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What will you be doing with the new World of Darkness?
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<blockquote data-quote="Umbran" data-source="post: 1722867" data-attributes="member: 177"><p>My FLGS had a midnight release party,and I picked up a copy of the Core Rulebook, but not V:tR. For the short term, the only thing I will do with it is perhaps a little playtesting to see how it feels.</p><p></p><p>My reading of it leaves me with mixed feelings, to be honest. It is streamlined, yes. The game should run more smoothly, with fewer rules-lookups and dice rolls. However, they've done that at the expense of resolution. They've decreased the number of skills (and the number of skill points) characters recieve. That generally leads to characters being more similar, which isn't so hot. </p><p></p><p>There also seems to be a decrease in the number of tactical options available. In the old WoD, a character generally had two degrees of freedom in dealing with actions - there was changing the target number, and changing the size of the dice pool. They've removed the first of those degrees of freedom. That should make things run more quickly, and that's okay for a game that is supposed to be about storytelling and not tactical wargaming. But it again decreses the ways in which characters and their actiosn can differ. A trade off, I suppose. </p><p></p><p>The lack of metaplot is nice. But the complete lack of setting information in the core rulebook isn't so nice. There's an old adage that the trick is to keep your mind open, without allowing your brains to spill all over the sidewalk. The Core Rulebook goes a bit too far to the latter in this regard - it contains virtually nothing for a Storyteller to work from. Not good in an introductory product. </p><p></p><p>From what I've heard and seen of the Vamire line, I wish they'd made more changes, and taken more risks. Whern D&D 3e was released, the big selling point was that it would be a new, better way to play the game you knew and loved, and to my mind that was an accurate statement. For WoD 2.0, the big selling point was that this was going to be a new game, unconnected to the old. But that's not what we are getting. We are getting a new (and perhaps better) way to play the same game. We're seeing mostly the same character powers and abilities, many of the same clan/bloodline types, and so on. If the game was really new and unconnected, it shouldn't bear so much resemblance to the old game.</p><p></p><p>That being said, so far it looks like it might well be a good, solid game. We shall see.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1722867, member: 177"] My FLGS had a midnight release party,and I picked up a copy of the Core Rulebook, but not V:tR. For the short term, the only thing I will do with it is perhaps a little playtesting to see how it feels. My reading of it leaves me with mixed feelings, to be honest. It is streamlined, yes. The game should run more smoothly, with fewer rules-lookups and dice rolls. However, they've done that at the expense of resolution. They've decreased the number of skills (and the number of skill points) characters recieve. That generally leads to characters being more similar, which isn't so hot. There also seems to be a decrease in the number of tactical options available. In the old WoD, a character generally had two degrees of freedom in dealing with actions - there was changing the target number, and changing the size of the dice pool. They've removed the first of those degrees of freedom. That should make things run more quickly, and that's okay for a game that is supposed to be about storytelling and not tactical wargaming. But it again decreses the ways in which characters and their actiosn can differ. A trade off, I suppose. The lack of metaplot is nice. But the complete lack of setting information in the core rulebook isn't so nice. There's an old adage that the trick is to keep your mind open, without allowing your brains to spill all over the sidewalk. The Core Rulebook goes a bit too far to the latter in this regard - it contains virtually nothing for a Storyteller to work from. Not good in an introductory product. From what I've heard and seen of the Vamire line, I wish they'd made more changes, and taken more risks. Whern D&D 3e was released, the big selling point was that it would be a new, better way to play the game you knew and loved, and to my mind that was an accurate statement. For WoD 2.0, the big selling point was that this was going to be a new game, unconnected to the old. But that's not what we are getting. We are getting a new (and perhaps better) way to play the same game. We're seeing mostly the same character powers and abilities, many of the same clan/bloodline types, and so on. If the game was really new and unconnected, it shouldn't bear so much resemblance to the old game. That being said, so far it looks like it might well be a good, solid game. We shall see. [/QUOTE]
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