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General Tabletop Discussion
*TTRPGs General
What makes setting lore "actually matter" to the players?
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<blockquote data-quote="RenleyRenfield" data-source="post: 9838360" data-attributes="member: 7044197"><p>I also do not mean this to be rude, it's just there is some obvious dodgy logic here. This ^ is <strong>not a real delineation</strong>. This is just some odd deflection to defend personal <em>entitlement </em>to whatever game is precious. To try and say such sound more like trying to defend personal attachment to game X's lore, while not <em>realizing </em>that is a mere <em>personal </em>preference and not some holistic change that actually affects play.</p><p></p><p>Lore for why there are N clans in vampire = lore for what each clan is defined as. Same same.</p><p>Lore for why there are clans at all = lore for why vampires interact they way they do. Same same.</p><p>Lore for why the rules interact with mechanics that enable all these above distinctions = lore. same same.</p><p></p><p>You can't say out of one side : "lore" is a "classes I am ok with" and then say: "class lore" has nothing to do with cannon. <em>Like... they are quite literally the same thing.</em></p><p><em></em></p><p><em>Change a class, you change canon. Change canon and you change a class. </em></p><p></p><p></p><p><strong>Vampire V5 very much did what Requiem did</strong>, with its covenants as Blood Cults. And they are greatly pulled from and influenced by Requiem's content. So much so they even utterly re-wrote Giovanni and broke out a new "<strong>Hecata</strong>".</p><p></p><p>V5 is a great example of making sweeping changes to various clans, and in doing do changed/retconned lore/canon and at the same time improving play though better diversity in clans (in this case the blood cult ones). Requiem and V5 are both wildly successful as RPGs and design. I am not saying ever choice was perfect, but after going back to a V20 game.. V5 is lightyears better lore/canon/updates... Were their marketing practices the best, well.. eh... but the games are both great!</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9838360, member: 7044197"] I also do not mean this to be rude, it's just there is some obvious dodgy logic here. This ^ is [B]not a real delineation[/B]. This is just some odd deflection to defend personal [I]entitlement [/I]to whatever game is precious. To try and say such sound more like trying to defend personal attachment to game X's lore, while not [I]realizing [/I]that is a mere [I]personal [/I]preference and not some holistic change that actually affects play. Lore for why there are N clans in vampire = lore for what each clan is defined as. Same same. Lore for why there are clans at all = lore for why vampires interact they way they do. Same same. Lore for why the rules interact with mechanics that enable all these above distinctions = lore. same same. You can't say out of one side : "lore" is a "classes I am ok with" and then say: "class lore" has nothing to do with cannon. [I]Like... they are quite literally the same thing. Change a class, you change canon. Change canon and you change a class. [/I] [B]Vampire V5 very much did what Requiem did[/B], with its covenants as Blood Cults. And they are greatly pulled from and influenced by Requiem's content. So much so they even utterly re-wrote Giovanni and broke out a new "[B]Hecata[/B]". V5 is a great example of making sweeping changes to various clans, and in doing do changed/retconned lore/canon and at the same time improving play though better diversity in clans (in this case the blood cult ones). Requiem and V5 are both wildly successful as RPGs and design. I am not saying ever choice was perfect, but after going back to a V20 game.. V5 is lightyears better lore/canon/updates... Were their marketing practices the best, well.. eh... but the games are both great! [/QUOTE]
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What makes setting lore "actually matter" to the players?
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