of NPCs and gives important NPCs and locations n recurring role that is usually not emphasized in geographically extensive fantasy RPGs.
Also, running Vampire has helped me design political adventures which will likely come in handy now my D&D players are getting tougher.
One thing I'm struggling with in D&D is how to cope with individual character power vs. the world. When characters can potentially blow up a city (and at Level 9, they're not far off already from being capable of that), how do you cope ? The WW games all feature powerful entities, and a lot of safeguards are built-in believably to make sur it doesn't happen. I'm drawing on these ideas today for my D&D setting.
My main gripe with all the WW games, at the end of the day, is that although they stand-alone well, they don't combine well. If you agglomerate the six or seven X : The Y games they have released, half the world population is either a vampire, a werewolf, a mage, a mummy, a changeling or posessed by a wraith or demon. That hurts suspension of disbelief a lot. In my games, I never crossed over PC-Wise and toned down other "awakened" NPCs a lot to avoid that. So if London hosted 100 Vampires in Vampire, it probably only hosted 5-10 in Mage.
Oh well, I'm veering off topic. Sorry
