This may not seem relevant at first but last weekend we got bored of playing
vampire so my mate rifled through his cupoboard and pulled out a Monopoly
Star Wars style. Now I've been playing Monopoly since I was knee high and
once you know the ins and out of it and if you play the game with others who
know the game then winning ultimately comes down to chance. Pretty boring.
I found though when I played Star Wars version that the theme added a whole
new dimension. I forgot about winning so much and had a lot of fun simply
because I could buy and own the Death Star, Coruscant etc... It got me
thinking.
I enjoy VTES for much the same reason. The game mechanics are pretty good
and I find building a deck challenging and satisfying if it wins, but the
fun comes from the idea underlying the game, ie I'm an ancient methusela
controlling vampires in a war against others. I'm assuming that deep down
its the same for most of you.
In terms of the new expansion, I'm wondering whether WW have developed
anything interesting into the storyline (such that it is) to explain the
restrictions on crypt construction. While we have been told that the rule
is there to stop crypts from being 'overbalanced' there has been no
convincing explanation that fits into the underlying premise of the game.
In those terms, I simply cannot believe that two vampires from the same clan
cannot fight side by side with each other because a little number 3 on the
card says that they can't.
Is this important to anyone else? Did anyone think about this when
designing CE? Thoughts?
"John Alston Campbell" <jra...@bigpond.com> wrote
>
> I enjoy VTES for much the same reason. The game mechanics are pretty good
> and I find building a deck challenging and satisfying if it wins, but the
> fun comes from the idea underlying the game, ie I'm an ancient methusela
> controlling vampires in a war against others. I'm assuming that deep down
> its the same for most of you.
Honestly, not really...
My first exposure to the 'World of Darkness' was through Jyhad, and I was
very impressed by the rich mythology that White Wolf had created. I even
tried the RPG though I have never been a big 'gamer' (well, until that
point). I still enjoy the occasional tabletop game of vampire, though it's
difficult now to find players who aren't so bad that they make me physically
ill.
Although I do love the theme, and have always loved the mythology of
vampires, it doesn't really have much to do with my enjoyment of V:tES any
more. For example, I find the Daughters of Cacophany to be the most
ridiculous waste of wordiage in the World of Darkness bestiary, but I still
played them at the last tournament because I thought they'd be effective.
I don't call a vote and think 'this is my vampire trying to raise a concern
at a Conclave'. I just think in terms of the cards, the mechanics and what
it takes to win.
It's often been said here that the game could be about dogshit and people
would still play. Now I don't think that I would have originally gotten into
the game if it was about dogshit, but at this point I really do care more
about the game mechanics than about the theme involved.
But since White Wolf's goal is to attract new players (and I support them in
this goal), I think it would be *unwise* to change the theme to dogshit,
especially this late in the game's life (Though a Nosferatu named 'Dogshit'
would be amusing).
> In terms of the new expansion, I'm wondering whether WW have developed
> anything interesting into the storyline (such that it is) to explain the
> restrictions on crypt construction. While we have been told that the rule
> is there to stop crypts from being 'overbalanced' there has been no
> convincing explanation that fits into the underlying premise of the game.
> In those terms, I simply cannot believe that two vampires from the same
clan
> cannot fight side by side with each other because a little number 3 on the
> card says that they can't.
What if one of those vampires has shuffled off their immortal coil?
One thing that I really like about the latest White Wolf additions to the
World of Darkness backstory is that it is *ongoing*. I really like that the
Assamites found a way to rid themselves of their curse. I love that the
Cappadocians have come back in the form of Harbingers of Skulls (or have
they?) I love that the Gangrel left the Camarilla (and made the Brujah look
like hypocrites :)
(I don't like that the Malkavians inherited Dementation through a 'virus' in
the Madness Network, but that's because I hate Malkavians in general)
I don't know if this is a common thing for other RPGs, or if they mostly
exist in a 'static' world. But I've actually purchased some of the latest
RPG books just to find out what has changed, even though I haven't played
the RPG for several years.
It makes sense to keep V:tES current with the RPG where possible, though not
at *any* cost. Careful consideration is needed. The Ventrue Antitribu in the
RPG for example now have PRE DOM FOR (like the main clan) rather than the
AUS DOM FOR (that was apparently a misprint in one of the old Sabbat books).
People like having a different combination of disciplines to try and we
already have enough PRE DOM FOR already that there's not much point
duplicating them. I personally would rather see the !Ventrue in V:tES stay
as they are and not change, though a few with PRE added are not unwelcome.
On the other hand, the Malkavians who now have DEM instead of DOM only add
to the utility of DEM in general (it was always one of the most underused
disciplines I think).
I'd also like to see more SER POT PRE (Warrior Setites) and other
interesting combinations.
The RPG should be used for inspiration, and the attraction of new players
should be a consideration, but most definitely *not* if it ends up messing
with the V:tES formula, which to my mind already works extremely well. If it
ain't broke...
Cheers,
WES
"John Alston Campbell" <jra...@bigpond.com> wrote in message news:<HqUV8.29751$Hj3....@newsfeeds.bigpond.com>...
[ quoted text not captured ]
I share your point on the underlying game idea. I just dont see how WW
could explain that now, it is possible for a DoC, a Baali, a Ravnos
and a Ganrel to fight side-by-side, but not for a group of specific
Brujah to do it (for example). The move WW made was to reflect the WOD
changes, and avoid having to create a prince for Pawtuckett, or Homer
Prince of Springfield...
I'm an ancient methusela
> controlling vampires in a war against others. I'm assuming that deep down
> its the same for most of you.
My thoughts exactly. If I want to influence out Arika and Wynn to do
my bidding, then who's to tell me otherwise? I am the ancient
Methusela in charge, after all.
I simply cannot believe that two vampires from the same clan
> cannot fight side by side with each other because a little number 3 on the
> card says that they can't.
Again you hit the nail on the head. I got Duck, Ox and Beast in one
deck and they mix just fine, unlike the other Cam clans who don't
share the same discipline spread vs. their Sabbat counterparts. And if
I happen to find a Nossie in the new set that fits in, I don't see why
I shouldn't put the little sucker in, too.
You're right -- unless there's a storyline condition, the new number
3 rule
sure as hell doesn't make sense to me
John Alston Campbell wrote:
> In terms of the new expansion, I'm wondering whether WW have developed
> anything interesting into the storyline (such that it is) to explain the
> restrictions on crypt construction. While we have been told that the rule
> is there to stop crypts from being 'overbalanced' there has been no
> convincing explanation that fits into the underlying premise of the game.
> In those terms, I simply cannot believe that two vampires from the same clan
> cannot fight side by side with each other because a little number 3 on the
> card says that they can't.
>
> Is this important to anyone else? Did anyone think about this when
> designing CE? Thoughts?
One possible explanation (meant for those to whom this is important; this is
not part of the official ruleset, obviously):
A Methuselah's power doesn't extend to having his finger on the (dead) pulse
of *every* vampire in existence. The group or pair of groups you choose
represents the vampires you're aware of. The 12+ cards in your crypt represent
the vampires you've spent the time to track down. The four you draw in your
opening uncontrolled region are the ones you've put yourself in a position to
begin influencing.
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/
> Again you hit the nail on the head. I got Duck, Ox and Beast in one
> deck and they mix just fine, unlike the other Cam clans who don't
> share the same discipline spread vs. their Sabbat counterparts. And if
> I happen to find a Nossie in the new set that fits in, I don't see why
> I shouldn't put the little sucker in, too.
Like he said, your the big fat nasty and these clan mates will do what
you tell them or get squashed. But who is to say that they are
fighting side by side? One havens in Vegas, and the other lives in LA.
>
> You're right -- unless there's a storyline condition, the new number
> 3 rule
> sure as hell doesn't make sense to me
How does this sound...
On a dark and stormy night in late October (1996) Emarson Brydges pr
got over run and torn to peices by a forward patrol of the sabbat
roving through the streets of Dc.
The new CamEd follows that back ground story of the WoD. The old
school vtes apperently did as well (though I am told very losely).
Times change and so has the Wod.
I like the updated version better.
I guess you have to ask yourself if the concept of 12 clone copies of
Jimmy Dunn beating the hell out of you and ripping your arms off is an
appealing Idea? Is the concept of that just awful weenie pres vote
deck perhaps a little two degenerate with 12 clone copies of Giddion
Fontain, and at least 6 Hostile takeovers?
Before you answer that, remember that there are people out there like
me who have been collecting cards from this game since it hit the
shelfs and have 20+ copies of some rares, not to mention the ridiculas
# of uncomons and commons. I tend to not build degenerate bs like
this, but am completly capable of doing so when it suits me. The point
behind this is that the sleeze (degenercy) only gets worse as you add
in more highly tuned discipline sets.
Thematically it makes sense as well. Is it possible to have the Bruja
Justicar (the "Don") and the Bruja Justicar (Jaroslav) in the same
deck? Last I heard the Justicar title is Singular.
I guess that they were attempting to make an evolving groving
(thriving ) thing out of the WoD.
If you are unhappy with the changes you don't necessarily need to use
the new cards. If you fear change, tuck your self back into your shell
and party like it's still 1999.
I for one Embrace the changes and look forward to the new CamEd. It is
an exciting and refreshing change. I can't wait to see what the
players in my group can build once they finally get some real cards.
I am also very excited to not have to hear people whining about their
inabillity to get access to 2nd's and 5th's ect.
Just my $.03cdn
"Wes" <gh...@NYETSPAMmnsi.net> wrote in message news:<ag9j0...@enews1.newsguy.com>...
> (I don't like that the Malkavians inherited Dementation through a 'virus' in
> the Madness Network, but that's because I hate Malkavians in general)
Not exactly true. Malkavians always had Dementation. As part of the
treaty that formed the Camarilla, a couple of very old Malks did
*something* (possibly using the Madness Network, which is actually
Malkav himself) to change the Camarilla Malkavian discipline to
Dominate, as that was less threatening to the other clans. The Sabbat
Malks never got "fixed."
Now it's wearing off, and they're going back to how they were,
according to some of the White Wolf material.
JSpektr
"jspektr" <jsp...@sprynet.com> wrote
>
> Not exactly true. Malkavians always had Dementation. As part of the
> treaty that formed the Camarilla, a couple of very old Malks did
> *something* (possibly using the Madness Network, which is actually
> Malkav himself) to change the Camarilla Malkavian discipline to
> Dominate, as that was less threatening to the other clans. The Sabbat
> Malks never got "fixed."
>
> Now it's wearing off, and they're going back to how they were,
> according to some of the White Wolf material.
Ahhh... well this must have changed then. The story I had heard was
different. I never did read the Malkavian Revised though because... well...
I can't stand the &^%$ing Malks as I mentioned before.
Your story is more plausible though.
Cheers,
WES
"Wes" <gh...@mnsi.net> wrote in message news:<agchr...@enews1.newsguy.com>...
[ quoted text not captured ]
Thanks. I'm not 100% on all the details, as I don't have the Malkavian
Clanbook either, this is based on what friends told me was in it, and
other snippets here and there. If someone else knows different, please
post so.
Malkav transending his physical form to become the psychic web that
links his children certainly makes more sense than how the Network
used to be explained (basically, it wasn't, but then Malkavians also
used to be able to see Chimeric reality and go to Arcadia with a 6th
level Obfuscate power).
JSpektr - really liking recent White Wolf stuff, up until the last few
months. Havens, Mafia and Possessed really didn't do much for me.
LSJ <vte...@white-wolf.com> wrote in message news:<3D28A614...@white-wolf.com>...
> John Alston Campbell wrote:
> > In terms of the new expansion, I'm wondering whether WW have developed
> > anything interesting into the storyline (such that it is) to explain the
> > restrictions on crypt construction. While we have been told that the rule
> > is there to stop crypts from being 'overbalanced' there has been no
> > convincing explanation that fits into the underlying premise of the game.
> > In those terms, I simply cannot believe that two vampires from the same clan
> > cannot fight side by side with each other because a little number 3 on the
> > card says that they can't.
> >
> > Is this important to anyone else? Did anyone think about this when
> > designing CE? Thoughts?
>
> One possible explanation (meant for those to whom this is important; this is
> not part of the official ruleset, obviously):
>
> A Methuselah's power doesn't extend to having his finger on the (dead) pulse
> of *every* vampire in existence. The group or pair of groups you choose
> represents the vampires you're aware of. The 12+ cards in your crypt represent
> the vampires you've spent the time to track down. The four you draw in your
> opening uncontrolled region are the ones you've put yourself in a position to
> begin influencing.
Here's my thoughts on the subject. As far as I know, WotC didn't use
any of the World of Darkness storyline vampires when creating the
jyhad set. They didn't include anyone in the storyline until Dark
Sovereigns. Perhaps this is more a matter of White Wolf doing what
they said they wanted (replacing the old base set with a new one),
making the vamps match the story, and doing it in a way which doesn't
piss off everyone (which would be the case if they just outright
banned jyhad/vtes vamps). Now you can play a "More or less true to
World of Darkness Deck" (2&3) or a "Not really true to World of
Darkness Deck" (1&2).
My thoughts...
Instantiation of Absurdity
Salubri Primogen of Northgate (Seattle)