I've been thinking of playing Vampire again, but as I understand it, Malkavians have been removed along with all the Sabbat clans. Now I don't know what I wanna play because Malkavians and Tciszemice were my play style.
It seems most of the clans have become really dull and combat focused, I really don't want to play a damn Brujah or Tremere. Ventrue and Toraedore? Domination SUCKS compared to Dementation, and neither of them have Obfuscate.
Clawshrimpy on
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INeedNoSaltwith blood on my teethRegistered Userregular
It seems most of the clans have become really dull and combat focused, I really don't want to play a damn Brujah or Tremere. Ventrue and Toraedore? Domination SUCKS compared to Dementation, and neither of them have Obfuscate.
Domination is awesome, dude, wtf.
Besides, who said anything about Brujah or Tremere?
If you're looking at VTR, like I said... look at VTR. Don't compare it against VTM.
I've only briefly skimmed Requiem, but what I garnered was that the "odder clans" i.e. Malkavians and Tzimisce were absorbed or destroyed by clans more suited to the brutal reality of modern nights, where vampire hunters, mages and werewolves are nearly a dime a dozen.
If you want to play a cheeky, political-intrigue style Vampire game, introduce one of the groups to Vampire: the Dark Ages. It's *way* better than VtM for that style of play.
Game was edited to remove masturbatory canon, consolidate the ruleset into a playable state, and focus the vampire aspect of the world of darkness where it truly lay: politics and intrigue.
Also, Malkavians are still in the game as a bloodline of the Ventrue. Nothing preventing you from putting TZs into your chronicles as a bloodline. They've just cut away the ridiculous glut of old canon that was the result of White Wolf's marketing/sales strategy during the 90s (i.e. releasing a sourcebook for every ridiculous idea that drew enough fanboy demand* without concern for the damage it did to the game as a storytelling environment).
White Wolf has now refined their game design system around The Rule of Five and placed control back into the hands of the Storyteller. It's not "OMG THEY GOT RID OF TZIMISCE!!!!1" it's "Oh hey, they havn't engraved every last aspect of Tzimisce into stone, and I can write or rewrite them into my game however I like."
Not everyone in the area play Requiem, I actually don't know anyone who plays World of Darkness in the area.
Though WoD is supposed to be primarily about playing the role of a character, not just dungeon crawling like D&D usually ends up boiling down to.
I like the WoD, I just figured I'd start with the new system because it should be fairly easy to get into, the books are easier to find. Though I wanna run a hunter game, my brother here doesn't want to play because they don't have a book where they get special rules like disciplines or spells or shit. I figured that would make it more roleplaying centric, less about just upgrading your magic powers and actually playing the role of a character trying to survive in a dangerous enviroment.
Uriel on
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INeedNoSaltwith blood on my teethRegistered Userregular
edited October 2006
Speaking of Tzimisce, I'm actually playing one in a DA game. I think I'm going to fuck up the Path of Metamorphosis, though.
INeedNoSalt on
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Suicide SlydeHaunts your dreamsof mountains sunk below the seaRegistered Userregular
edited October 2006
Personally I prefer VtR to VtM. VtM was way to bogged down in canon, just too daunting for a new player/storyteller. I like the way the NWoD is handled and it results, in my belief, in fewer arguments over who can do what, and when. Unfortunatly, most people in my area believe they are real vampires, very few level-headed people to game with. I'm not exaggerating either... these people are nuts, it's sad mostly but somehow scary.
Unfortunatly, most people in my area believe they are real vampires, very few level-headed people to game with. I'm not exaggerating either... these people are nuts, it's sad mostly but somehow scary.
Another reason I'd rather play a hunter game.
Uriel on
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
edited October 2006
Game was edited to remove masturbatory canon, consolidate the ruleset into a playable state, and focus the vampire aspect of the world of darkness where it truly lay: politics and intrigue.
Exactly.
I've found the new Vampire to be a lot smoother playing for me with groups that I've run. I can make wierd bloodlines if I want and now characters are differentiated by roleplaying, goals and similar, not clans. Also, I have quite the liking of the new antagonist group that again, has power handed to the ST to determine everything about them.
Mind, I doubt Werewolf and Vampire are systems I'll play again any time soon. I love both, but Promethean is vastly more appealing to me.
Unfortunatly, most people in my area believe they are real vampires, very few level-headed people to game with. I'm not exaggerating either... these people are nuts, it's sad mostly but somehow scary.
Another reason I'd rather play a hunter game.
Yea, tried that. One of two responses as I was explaining the premise: "Sounds cool, when do I get my god-like powers?" or "Sounds cool, but I can't because I'm a vampire."
Suicide Slyde on
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INeedNoSaltwith blood on my teethRegistered Userregular
Unfortunatly, most people in my area believe they are real vampires, very few level-headed people to game with. I'm not exaggerating either... these people are nuts, it's sad mostly but somehow scary.
Another reason I'd rather play a hunter game.
Yea, tried that. One of two responses as I was explaining the premise: "Sounds cool, when do I get my god-like powers?" or "Sounds cool, but I can't because I'm a vampire."
Unfortunatly, most people in my area believe they are real vampires, very few level-headed people to game with. I'm not exaggerating either... these people are nuts, it's sad mostly but somehow scary.
Another reason I'd rather play a hunter game.
Yea, tried that. One of two responses as I was explaining the premise: "Sounds cool, when do I get my god-like powers?" or "Sounds cool, but I can't because I'm a vampire."
...
You live in a town of crazies. I recommend moving far far away as soon as possible.
Unfortunatly, most people in my area believe they are real vampires, very few level-headed people to game with. I'm not exaggerating either... these people are nuts, it's sad mostly but somehow scary.
Another reason I'd rather play a hunter game.
Yea, tried that. One of two responses as I was explaining the premise: "Sounds cool, when do I get my god-like powers?" or "Sounds cool, but I can't because I'm a vampire."
...
You live in a town of crazies. I recommend moving far far away as soon as possible.
Just another point of how crazy people are here, I saw a license plate that read "KINDRID"... o yea you read that right folks "KINDRID". I would LIKE to believe that maybe there was some deep meaning behind that.. but there wasn't.
Ok, enough about the local crazies. I did have a decent group and we would take turns with the storytelling. One of us was a little more fantasy and used the V:tM system while I was a little more grounded but mysterious and I used the V:tR system. It made for a nice group and none of us found any problems with either system. Probably helped that we moved back and forth regularly, kept it fresh.
I found it quite the opposite to be honest. And V:tR is much easier to run than V:tM... I used to hate 2.0, but now that I'm actually playing it, I'm starting to like it, specifically Werewolf.
So glad soaking is gone, when combat does occur, it is quick and deadly. No mroe of this 5 hour duel shit.
I found it quite the opposite to be honest. And V:tR is much easier to run than V:tM... I used to hate 2.0, but now that I'm actually playing it, I'm starting to like it, specifically Werewolf.
So glad soaking is gone, when combat does occur, it is quick and deadly. No mroe of this 5 hour duel shit.
New system is not combat focused. This misconception may be as a result of the powers in the new system being largely combat/conflict applicable, as opposed to the old system which had a ludicrous number of clans and offshoots with a discipline for every potential situation. This was pleasing to the players whose definition of roleplaying was activating their character's super awesome powers to triumph. New system seems to have a better handle on using the powers of creatures to accentuate their ability and make them more dangerous rather than providing characters with the tools to become indomitable in one arena or the other.
While I've never actually gotten to play Vampire, for lack of players, I have read both the new and the old rulebooks, and I play the CCG regularly. Main things I dislike about the new system:
-The clans didn't seem interesting at all.
-Several Disciplines have been renamed for no good reason, with invariably crappier names.
-No Metaplot. It your Storyteller needs them to remove the ability to play in a predefined setting to become creative, the Storyteller needs to be removed, not the setting.
Nion on
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INeedNoSaltwith blood on my teethRegistered Userregular
While I've never actually gotten to play Vampire, for lack of players, I have read both the new and the old rulebooks, and I play the CCG regularly. Main things I dislike about the new system:
-The clans didn't seem interesting at all.
-Several Disciplines have been renamed for no good reason, with invariably crappier names.
-No Metaplot. It your Storyteller needs them to remove the ability to play in a predefined setting to become creative, the Storyteller needs to be removed, not the setting.
No metaplot > huge overarching metaplot, imo.
Playing Vampire with my present storyteller is a complete bitch because he's read like everything and won't ever let you step outside the lines.
I've always been a litle curious exactly how poeple play the Vampire white wolf games.
Is it all role playing with no dice rolling?
In theory... yes, you could play V:tM or V:tR without dice but some players (read: most players) believe that dice are needed CONSTANTLY. But the most part White Wolf RPGs are more like creepy storytelling and rely less on the die roll.
Of course this only applies to the tabletop and not the LARP versions. From what I understand the LARP versions use some sort of rock, paper, scissors system... yea. But I honestly don't know, because, lets just face it, Vampire LARPers are creepy... in a funny way.
Suicide Slyde on
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JohnnyCacheStarting DefensePlace at the tableRegistered Userregular
edited October 2006
Vampire is really just as "dicey" as any other game, although combat oriented gaming isn't really what the system was intended for.
While I've never actually gotten to play Vampire, for lack of players, I have read both the new and the old rulebooks, and I play the CCG regularly. Main things I dislike about the new system:
-The clans didn't seem interesting at all.
-Several Disciplines have been renamed for no good reason, with invariably crappier names.
-No Metaplot. It your Storyteller needs them to remove the ability to play in a predefined setting to become creative, the Storyteller needs to be removed, not the setting.
No metaplot > huge overarching metaplot, imo.
Playing Vampire with my present storyteller is a complete bitch because he's read like everything and won't ever let you step outside the lines.
You kind of missed the point of his post. It was perfectly possible to play VTM without the metaplot. It is not possible to play VtR WITH the metaplot. Without a metaplot, it could be said you're paying more for less choice.
I think the new VtR is a little dry. I LIKED the many old clans. If you wanted a more flexible game, you could play caitiff, inconnu, anarchs, whatever. I liked the old vampire setting and I miss that world. I do think the new world of darkness is a better GAME though, and so far I like what they've done with WW - I do, however, agree that they have gone off on a jag of renaming things just to rename them. As for the cannon pigeonholing every little thing, one of the positive things about the white wolf writing style is/was that everything was from the point of view of the thing that book was about - it had deliberate conflicts, misinformation, and highly biased information throughout, so things could turn out to be true or not true as needed.
As someone who was more interested in the background material than playing the game, I find Requiem utterly uninteresting.
for truth etc
VtR has novels, yes? Maybe I should pick those up to help get me interested in the game, the Masque of the Red Death trilogy and Clan Novels Tzimisce/Nosferatu were what got me completely hooked on Masquerade.
I can recognise that the game mechanics behind Requiem are much better though.
To be honest, there's good things and bad things about both. My interest lies more with Masquerade, but that's just because of the way that I use the materials. The ideal game for me would have elements of both, and hey, that's my choice to do! I just wish that the nWoD was more interesting to read about, because I'm probably not ever going to play it.
Tube on
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Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
edited October 2006
Can I say that the WOD's system of measuring what you can and cannot buy is really, really, really retarded?
OtakuD00DCan I hit the exploding rocks?San DiegoRegistered Userregular
edited March 2007
Yes. Yes you can. If you have the cash, get it! It makes sense for really illegal, powerful shit, because a high Resource rating could possibly mean you have access to the Black Market.
Bringing this back from the dead, yes, but I V:TR.
V:TR's clans are well-known and broad archetypes* of vampire, nothing else. This is major improvement over V:TM, where clans were often built over single gimmick such as ethinicity or awesome power (tm). It wasn't bad enough that these gimmicks were quite stupid (I'm gypsy vampire and I must steal), even worse was that they affected too much on how most players built / played their characters.
This is true. One issue I had with the clans in Vampire were how several of them seemed to serve just one type of character. Obviously with a little thought you can make your own but I think it suggests the stereotype a little too firmly.
Glad to hear the new systems ammends this somewhat. I doubt I'll pick it up though, I'm much more into background.
While I've never actually gotten to play Vampire, for lack of players, I have read both the new and the old rulebooks, and I play the CCG regularly. Main things I dislike about the new system:
-The clans didn't seem interesting at all.
-Several Disciplines have been renamed for no good reason, with invariably crappier names.
-No Metaplot. It your Storyteller needs them to remove the ability to play in a predefined setting to become creative, the Storyteller needs to be removed, not the setting.
Veteran V:TR (Been STing it since a few months after it came out) Storyteller here. I figured I'd chime in.
The Clans are now broad archetypes.The seductress, the hunter, the stalker, the aristocrat, and the monster. It fits you in a broad role and then you whittle that down by adding your own personality to that character. It creates more dynamic roleplaying.
If you're still looking for a more narrow scope, though, Bloodlines are what you're looking for. They are potentially infinite and you can technically create your own.
Plus, Vampire is now more about the Covenants you join. Rather then just the Camarilla and Sabbat, you have 5 main orginizations you can join, you can hoof it alone or you could possibly even join one of the two antagonist covenants (Vampire Vampire Hunters and Devil Worshipers).
"No Metaplot. It your Storyteller needs them to remove the ability to play in a predefined setting to become creative, the Storyteller needs to be removed, not the setting."
- This makes absolutely no sense to me. You have to be far more creative to build your own world than run in a pre-existing setting. Plus, it gives Storytellers more creative control over their players' world. The Storyteller was basically reading a series of books in the old system. In the new system, he's actually writing a story.
If I'm STing a setting, it better well bend to me, not to some book.
Lynx on
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OtakuD00DCan I hit the exploding rocks?San DiegoRegistered Userregular
edited March 2007
Actually, it's more like outright monsters with a healthy mix of devil worshippers. The Belial's Brood book actually explains it more in-depth. To join it, you have to have dropped out from one of the five main covenants first. They have no qualms about being vampires and embrace every aspect of being one. Some believe they're devils, some have their own agendas. All, however, were desillusioned former covenant members.
Posts
And man if you cannot spell Tzimisce I do not think they are your playstyle.
In fact Tzimisce are pretty fucked up. I don't think they're anyone's style.
Tell them to suck a wang.
Then learn VtR and don't compare it against VTM.
Besides, who said anything about Brujah or Tremere?
If you're looking at VTR, like I said... look at VTR. Don't compare it against VTM.
nothing unique like Makavains and Tsizemice were.
Malkavians can be summed up in one word, too. "Crazy."
Tzimisce need two: "Fucked up."
Tzimisce might be unique, but Malkavians not-so-much.
Don't define your character by his clan. He's a person first and disciplines second.
If you want to play a cheeky, political-intrigue style Vampire game, introduce one of the groups to Vampire: the Dark Ages. It's *way* better than VtM for that style of play.
Fixed.
Game was edited to remove masturbatory canon, consolidate the ruleset into a playable state, and focus the vampire aspect of the world of darkness where it truly lay: politics and intrigue.
Also, Malkavians are still in the game as a bloodline of the Ventrue. Nothing preventing you from putting TZs into your chronicles as a bloodline. They've just cut away the ridiculous glut of old canon that was the result of White Wolf's marketing/sales strategy during the 90s (i.e. releasing a sourcebook for every ridiculous idea that drew enough fanboy demand* without concern for the damage it did to the game as a storytelling environment).
White Wolf has now refined their game design system around The Rule of Five and placed control back into the hands of the Storyteller. It's not "OMG THEY GOT RID OF TZIMISCE!!!!1" it's "Oh hey, they havn't engraved every last aspect of Tzimisce into stone, and I can write or rewrite them into my game however I like."
*see Clanbook: Samhedi
Though WoD is supposed to be primarily about playing the role of a character, not just dungeon crawling like D&D usually ends up boiling down to.
I like the WoD, I just figured I'd start with the new system because it should be fairly easy to get into, the books are easier to find. Though I wanna run a hunter game, my brother here doesn't want to play because they don't have a book where they get special rules like disciplines or spells or shit. I figured that would make it more roleplaying centric, less about just upgrading your magic powers and actually playing the role of a character trying to survive in a dangerous enviroment.
Power and the Inner Voice 4tw
Exactly.
I've found the new Vampire to be a lot smoother playing for me with groups that I've run. I can make wierd bloodlines if I want and now characters are differentiated by roleplaying, goals and similar, not clans. Also, I have quite the liking of the new antagonist group that again, has power handed to the ST to determine everything about them.
Mind, I doubt Werewolf and Vampire are systems I'll play again any time soon. I love both, but Promethean is vastly more appealing to me.
Yea, tried that. One of two responses as I was explaining the premise: "Sounds cool, when do I get my god-like powers?" or "Sounds cool, but I can't because I'm a vampire."
Yes yes yes
But it'd just as cool to be a normal human fighting to survive in a world full of monsters.
...
You live in a town of crazies. I recommend moving far far away as soon as possible.
Just another point of how crazy people are here, I saw a license plate that read "KINDRID"... o yea you read that right folks "KINDRID". I would LIKE to believe that maybe there was some deep meaning behind that.. but there wasn't.
Ok, enough about the local crazies. I did have a decent group and we would take turns with the storytelling. One of us was a little more fantasy and used the V:tM system while I was a little more grounded but mysterious and I used the V:tR system. It made for a nice group and none of us found any problems with either system. Probably helped that we moved back and forth regularly, kept it fresh.
I found it quite the opposite to be honest. And V:tR is much easier to run than V:tM... I used to hate 2.0, but now that I'm actually playing it, I'm starting to like it, specifically Werewolf.
So glad soaking is gone, when combat does occur, it is quick and deadly. No mroe of this 5 hour duel shit.
New system is not combat focused. This misconception may be as a result of the powers in the new system being largely combat/conflict applicable, as opposed to the old system which had a ludicrous number of clans and offshoots with a discipline for every potential situation. This was pleasing to the players whose definition of roleplaying was activating their character's super awesome powers to triumph. New system seems to have a better handle on using the powers of creatures to accentuate their ability and make them more dangerous rather than providing characters with the tools to become indomitable in one arena or the other.
-The clans didn't seem interesting at all.
-Several Disciplines have been renamed for no good reason, with invariably crappier names.
-No Metaplot. It your Storyteller needs them to remove the ability to play in a predefined setting to become creative, the Storyteller needs to be removed, not the setting.
No metaplot > huge overarching metaplot, imo.
Playing Vampire with my present storyteller is a complete bitch because he's read like everything and won't ever let you step outside the lines.
Oh hey you're immortal
really? great
oh but the vampire world is going to end in like three years, so you'd have lived longer as a mortal
Is it all role playing with no dice rolling?
In theory... yes, you could play V:tM or V:tR without dice but some players (read: most players) believe that dice are needed CONSTANTLY. But the most part White Wolf RPGs are more like creepy storytelling and rely less on the die roll.
Of course this only applies to the tabletop and not the LARP versions. From what I understand the LARP versions use some sort of rock, paper, scissors system... yea. But I honestly don't know, because, lets just face it, Vampire LARPers are creepy... in a funny way.
You kind of missed the point of his post. It was perfectly possible to play VTM without the metaplot. It is not possible to play VtR WITH the metaplot. Without a metaplot, it could be said you're paying more for less choice.
I think the new VtR is a little dry. I LIKED the many old clans. If you wanted a more flexible game, you could play caitiff, inconnu, anarchs, whatever. I liked the old vampire setting and I miss that world. I do think the new world of darkness is a better GAME though, and so far I like what they've done with WW - I do, however, agree that they have gone off on a jag of renaming things just to rename them. As for the cannon pigeonholing every little thing, one of the positive things about the white wolf writing style is/was that everything was from the point of view of the thing that book was about - it had deliberate conflicts, misinformation, and highly biased information throughout, so things could turn out to be true or not true as needed.
I host a podcast about movies.
VtR has novels, yes? Maybe I should pick those up to help get me interested in the game, the Masque of the Red Death trilogy and Clan Novels Tzimisce/Nosferatu were what got me completely hooked on Masquerade.
To be honest, there's good things and bad things about both. My interest lies more with Masquerade, but that's just because of the way that I use the materials. The ideal game for me would have elements of both, and hey, that's my choice to do! I just wish that the nWoD was more interesting to read about, because I'm probably not ever going to play it.
Bringing this back from the dead, yes, but I V:TR.
V:TR's clans are well-known and broad archetypes* of vampire, nothing else. This is major improvement over V:TM, where clans were often built over single gimmick such as ethinicity or awesome power (tm). It wasn't bad enough that these gimmicks were quite stupid (I'm gypsy vampire and I must steal), even worse was that they affected too much on how most players built / played their characters.
*
Gangrel = Beastial
Daeva = Seductive
Nosferatu = Monstrous
Mekhet = Mysterious
Ventrue = Aristocratic
Glad to hear the new systems ammends this somewhat. I doubt I'll pick it up though, I'm much more into background.
SoogaGames Blog
And I think that the 'AIDS clan' (can't think of their name) is the most original of them all.
Veteran V:TR (Been STing it since a few months after it came out) Storyteller here. I figured I'd chime in.
The Clans are now broad archetypes.The seductress, the hunter, the stalker, the aristocrat, and the monster. It fits you in a broad role and then you whittle that down by adding your own personality to that character. It creates more dynamic roleplaying.
If you're still looking for a more narrow scope, though, Bloodlines are what you're looking for. They are potentially infinite and you can technically create your own.
Plus, Vampire is now more about the Covenants you join. Rather then just the Camarilla and Sabbat, you have 5 main orginizations you can join, you can hoof it alone or you could possibly even join one of the two antagonist covenants (Vampire Vampire Hunters and Devil Worshipers).
"No Metaplot. It your Storyteller needs them to remove the ability to play in a predefined setting to become creative, the Storyteller needs to be removed, not the setting."
- This makes absolutely no sense to me. You have to be far more creative to build your own world than run in a pre-existing setting. Plus, it gives Storytellers more creative control over their players' world. The Storyteller was basically reading a series of books in the old system. In the new system, he's actually writing a story.
If I'm STing a setting, it better well bend to me, not to some book.