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Vampire: Victorian Age?
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<blockquote data-quote="Sammael99" data-source="post: 482764" data-attributes="member: 1157"><p>Eric,</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Also, running Vampire has helped me design political adventures which will likely come in handy now my D&D players are getting tougher.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Oh well, I'm veering off topic. Sorry <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Sammael99, post: 482764, member: 1157"] 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 ;) [/QUOTE]
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