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<blockquote data-quote="Celebrim" data-source="post: 6012445" data-attributes="member: 4937"><p>Jhaelen and I clearly have very different tastes in games, but we seem to completely agree on Wraith.</p><p></p><p></p><p></p><p>In my opinion, Wraith is the first and best example of almost the exact opposite sort of game than the ones I recommended. It probably has the best written rule/setting book of all time, and is just a brilliant evocative read. In terms of tying the mechanics to the game, it's as elegant as White Wolf has ever been with its somewhat awkward Storyteller system. Yet for all that, it is a game that is nearly unplayable as written precisely because it does do such a good job of conveying the alienness of being one of the disembodied dead. As written, the characters seem to rarely interact with anything. They have no collective motivation, no reason to be in a group, no real purpose in doing anything but enduring their own private hells. There are no clear examples of how to prepare or play the game, and in practice those people who actually did play Wraith did not play the game described in the original source book. It's possible that the game could be played one on one with a story teller and a single character, but I'm not sure how often even that happened.</p><p></p><p>Of course, to a certain extent Wraith was simply a more dramatic example of the problems in WW's most famous game - VtM. I was incredibly impressed and maybe a little bit frightened by the design of VtM when I first encountered and read the book, but so far as I can tell - for a variaty of reasons - no one actually played the game described in the original ground breaking rule book (based on their latter work, this would include the games designers).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6012445, member: 4937"] Jhaelen and I clearly have very different tastes in games, but we seem to completely agree on Wraith. In my opinion, Wraith is the first and best example of almost the exact opposite sort of game than the ones I recommended. It probably has the best written rule/setting book of all time, and is just a brilliant evocative read. In terms of tying the mechanics to the game, it's as elegant as White Wolf has ever been with its somewhat awkward Storyteller system. Yet for all that, it is a game that is nearly unplayable as written precisely because it does do such a good job of conveying the alienness of being one of the disembodied dead. As written, the characters seem to rarely interact with anything. They have no collective motivation, no reason to be in a group, no real purpose in doing anything but enduring their own private hells. There are no clear examples of how to prepare or play the game, and in practice those people who actually did play Wraith did not play the game described in the original source book. It's possible that the game could be played one on one with a story teller and a single character, but I'm not sure how often even that happened. Of course, to a certain extent Wraith was simply a more dramatic example of the problems in WW's most famous game - VtM. I was incredibly impressed and maybe a little bit frightened by the design of VtM when I first encountered and read the book, but so far as I can tell - for a variaty of reasons - no one actually played the game described in the original ground breaking rule book (based on their latter work, this would include the games designers). [/QUOTE]
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