Post by ST Joe on Sept 19, 2010 1:41:30 GMT -8
I am writing this here, because I was not sure where else to put it; basically I am sort of outlining my broader thinking with respect to the game.
Why use the old rules? Most feedback suggests people like the old rules, rock paper scissors and all, better than the new ones. [If asked, my own preference is for the new rules, as I like dice or cards, and did not find that distracting.]
Why only Law of the Night? Is the fact that I own laws of the night and nothing else a good reason? Seriously though there is a lot of rich material in supplements and a lot of powerful options-which in theory provide a lot of interesting possibilities for characters. In THEORY. In actuality, most of these outside options are used to twink characters by circumventing limitations inherent in the original book. Now some people might actually want these special options for role play, but these people can also find clever things to role play in the core book. If one person is allowed the exception, then the exceptions become the rule. Yes, in theory I will allow things on a case by case basis, but its not very likely.
Also, this is a neonate game, and most thinking in other books seems aimed at making more advanced characters-your characters are not there yet...the PC's are relatively new in the world of Vampires, and they have not yet worked a lot of fancy stuff out.
Finally, if we stick to basic rules, we will have less tension over differing interpretations.
Why Neonates? A big part of this decision is a reaction to "By Blood and Oil" which was a very powerful game, which required very powerful plot lines. I am more interested in the smaller intrigues of being a vampire: not the great war between Cam and Sabbat, or the coming of demons, but just the politics and backstabbing of vampires trying to survive.
It is a very different game when you are not the biggest badass on the block.
This is not to say the PCs are not important: it is after all your game-its just that in a LARP, it works better if the stories and intrigue are generated by the PCs. The larger NPCs are simply there so people know who is who in the city. Your character might know who the Prince is, but you won't see the Prince regularly. The city politics simply provides the framework for generating plot. The game is not about NPCs, its about PCs. Just because the power level of the game means your character is not going to be Prince, does not mean your character cannot advance within the power structure of Sunnydale. You are in the game to gain reputation, advance in power, undercut rivals and such-all the things you would do in a higher power game-its just the scale that changes, not the nature.
Games are about players. This is my biggest guideline - I want PCs and not NPCs being the driving engine of the game.
Putting limits on the scale, scope, and character choices might at fist seem to turn against this, but limitations create opportunities. I want the things you do in game to be more important than how powerful your character was in the past.
These are just some chaotic thoughts which underly my reasons for making the choices I have. Other staff members might have different reasons, but I promise you, we have put a lot of thinking and talking into every choice. I am certain there will be kinks to work out, but overall I think we can have a terrific game.
Why use the old rules? Most feedback suggests people like the old rules, rock paper scissors and all, better than the new ones. [If asked, my own preference is for the new rules, as I like dice or cards, and did not find that distracting.]
Why only Law of the Night? Is the fact that I own laws of the night and nothing else a good reason? Seriously though there is a lot of rich material in supplements and a lot of powerful options-which in theory provide a lot of interesting possibilities for characters. In THEORY. In actuality, most of these outside options are used to twink characters by circumventing limitations inherent in the original book. Now some people might actually want these special options for role play, but these people can also find clever things to role play in the core book. If one person is allowed the exception, then the exceptions become the rule. Yes, in theory I will allow things on a case by case basis, but its not very likely.
Also, this is a neonate game, and most thinking in other books seems aimed at making more advanced characters-your characters are not there yet...the PC's are relatively new in the world of Vampires, and they have not yet worked a lot of fancy stuff out.
Finally, if we stick to basic rules, we will have less tension over differing interpretations.
Why Neonates? A big part of this decision is a reaction to "By Blood and Oil" which was a very powerful game, which required very powerful plot lines. I am more interested in the smaller intrigues of being a vampire: not the great war between Cam and Sabbat, or the coming of demons, but just the politics and backstabbing of vampires trying to survive.
It is a very different game when you are not the biggest badass on the block.
This is not to say the PCs are not important: it is after all your game-its just that in a LARP, it works better if the stories and intrigue are generated by the PCs. The larger NPCs are simply there so people know who is who in the city. Your character might know who the Prince is, but you won't see the Prince regularly. The city politics simply provides the framework for generating plot. The game is not about NPCs, its about PCs. Just because the power level of the game means your character is not going to be Prince, does not mean your character cannot advance within the power structure of Sunnydale. You are in the game to gain reputation, advance in power, undercut rivals and such-all the things you would do in a higher power game-its just the scale that changes, not the nature.
Games are about players. This is my biggest guideline - I want PCs and not NPCs being the driving engine of the game.
Putting limits on the scale, scope, and character choices might at fist seem to turn against this, but limitations create opportunities. I want the things you do in game to be more important than how powerful your character was in the past.
These are just some chaotic thoughts which underly my reasons for making the choices I have. Other staff members might have different reasons, but I promise you, we have put a lot of thinking and talking into every choice. I am certain there will be kinks to work out, but overall I think we can have a terrific game.