![]() ![]() I suspect that their playstyle is going to be heavily disadvantaged by new management but I also think OPP's theoretical 4th edition was not going to be terribly kind to that playstyle either. I do have to wonder about the posters above who said they were playing a vampire game that didn't involve feeding. This also just happens to be something far more easy to implement in a video game. While it looked like Eddy Webb was going for a "Humanity is your core stat, everything you do effects it in some way, existing is a trade off, feeding is a trade off, etc." it looks like NuWW has gone for "Blood Pool is the core stat, etc." and then used modern game design to get rid of tracking arrows blood points with an increasing danger meter. are supposedly doing the same thing - Looking at 1st ed, going back to first principles, and making the forgotten stats central as the original game implied by applying the 20+ years of design experience the industry has to offer. When OPP announced 4th RPG.net was in the process of re-reading 1st and looking at all the implied game design, which indicated that Humanity was supposed to be the primary stat, feeding a Big Deal, and a few other things. OPP was planning on refocusing on Humanity as the central stat. A refocus on the 'core' stats that got dropped along the way. Theoretically the new version is the same purpose as the 4th OPP was working on - a return to first principles & mood/feel of 1st edition V:tM. If being involved with Ex3 taught me anything, it's that whiterooms and reading rules counts for damn near close to nothing in terms of how something actually plays.Ĭlick to expand.This is why people, like me, have been calling it a Vampire Heartbreaker only produced by the actual company. I'd kinda like to play around with Hunger a bit. And none of us much like a game forcing us into those shitty awful things. It's because this is a shitty set up for any of that. We aren't balking because these are things we don't like in a game, or we are too scared of reality. I mean, our last game came close to one PC doing an Elder mind-whammy on the rest of us, my character nearly ate some kids, one PC ate a dog, and I've tortured NPCs in games. Which includes people who were 90s kids, goth-lovers, and people who have no issues doing terrible, awful shit in their games. ![]() You want to be in their company, fuck them and taste their blood, and you say whatever you need to say to make that happen." to accompany that and muddy shit up, it's unlikely to get much play from my group. A vampire who's only a few years old has an energy, a quality that you can't get enough of. Exactly who wants this particular approach to Vampire? 90s nostalgia people won't like it, current fans won't like it, and most of the fringe that would find jokes about triggering to be the height of humor are folks who don't like Vampire because it's "not a real RPG."Ĭlick to expand.Well there's the usual crew who like to insist that not wanting to play child rapist murderers is about being afraid of the dark/stupid, and that any qualms about a game's content are censorship, and any concerns about play are 'accusing people of badwrongfun', and so on.īut like I said, when a pregen will only feed from children and young teenagers, and has a truly mangled set of lines about "You love the young. One basic rule of marketing is that your product has to be something that people want. And the average fan who stuck with Vampire through the '00s and '10s will probably stick to CofD or V20. Especially their implicitly stated target audience of "people who stopped playing Vampire in the 90s and don't know about nWoD or V20." Because if the final game looks like something evolved from this, the average 90s nostalgia gamer is going to pick it up in a bookstore, glance through it, go "what the fuck is this?", and put it back. That being said, I don't really expect this to ever turn into a version that many existing Vampire fans will want to play. Pre-alpha versions of any game are usually terrible and messy, and rarely bear much resemblance to the finished project. Have they actually stated a purpose for this edition's existence and why they're doing these things? Game design needs a coherent goal, and it'd be really handy for playtesting if they explained what they were trying to accomplish. Why are they making this game? That's not a rhetorical question.
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