V:tR

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Via RPS, I see that some sort of dodgy footage (no gameplay) related to the World of Darkness MMO was at The Grand Masquerade, a White Wolf convention.

The video itself doesn’t offer any information— it’s a cinematic, in other words, and well done— but there was one tidbit. It will be based on “the older Masquerade system.” Based on what little I’ve been able to glean myself, it seems accurate. If nothing else, there’s plenty of corroborating chatter on Twitter.

I can’t say I’m excited. Vampire was my least favorite out of the old World of Darkness games. Mage occupied that spot, although my fervor for it has lessened. I’m not sure it has aged well, and I’d rather preserve nostalgia as it is than tamper with it.

Of course since I haven’t seen or heard anything about the gameplay beyond “it’ll focus on player politics and social interaction.” I can’t form an opinion based on that. The closest analogy is of course EVE Online, which has some fascinating politics and whatnot. I also have too much respect for the World of Darkness folks to dismiss the game out of hand. Purely on the point of adapting tabletop to MMO, the Masquerade setting is a better choice, given that it operated on a global scale. Still, to the extent to which it’s possible to formulate an opinion about this, I’m disappointed.

No matter how I feel, I still wish the White Wolf folks all the best of luck. It sounds like there’s a large portion of lapsed Vampire: the Masquerade fans, or folks who have no strong preference for original vs. newer Vampire. I just don’t fall into either of those categories.

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That’s the situation right now: catching up on my backlog of books and not much actual game-playing. Life’s been a little crazy for the last month or two, what with PAX and my parents visiting from the east coast, among other things. I feel like this is the first weekend in a while that I’ve gotten to sit down and relax. It’s wonderful, and I’ve had some time to do some thinking and planning.

Specifically, I spent some of the time trying to come up with ideas for a Geist game. It’s a little tough.

Obviously the first problem is that coming up with “ideas for a $game_name game” is a tricky proposition without any PCs to speak of. Surely it can be done — that’s precisely what modules are, right? — and I think for games like D&D it’s a bit easier.

What’s that on the horizon? Why, I think it’s a tangent!

Party vs. {throng, cabal, coterie, etc}

For White Wolf games, well. This reminds me of a discussion I had with a friend of mine about Promethean. He said something about each Promethean throng or game being a special case. Most prometheans are probably looking for humanity, but their individual quests are unique. So each throng is kind of a special case, in the sense that you have to design how everyone encountered one another in a way that’s not generic.

Aha! But that’s how I think all groups in strongly character-driven games should be designed, for my preferred style of game. There’s more work involved but I find the kind of interaction that results more satisfying in general.

This isn’t to say you can’t do the same setup with D&D. I tried something similar with Er-Eret. D&D’s default story is, however, a bit different (“default story” isn’t really the term I’m looking for and I can’t remember the actual term). I think someone phrased it as something like “adventurers explore dungeons, kill monsters, and take their stuff.” That’s a bit reductive, of course, but it gets the point across.

Geist’s default story is considerably different. I prefer to phrase it as a question: “You died, but now you have a second chance. What do you do?” (I suppose one could do something similar for D&D: “You’re extraordinarily skilled in a dangerous world. What will you become? Hero or villain?”)

How the players answer that question, explicitly or implicitly, is really the jumping off point for the sort of game I prefer. If I can’t design personal plots, and designing regular plots can be problematic, that leaves me with setting.

Fluency

I took a copy of Mekhet: Shadows in the Dark with me on vacation with my family. Incidentally, although the clanbooks are months old by this point, they still consistently impress me. I went on to finish reading the other clanbooks, specifically Daeva and Nosferatu.

Reading these books has driven home how solid a game Vampire: the Requiem is and how, in a way, it’s by far the most flexible of the big three. If it’s not obvious why, maybe I’ll write a bit more on that some other time.

By this point, I feel like I grok Vampire pretty well and at this stage in the game’s lifetime, there is so much to draw on. I mean, shit, there’s a 400 page monster of a book on how to build a setting.

This is actually one of those dilemmas of White Wolf games: you can play without the supplements, but I pretty much can’t. Granted, this is one of those problems that, for me, is a nice one to have: too many enjoyable things to read! Oh no! Still, when it comes to a game that’s likely to see fewer releases than previous ones, if the release schedule so far is any indication, it’s a bit frustrating.

This is all just a long-winded way of saying I don’t really feel fluent with Geist yet. Oh, sure, I’m just bellyaching. I think it’ll be fine. The vision for the game is remarkably clear. The Book of the Dead will fill in many gaps re: the underworld. And there’s plenty of other ghost-related stuff either from other games, or places where Geist logically intersects with other games. For instance, the first chapter of Immortals describes a group of people remarkably similar to abmortals.

Planning. Always planning.

So where does this leave me?

Yesterday, I spent a bunch of time jotting down ideas, exploring possibilities for plots, different threats or antagonists. That worked reasonably well, and I think I might be able to borrow ideas from other games to get a sense of conflicts another step up, in a non-Geist specific way that I can still use.

Next is coming up with some krewes that I will ultimately use in a setting. Most likely I’ll pick a few themes, maybe start pretty basic by looking at how a krewe centered fairly closely around a couple of archetypes might look.

Wish me luck!

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This? This is amazing. And it’s due to come out this month, even. Remind me to talk to my FLGS guy about this— he’ll be tickled pink if he doesn’t know about it already.

While I’m at it, I might as well mention that tomorrow I’ll be picking up Mekhet and Slasher.

So far, the new clanbooks have been a real treat, and I suspect that Mekhet won’t be the exception. I’ll admit that in this case I am buying Slashers because I am a horrible completist when it comes to nWoD stuff, despite the fact that I’m still quite strongly on a D&D kick.

In part, I think this is because I find it a lot easier to run D&D. My expectations are generally lower, it’s more lighthearted, and if nothing else, we can roll dice and kill monsters in an entertaining way. Fantasy is also a bit more of an escape for me. I’m not sure if that’s just because of the current geopolitical scene, or if extremely shitty things happening is just not my speed right now.

Hope you all have interesting plans for the weekend! I aim to have something more interesting up tomorrow or the day after, perhaps about the slew of new classes we’ve had coming up. (Dwarves sure have gotten a lot of top tier love lately!)

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I spent the last week, including part of this week, out of town and working longer hours than usual, so of course my blogging suffers as a result. I didn’t slack off completely, though: I’ve been reading many of the books in my backlog!

Read the rest of this entry »

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I’ve been on a D&D kick lately. As I explain in my “about” section, I go through cycles where I prefer a different ratio of game to drama in my role-playing. Lately I’ve been leaning towards more game with a still respectable amount of drama. This means that I haven’t been keeping up with the new World of Darkness much lately. It happens.

Until I saw it on the shelf at the store, I missed that Lords over the Damned: Ventrue was out. I bought it partially because it was a really good looking book on the outside, partially because I’m a sucker for new books, and partially because I want to keep my friendly local gaming store in business.

It wasn’t until maybe a week later that I actually opened it and started to read it. Unlike the other new World of Darkness books, this one is soft-cover. You’d think this would the book is lower quality compared to the hardbacks, but you would be wrong, blog.

Blog, I am writing this post to tell you that this is a gorgeous book. I’m serious. In many ways, this is higher quality than most of the hardbacks. It’s glossy, high quality paper. And it’s in full color! I haven’t had a chance to read it the whole way through, but it very nearly sucked me out of my D&D phase, if you can believe that. The only thing stopping me from reading it on the bus is the fact that I’d have to carry it around in my bag, which is kind of a horrible thing to do to a book like this.

So, yes, if you like Vampire: the Requiem, I highly recommend at least flipping through it. While I can’t yet speak to the content, it’s a real treat to look at.

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