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White Wolf Unveils New Vampire Logo!
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<blockquote data-quote="TrippyHippy" data-source="post: 7731258" data-attributes="member: 27252"><p>Shadowrun may be better known but it isn't mechanically closer. It has a dice pool mechanic with fixed target numbers, but in all earnestness, that is actually the limit of the similarity to the Storyteller system. </p><p></p><p>Vampire was written with an expressed intent to create a "simple and elegant" system that was aiming to put story and setting first, and de-emphasising the wargaming roots of most RPGs in favour of more freeform styles of play (like Live action or diceless play). Shadowrun essentially embraces wargame mechanics, with lots of emphasis on combat, lots of skills, gear and trait lists, strategic modifiers and all the sorts of things that you'd basically get in strategic/tactical rpg systems like Champions. The two games systems have different design intents. </p><p></p><p>Prince Valiant was expressly cited and discussed as an antecedent by the original White Wolf crew, however. Stewart Weick, who sadly passed away this year, as one of the founders of White Wolf, made a point of this in the Prince Valiant Kickstarter campaign too. Prince Valiant also 'counts successes' with a fixed target - albeit those flipped on coins - along with ranking the stats in the same basic way. </p><p></p><p>Vampire: the Masquerade wasn't influenced by any one, single game of course, but the development of the system towards non-fixed targets ultimately proved to be a bad system design - this is why they reverted to fixed targets in later versions of the system.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 7731258, member: 27252"] Shadowrun may be better known but it isn't mechanically closer. It has a dice pool mechanic with fixed target numbers, but in all earnestness, that is actually the limit of the similarity to the Storyteller system. Vampire was written with an expressed intent to create a "simple and elegant" system that was aiming to put story and setting first, and de-emphasising the wargaming roots of most RPGs in favour of more freeform styles of play (like Live action or diceless play). Shadowrun essentially embraces wargame mechanics, with lots of emphasis on combat, lots of skills, gear and trait lists, strategic modifiers and all the sorts of things that you'd basically get in strategic/tactical rpg systems like Champions. The two games systems have different design intents. Prince Valiant was expressly cited and discussed as an antecedent by the original White Wolf crew, however. Stewart Weick, who sadly passed away this year, as one of the founders of White Wolf, made a point of this in the Prince Valiant Kickstarter campaign too. Prince Valiant also 'counts successes' with a fixed target - albeit those flipped on coins - along with ranking the stats in the same basic way. Vampire: the Masquerade wasn't influenced by any one, single game of course, but the development of the system towards non-fixed targets ultimately proved to be a bad system design - this is why they reverted to fixed targets in later versions of the system. [/QUOTE]
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