Fiaryn wrote: »
One thing I felt was noteworthy: Talking about perma-death and attracting "casual players" seems irreconcilable. These two things don't mix, one of them is going to suffer for the inclusion of the other.
Fiaryn wrote: »
In short, Malkavians are pretty much the worst clan. They can be good but their player base tarnishes them. I'd rather have four Toreadors than one Malk.
Statistically, the one Malk is most likely to be the more annoying!
cj iwakura wrote: »
While those details sound amazing, I still don't see any bonafide confirmation that this is Masquerade.
KoopahTroopah wrote: »
For anyone wondering which clans are in Masquerade and which ones aren't, here's the wiki for the clans.
There's also a bunch of information on that wiki as it's made by white wolf. I'd expect it to be a good base of information for CCP to use, besides the books themselves of course.
gtrmp wrote: »
I wouldn't be the least bit surprised if the original seven Camarilla clans are the only clans available at launch.
gtrmp wrote: »
Honestly, including anything more than the core clans would be pushing it. They need to strike a balance between being faithful to VtM canon and exclusing as much of the embarrassing, thematically antithetical nonsense as they possibly can. As it is, only including all 13 clans as written would still give us two clans that are built around painfully awkward ethnic sterotypes, several Disciplines that are thematically appropriate, and at least two Disciplines that are outright broken.
* Not a lot of quests. Org versus org. Player-driven faction content and conflict.
* Not a WOW clone. Repetitive quests are boring and unfulfilling.
* Concerns over how mental or social influence powers are handled. How to do this well and meaningfully? Players uncomfortable with a loss of control over avatar.
* Players want to control other characters, however.
* Territory control. An adult-only play space. Roleplayers want a space where the integrity of the setting colors the conversation. Don't want to suffer through Chuck Norris jokes and other immersion-breaking chatter.
* Content that reinforces themes that are the cornerstones of the WoD. "Shivers up the spine."
* An exploration of who a new character is, so that he's not just dropped tabula rasa into the world. Random backgrounds, connections to the world, hooks into world participation.
* Powers that cleave closely to the powers that exist in the game, but also expand into new directions for appropriate Disciplines. Making them work in tandem with the system, so that they make sense in the world.
* Finite numbers of the supernatural critter types.
* Permadeath. Server type preference?
* Allow social powers to be socially versatile. A character can be successful socially; not all advancement is tied to combat or traditional "leveling."
* Factional control of regions or assets. Benefits to controlling key areas or establishments.
* Live team events built upon a foundation of existing world lore. Real-time events, historical Masquerade characters, GM NPCs who can be interacted with or pull players into stories.
* Influences, boons, hallmarks of the social origins of vampires.
* Accessible to casual players. Low-intensity tasks to just pick up and do so players don't have to sit there idly.
* Playable Sabbat.
* Creation, building visible things that can be added to game. Ex. Toreador art, Nosferatu caverns. Some kind of crafting system.
* One big world with a dynamic power system that allows different factions to thrive.
* Stay true to the adult content. Blood, gore, darkness, tits.
* Present the themes of the World of Darkness as playable elements. Let the players participate in the things that make Vampire what it is.
* Allow players to participate meaningfully as casual and part-time players.
* Image and customization consultation -- players helping other players create their looks.
* Playable neonate-ancilla-elder model with meaningful play, all with impact on the in-world vitae economy.
* Status system -- how to represent and elder concept. Players that can participate as setting, a piece of the environment.
* Unique and empowering via rarity.
* Rarity of combat unless it's a character's focus.
* Severity and fearsomeness of combat.
* World that responds to the actions of the characters. Dynamic, changing, adapting to how players use the world.
* A system to allow players to form groups of their own design as opposed to just sharing commonalities like clan and Disciplines.
* GLBT friendly content.
* Rewards for advancement tied to tiered mastery of ability or chance rolls.
* Final Death.
* Bloodline characters. Seeing the effects of actions the players have taken in character selection.
* Use relationships with fan organizations to allow players to play their LARP characters and vice versa.
* Crafting +1 but not materials farming.
* Immersion as a priority. Reward the long-time player who's been into Vampire as opposed to the sillier players who are aggravating elements in other MMOs. Jumping goofball players break the mood.
* Non-unique names as a matter of character identity.
* Other WoD critters. The whole panoply of supernatural creature types.
* Cherry pick the strong parts of Requiem.
* Mortals, participate in the Embrace, etc. X2 X3
* Embrace. X2
* Ability to flag self for PvP allowability.
* Communication needs. Make communication happen in a way that's not as as intrusive as "global chat UI".
* Politics outside clan and sect. City politics, for example. Domains and territories?
* A sense of history imparted to elder characters. Flashback sequences, historical instances, etc.
* Narrative that's not wholly reliant on players to facilitate the content.
* Control the rate of character progression and provide content so that casual and time-constrained players can still participate meaningfully.
* Personal spaces like havens. Ability to damage or conspire against havens. Or help cultivate them.
* Torpor as a clone-type mechanic as a backup.
* Casual player rewards and impetus.
Basil wrote: »
Oh my. Oh me oh my.
Archonex wrote: »
It's kind of hard to do a realistic WoD without including the seedy underside of it, so i'm not that bothered by them wanting to do a sex sells approach to the game.
When you start to analyze just how hosed up the Old World of Darkness really is you'll see that it isn't a setting for kids. Sadly, none of the games really touch on this outside of some parts of Bloodlines.
Even then, hell, Bloodlines had a strip club or some sort of illicit business in every major area, if not on every corner. The WoD is a seedy, fucked up place. So I can forgive them for wanting to showcase that if that's the direction they go.