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More info?)
Planetar wrote:
> So, let me see if I have all of this correct...
>
> Requiem is essentially an alternate-world take on the world of
> darkness? So it looks similar but is different at the same time?
>
> That's confusing, especially as both it and masquerade are coming
> under the 'world of darkness' tag.
As the other poster has said, the Masquerade (and the other
modern-day supernaturals for that matter) are done. The books are all
out of print and no further material will be published for that setting.
The Requiem is the new World of Darkness, as will be Werewolf: the
Forsaken and Mage: the Awakening, when they are eventually released.
> What are the substantial differences between the two?
Well, the scope of things is a lot more focused I find. Worldwide
vampire influence isn't discussed in detail. There is no Camarilla or
Sabbat. Vampires divide themselves into Clans (by blood lineage) and
Covenants (by personal philosophy), but politics are largely at the city
level or lower. Vampires are more free to act as they see fit.
It's hard to tell whether the new flavour will be better or worse
(that's really a subjective opinion anyway), but if nothing else they
have succeeded in re-injecting the world with the mystery and suspicion
which was always the foundation of it's stories.
From a system perspective, the World of Darkness has been rebuilt
from the ground up. If there's one thing the system really needed, it
was a serious re-think, and that's exactly what it got. This is not to
say things are entirely alien, mind you. The system still uses
Attribute + Skill, still rolls d10's, and a lot of familiar terms litter
the pages of the two books released so far.
However, the system has been designed from the get-go to facilitate
and even encourage crossovers (although they are not required, of
course.) You create your character as a mortal using the World of
Darkness corebook and then apply a template from the splatbook of choice
(ie: Vampire the Requiem) to convert that mortal into the appropriate
beastie.
Rolling dice has been refined to discourage rolling umpteen ten to
fifteen die pools each round of combat. Bonuses and Penalties add or
subtract dice *before* they are rolled, and the target number is always
8. Always.