Showing posts with label Vampire. Show all posts
Showing posts with label Vampire. Show all posts

Saturday, July 23, 2016

The marriage of rules and setting (Featuring V20: The Masquerade and Dark Ages)

I was recently seduced into looking at a lot of the new V20 material because I foolishly looked at (and backed) Beckett's Jyhad Diary, which looks 100% awesome. Vampire was one of the big turning points in RPGs in the 90s (and Vampire and Changeling finally got me to abandon D&D, so they're important for me personally) and Vampire still has a special place in my heart whenever I go back and look at it. But what really struck me looking through some of this stuff is how different versions do or do not actually let you make a character you want to play. 4e was all about reflavoring: I used a hybrid swordmage/artificer as an ersatz abjurer once to reasonable effect. But its a thing of beauty when the rules seem just right to express a character concept.

Now V20 isn't perfect; there are a few lingering legacy oddities. For example, all the elder disciplines (level 6+) are basically unattainable by player characters by the book, and the books just keep detailing them, pages and pages of these things players can't use. V20 Masquerade itself is largely a compilation and (relatively concise) redaction of much of the core material, while V20 Dark Ages aims to do that but also present a few new points of view, otherwise bother getting the new book at all (unless you're like me and sold all that old crap for a pittance and more shelf space a decade ago). So in between a few new merits or bloodlines we get some interesting new interpretations of things like a level 5 Serpentis power that isn't about removing hearts. It gives Setites a whole different angle on things, as its one of the 15 disciplines (i.e. magic powers) that the clan gets. Assamite Viziers in Dark Ages get their own version of Quietus which focuses on more, let's say, visierly matters rather than assassinish ones. This is exactly the type of thing I wish had happened earlier in the game.

Take another problem issue: Malkavians. Sure, they're a clan of madmen, but they were also said to be a clan of oracles and visionaries. Now, neither Masquerade nor Dark Ages quite fixes this: Dementation only has one oracular power—eyes of chaos—so neither of the two core books really provide much for being an oracle. There's an oracular ability merit that any clan can take, but its still a bit shit. I don't remember any of the old material that really made me want to play a Malkavian oracle, or worse, able to play one well (if there was a level 6 discipline that did, I don't know about it and don't count it). Finally V20 Lore of the Clans comes along with one good merit that might be worth stealing for other systems: cold read. This merit lets you risk willpower to ask questions about an NPC when you first meet them. I'm not quite sure if it'll play as well as I think it might, but its exactly the sort of reasonable mechanic that we need to play an oracle-type character. I might have to revise my Hakima. This merit isn't a perfect fix, but it can be combined with the slightly improved oracular ability merit and new prophetic dreams merit for some good play that is based on die rolls, not the whim of the storyteller or dungeon master.

Another issue: Baali. I freakin' love these guys, but they never supported the idea of the less-than-fully-evil Baali, despite teasing it in many places. The MET rules even go so far as to state that anyone with Daimonion are infernalists. Depending on which version of the rules you're using, Baali can't even actually make infernal pacts because that's a level 6 discipline. How are you supposed to make even an evil infernalist Baali by the rules for NPCs without ridiculous fiat involved? Well, along comes the new Black Hand book and Kraina of the Well. This is literally what I've been waiting for since I first learned of the Baali. Actual rules to let me do what the Baali do. Its still not perfect, as its never been clear how you learn out-of-clan disciplines (does it require a teacher or not?), but I can work with that.

Leaving Vampire for a moment, I had a similar feeling reading through Adventurer Conqueror King again. I like the simplicity of basic D&D with the complexity of some additional classes and options that give you some latitude in creating a character you want to play. But I liked the specialty mages and priests and kits such from second edition. Well, some of that is hidden in their feat system, like black lore of Zahar which is one proficiency (basically a feat) that gives your normal wizard a nice boost for necromantic powers. With a couple little alterations like that plus their nice rules for creating your own class, I might strongly consider that instead of 2nd edition if I run another old school game. Its kind of a shame because I had dismissed ACKs a bit because I wanted something like 2e specialty wizards and instead what they offer is something a little more like 5e wizard specialties.

The rules can also help constrain things. Back to vampire, the new larp rules do just that. Perhaps because of tons of bitching and complaining about blood magic and out of clan disciplines from the old rules (which gave out way too much XP too fast, particularly compared to the tabletop game) there were huge restrictions put on blood magic and they really emphasized the merits and flaws system. I think they went too far, honestly. Merits can be really powerful and you only get 7 points of them, maximum. Unusual or rare clans take up additional merits (2, 4, or 6 points) which is actually a nice way of saying that its a privilege to play a Samedi or Follower of Set. But some of the clan-specific merits are very powerful or stupidly required. I don't mind too much you need to pay more points to have Setite or koldunic sorcery, but Tremere and Giovanni need to buy a one point merit for each extra path they want to be able to master, which limits a dabbler Tremere who knows lots of paths but has mastered few. If you wanted to play a real loremaster, you need to play a Tzimisce because their clan-specific merit literally gives them access to the most potential lore in the game (+2 to max lore and an extra +3 to lore checks in your haven, plus its compatible with the 1 pt loremaster merit). You can never, by the book, play a Salubri healer with the 5pt golconda seeker merit though unless your DM makes Salubri healers a common clan in your game, just like the Tremere need to really plan ahead if they're focusing on their blood magic or not because there's also a limit to the number of rituals you can take based on your path mastery. Now, this feels too constraining to me, but I can see the desire to put out carrots to let each clan do what it was born to do and somewhat balance the clans against one another in a larp game. To be fair, I also found the nature of larp games to be quite constraining because they want stereotypical characters of each clan and the large shared nature of the game means you can't just come in with wacky concepts and your own factions or interpretation of the genre.

I think the point is, the rules can make a huge difference. I generally like a set of rules that's complex enough to let me do what I want to do (or, conversely, open enough to give me the freedom to do it). But I find it a bit unsettling when I look at the vampire larp rules and think of a cool character concept that I can't do. And alternately, when I look at the tabletop Vampire rules where I spot something that makes me think: yes! I can finally play the character that I've always wanted! Sometimes rules are flexible in a house game, and sometimes they're so complex its hard to say what one or two house rules might do. I even understand the need to constrain a game with some stricter rules, particularly for larps or player-vs-player type games. But I'm still struck how the rules can really open up come concepts as viable, or close off creativity.

Sunday, November 9, 2014

Sometimes, the rules make all the difference.

Now that the Vampire Dark Ages kickstarter is over, I'm getting back to thinking of my own not-yet-implemented vampire game and vampire stuff in general. I'm struck by the differences in the different editions. I must really be a rules lawyer, because sometimes the differences in the system make me not want to play a certain character concept.

First off, I've always been intrigued by some of the minor bloodlines, particularly the Baali and Salubri. Call me a special snowflake, but I see nothing wrong with being something uncommon in my fantasy games. How the rules implement these guys, however, makes a huge difference.

I'm going to pick on the new larp rules for vampire as an example here, but that shouldn't be to say that they're bad or have the same goals as tabletop rules. But let's say I wanted to play a Baali or Salubri in a local vampire larp and the ST allowed it. I would be quickly discovered and killed, because the medicine skill allows you to determine a vampire's clan. What tyrannical prince wouldn't test the veracity of someone's claims to clan given the ability? I was super impressed that the Auspex telepathy power didn't let you just rip this info from someone's mind, or that even the Tremere blood magic didn't quite just give this info away, but then I found it in the medicine skill?!? Ugh.

Yeah, you can house-rule that, but it basically says that impersonating a vampire of another clan is unfeasible given the larp rules, so you just couldn't do those characters in a Camarilla setting (Sabbat would be awkward, Anarch might be fine). But already I'm adjusting the character I want to play to the particular game, or choosing a character mostly based on the rules since its just too easy to be found out. In the same vein, the Baali are explicitly demonic in the rules. Daimoinon explicitly requires a demonic pact. Not only does that go against some of the story the Baali have, but it makes them much harder to play.

Now, the larp rules are obviously trying to keep rare things rare and overpowered things to a minimum since a game with 30-60+ PCs is very different than a game with 3-6 PCs.  But their system of merits is really odd too. Even if I purchase a Salubri character (a 6-pt merit for the healer type in most settings), I can't also purchase the Golconda Seeker merit (a 5-pt merit) because of the merit limit. No exceptions. It seems like a little oversight there, because you can never have more than 7 points of merits.  And merits are what allow everyone to be a special snowflake in the larp rules. I guess Salubri is so special you can't also go the golconda route.

I'm picking on the MET rules, but I think there are similar issues with how a particular discipline or clan weakness is instantiated by the rules. Also, merit/flaws. I always want to play a Malkavian oracle, but the oracle merit and auspex/dementation don't often seem to add up to a real prophet (note: the MET oracle merit is actually good, while the V20  and new Dark Ages stuff is wishy-washy and lame). In a table-top game the ST can really make or break the Oracular Ability merit though you could almost just as easily play an oracle character without buying that merit by making a deal with the ST.

Anyway, in my brainpan, this sort of stuff fits in the broader discussion of what rules are good and what aren't. Ideally what I'd like to see for some of these things is a discussion in the books about how to interpret powers and abilities. If you allow telepathy to rip anything from a character's mind and the power is common (either repeatable regularly by the PCs or a broader slate of NPCs) then keeping secrets will be impossible. If the Medicine ability let you recognize if two individuals were of the same clan (require two samples) instead of just identifying the clan, that's a world of difference. Should caitiff register as 'no clan' or 'caitiff' or 'unknown clan'? Could you choose one clan (or two?) per dot of medicine that you can identify easily and then have to do the comparison for the others? It makes for a different game if you can't tell the difference between Tremere and Salubri than if they're easily distinguishable with a ritual, path of thaumaturgy, or medicine skill use.

Ultimately it makes me yearn a little for the Gumshoe rules, or perhaps gumshoe-inspired rules where magic (along with other special abilities) has some limits. But the problem is broader: one rule impacts another until there's a whole system. I think a few more games should follow ones like 13th Age or Reign -- which explicitly call out some of their assumptions and intentions. Knowing why the designers of the MET rules decided Medicine should let you determine clan would help me decide how to implement or change that rule.

Or, I'll just not play my Salubri or Baali character in a larp. Not that I'll get much of a chance to play one anyway in the near future.