Archived from groups: alt.games.whitewolf (More info?)
Ultraviolet, a British vampire miniseries, did a lot with the logical
extension of various aspects of the vampire myth. Most of it doesn't
apply to the NWOD, but they do employ Charcoal bullets (and are said
to previously use wooden ones) to stake their foes. Would that work in
the NWOD? My most likely method of employing the NWOD would be to run
a Ultraviolet/Vampire$/The Exorcist type game, with vampire/mortal
interaction as the focus.
Anyway, I'm still not sold on Vampire: The Requiem, not entirely, as I
have some qualms.
Mostly about the Clan/Bloodline/Covenant thing. I like the Covenants,
but I'm not clear as to what Clans and Bloodlines are supposed to
actually *be*. I can see a Nosferatu/Normal Looking Vampire split;
they appear to be different species. I could see room for other kinds
of vampires. But are clans supposed to be species or are they supposed
to be groups? Families? Something? The Gangrel, Ventrue, Mekhet and,
ah...Daeva are all psychologically distinct from one another. I don't,
well, see the point.
The bloodlines were a little more interesting, for the most part, but
I'm still not clear on the distinction. Are clans just the five most
common bloodlines?
And, for that matter, aren't the Bruja more an organization (a small
covenant) than a bloodline? My memory is fuzzy on their weakness, but
there still wasn't any real apparent difference between Bruja vampires
and other vampires.
Theban Sorcery is another weird bit. Nothing about it strikes me as
particularly central to Vampires; I see little reason to keep mortals
from using it as well. Easy to say "The Lancea Sanctum is the only
group who preserved that particular knowledge", I guess.
Cruac was pleasantly surprising in that, for blood sorcery, it seemed
to actually be that- blood sorcery, not the jack-of-all-trades
megamagic that Thauamturgy was.
I didn't manage to get a full read through on everything, so I have
some rules questions. How much more powerful is an individual vampire
over a human in combat? Are we talking bullet-dodging and
ripping-people-apart-with-their-hands vampires or
stronger-and-faster-but-still-defeatable vampires? Celerity and Vigor
had these answers, but as I have no real sense of the Storytelling
system's benchmarks, I need further explanation.
Majesty and Dominate concern me. Majesty explicitly states it doesn't
screw with a person's Free Will; so if Ye Elite Vampire Hunting team
goes after a Majestic vampire, they'll be able to kill it, yes? I
imagine they might hesitate or feel bad for doing so, but a person who
recognizes he's under the influence of Majesty can more or less ignore
it's effects, right?
Summoning is much, much worse. Dracula met Van Helsing and co but was
only able to summon Mina because he had bit her; it seems damn near
ridiculous a vampire can summon anyone he ever met. Why not limit it
to those blood bound or enthralled or bitten or, well, something? It
seems really, really powerful and kind of silly. It also
seems...boring. Being able to Summon people with some kind of
connection to the vampire is cool. Old college roommmates? Not so
much.
Dominate seems worse. Useless in combat as it requires concentration,
sustained eye contact, and clear instruction, but it seems awfully
powerful as a given mortal will have, what, half the dice to resist as
a vampire? As far as I can tell, this goes for all mortals- which
strikes me as odd. While I'm not worried about vampires dominating
regular people, particularly unsuspecting people, willy nilly, I am
concerned about how easy it is to defeat one's mortal foes with
Dominate. I didn't spot any penalties for dominating targets that hate
you or are aware they are being dominated, and nor did it seem like
Very Strong Willed people got much of a bonus. It does say the "vast
majority" of humans had little defense against Dominate, so I suppose
I could whip up some merits to reflect the exceptions. Like "Too Crazy
to Be Controlled" or "Mental Resistance Training" and the like.
Even weirder, Animalism's animal control expired at the sunrise, IIRC,
but Dominate doesn't. Human being should at least have that in their
favor, I think.
Finally, the "a vampire can wake up during the day for short periods"
seemed a cop-out, probably to give players a chance to save themselves
if the ST pulls a daylight raid. That kind of "This is a
weakness...but not really" stuff always irks me. Or Guns-even big
ones- doing bashing while crossbows do lethal... what the heck's up
with that?
Basically my qualms are this: While the game SAYS mortals are better
able to participate, I'm not sure the mechanics reflect that. I'm
worried about all powerful Dominate and Majesty, unstoppable Vampire
killing machines with no weaknesses.
The lack of any hunter groups or True Faith also kind of annoyed me,
as I think they are a natural and important component to a game
centered around vampires, but I imagine they'll come in future
supplements. (Besides, I have fun writing up hunting groups)
Still, rules for True Faith would be nice.
Ultraviolet, a British vampire miniseries, did a lot with the logical
extension of various aspects of the vampire myth. Most of it doesn't
apply to the NWOD, but they do employ Charcoal bullets (and are said
to previously use wooden ones) to stake their foes. Would that work in
the NWOD? My most likely method of employing the NWOD would be to run
a Ultraviolet/Vampire$/The Exorcist type game, with vampire/mortal
interaction as the focus.
Anyway, I'm still not sold on Vampire: The Requiem, not entirely, as I
have some qualms.
Mostly about the Clan/Bloodline/Covenant thing. I like the Covenants,
but I'm not clear as to what Clans and Bloodlines are supposed to
actually *be*. I can see a Nosferatu/Normal Looking Vampire split;
they appear to be different species. I could see room for other kinds
of vampires. But are clans supposed to be species or are they supposed
to be groups? Families? Something? The Gangrel, Ventrue, Mekhet and,
ah...Daeva are all psychologically distinct from one another. I don't,
well, see the point.
The bloodlines were a little more interesting, for the most part, but
I'm still not clear on the distinction. Are clans just the five most
common bloodlines?
And, for that matter, aren't the Bruja more an organization (a small
covenant) than a bloodline? My memory is fuzzy on their weakness, but
there still wasn't any real apparent difference between Bruja vampires
and other vampires.
Theban Sorcery is another weird bit. Nothing about it strikes me as
particularly central to Vampires; I see little reason to keep mortals
from using it as well. Easy to say "The Lancea Sanctum is the only
group who preserved that particular knowledge", I guess.
Cruac was pleasantly surprising in that, for blood sorcery, it seemed
to actually be that- blood sorcery, not the jack-of-all-trades
megamagic that Thauamturgy was.
I didn't manage to get a full read through on everything, so I have
some rules questions. How much more powerful is an individual vampire
over a human in combat? Are we talking bullet-dodging and
ripping-people-apart-with-their-hands vampires or
stronger-and-faster-but-still-defeatable vampires? Celerity and Vigor
had these answers, but as I have no real sense of the Storytelling
system's benchmarks, I need further explanation.
Majesty and Dominate concern me. Majesty explicitly states it doesn't
screw with a person's Free Will; so if Ye Elite Vampire Hunting team
goes after a Majestic vampire, they'll be able to kill it, yes? I
imagine they might hesitate or feel bad for doing so, but a person who
recognizes he's under the influence of Majesty can more or less ignore
it's effects, right?
Summoning is much, much worse. Dracula met Van Helsing and co but was
only able to summon Mina because he had bit her; it seems damn near
ridiculous a vampire can summon anyone he ever met. Why not limit it
to those blood bound or enthralled or bitten or, well, something? It
seems really, really powerful and kind of silly. It also
seems...boring. Being able to Summon people with some kind of
connection to the vampire is cool. Old college roommmates? Not so
much.
Dominate seems worse. Useless in combat as it requires concentration,
sustained eye contact, and clear instruction, but it seems awfully
powerful as a given mortal will have, what, half the dice to resist as
a vampire? As far as I can tell, this goes for all mortals- which
strikes me as odd. While I'm not worried about vampires dominating
regular people, particularly unsuspecting people, willy nilly, I am
concerned about how easy it is to defeat one's mortal foes with
Dominate. I didn't spot any penalties for dominating targets that hate
you or are aware they are being dominated, and nor did it seem like
Very Strong Willed people got much of a bonus. It does say the "vast
majority" of humans had little defense against Dominate, so I suppose
I could whip up some merits to reflect the exceptions. Like "Too Crazy
to Be Controlled" or "Mental Resistance Training" and the like.
Even weirder, Animalism's animal control expired at the sunrise, IIRC,
but Dominate doesn't. Human being should at least have that in their
favor, I think.
Finally, the "a vampire can wake up during the day for short periods"
seemed a cop-out, probably to give players a chance to save themselves
if the ST pulls a daylight raid. That kind of "This is a
weakness...but not really" stuff always irks me. Or Guns-even big
ones- doing bashing while crossbows do lethal... what the heck's up
with that?
Basically my qualms are this: While the game SAYS mortals are better
able to participate, I'm not sure the mechanics reflect that. I'm
worried about all powerful Dominate and Majesty, unstoppable Vampire
killing machines with no weaknesses.
The lack of any hunter groups or True Faith also kind of annoyed me,
as I think they are a natural and important component to a game
centered around vampires, but I imagine they'll come in future
supplements. (Besides, I have fun writing up hunting groups)
Still, rules for True Faith would be nice.
