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Grex > Amalgam > #8: Has White Wolf gaming got too complex for its own good? | |
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jaklumen
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Has White Wolf gaming got too complex for its own good?
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Jun 18 09:25 UTC 2002 |
Mind you, I don't understand this to be true of Trinity and other
games outside the World of Darkness/Time of Sorrows series, but within
this series, do you believe White Wolf has perhaps grown the extended
series into a system that's really too complex for most gamers to
follow?
I mean, I really doubt they are making sales on books because gamers
are rabidly playing them-- at best, some may be well-meaning
Storytellers who don't drum up enough interest; at worst, many are
just buying them and reading the long and involved universe White Wolf
describes.
The potential they describe is marvelous-- all the games can
interconnect, and *you* have the tools to tell your own story and make
your own World of Darkness. The problem is, I think game designers do
need to keep games moderately simple. Wizard gamers will bastardize
systems to suit their needs and craft things that are lacking-- who
knows, maybe they'll be the next designers?
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| 16 responses total. |
vidar
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response 1 of 16:
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Jun 18 16:13 UTC 2002 |
Item #9 was killed because it was a clone of this item.
I'll admit that I don't know that much about White Wolf, due to a bad
GM when I dabbled in their games and other purposes.
What I do know is that most RPGs state that their rules are guidelines,
because, after all, the point of playing any game is to have fun.
Still when people create house rules, one must still mantain a skeleton
of the original game, or else it really is a different game. Sad but
true, many people write their house rules without thinking about how it
will affect game balance (or other logical concerns).
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jaklumen
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response 2 of 16:
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Jun 25 08:54 UTC 2002 |
Well, apparently not many have seen that White Wolf is vocariously
trying to make a buck.
World of Darkness and Time of Sorrows series cover just about every
supernatural being in some way. The former is divided into a present
time series and the Dark Ages; the latter is comprised mostly of
Exalted, where the main characters are godlike. All are interconnected
in some way. This gets bombastic in scope since there is:
Vampire: the Masquerade
Werewolf: the Apocalypse
Mage: The Awakening
Wraith: The Oblivion
Changeling: The Dreaming
Hunter: The Reckoning
Mummy
Kindred of the East
Prequel #1:
Vampire: the Dark Ages (there are supplements for the others in this
time period).
Prequel #2:
Exalted
Then there are the sourcebooks. Vampire has over 13 clanbooks, both in
modern and Dark Age period, and several city sourcebooks; Werewolf has
several books for the different shapeshifters; Mage now has separate
books for each Tradition and has an Archmage supplement; and Kindred of
the East is comprised of *two* books, one for the Storyteller and one
for the players.
Most books save the Dark Ages ones have been revised three times, and
the Vampire clanbooks have been revised once, second time to include
Mind's Eye guidelines. Guidebooks to the Camarilla and Sabbat have
been revised once and expanded. There is now a Storyteller's Companion
for Vampire. I am probably forgetting a SLEW of books.
There are Mind's Eye Theater (MET) sourcebooks for almost all the
tabletop games; Mummy and Exalted I cannot confirm. The latest Vampire
clanbooks and Mage Tradition books include MET rules; there are even
sourcebooks corresponding to the Camarilla, Sabbat, Elder, and
Storyteller's Companion in tabletop.
The Camarilla fan club which uses MET books for a worldwide LARP
campaign got its start in Seattle. Open Laws of the Wyld (Werewolf) to
the first photo. I've been to a Vampire game in that house. Oooooh.
Scary. The organization is still pretty big there; Seattle still may
yet have the highest concentration of players playing Elder vampires.
And that's just the RPGs: White Wolf does console and PC games, too.
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mooncat
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response 3 of 16:
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Jun 25 18:51 UTC 2002 |
Personally I like having all the variations for books- plus you don't
HAVE to intermingle. So if you want to run a Mage game without Were-
creatures- you don't have to buy any of those books. It also depends on
how strictly you follow WW's timelines. Or as my friends and I do- not
at all.
This isn't anything new... anyone seen the number of books they had for
GURPs, Rifts or D&D??
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jaklumen
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response 4 of 16:
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Jun 26 10:57 UTC 2002 |
C'mon, Anne-- D&D probably did more, but I don't think GURPs or Rifts
has even come close to White Wolf, and none of the above you mentioned
had *any* LARP material. I know of plenty of folks who have scads of
White Wolf books, and I can't think of many who have scads of the
others.
Few actually intermingle-- it's just the fact that they are *all*
interconnected. And if you read the Storyteller's Companion for
Vampire, White Wolf supposedly encourages you to do your own timelines,
your own stories, etc., etc., etc. I just rather doubt that many do.
I have a hard time believing people are buying the books to really use
them since the latest editions have become far more detailed that *any*
system I've seen out on the market.
Besides, you understand well that Mage is a monster game, and new
players have a hard time digesting all the rules, *if* you're using all
of them. Mage LARP flopped with our chapter mostly because no one got
the idea that you could create your own spells (and the majority wanted
to play Vampire and nothing else.)
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mooncat
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response 5 of 16:
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Jun 26 15:12 UTC 2002 |
I honestly have to differ on the GURPs and the RIFTs thing. I've never
played GURPs and only played Rifts for a very short period of time.
Both of them EASILY had more books that I've seen for sale than White
Wolf. I found the rules for White Wolf to be a whole lot easier to
understand than the rules for Rifts. (Though I still REALLY cannot
clearly follow the combat rules... I get confused)
People with no imagination have no business role-playing at all
(IMNSHO). In that regard those people generally just want to play
violent shoot-em ups or something with very little long-standing plot
lines that involves a lot of politicing (yes it would be nice to just
kill whoever pissed you off but sometimes that's just not feasible).
I can't say as I've read every single word in every single WW book,
even Mage which is the main game I play, but I don't find it all that
complicated. I see encouragement to make up your own storylines and
timelines in the simple fact that there aren't a lot of 'modules' out
there (at least that I've seen, I know there are some) like there is
for D&D. You don't very often really get your own dungeon with
creatures plotted out handed to you. They do however list characters-
which in a pinch make great NPCs.
You obviously work with a very limited group of people. I was astounded
when I went to my friends' house and saw that they had a tall bookcase
completely filled with role-playing books- mostly RIFTs, GURPs, AD&D
and a small shelf for WW. Granted they don't have any of the LARP info
(only a few of my friends LARP, the others are rather contemptous of
it) I go to my sister and brother-in-law's place- no WW books at all
but damn do they have more GURPs book than I could EVER see the need
for...
So it basically comes down to- your mileage may vary. It'll all depend
on the limits of the people you play with (as far as rules
comprehension, etc.) though my friend Debbie says that the rules are
far from the most important aspect. As long as someone has an idea
that's all you need.
<set rant=off>
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blaise
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response 6 of 16:
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Jun 26 17:16 UTC 2002 |
Jack, I have at least 50 GURPS rule/world-books (not counting the other
stuff), and I don't think I've got even half of what's available...
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jaklumen
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response 7 of 16:
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Jun 27 06:03 UTC 2002 |
I'm obviously out of touch, then.
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vidar
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response 8 of 16:
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Jun 29 02:02 UTC 2002 |
For a game whose initials stand for Generic Universal Role Playing
System, you'd think one rule book would be enough. :-)
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jaklumen
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response 9 of 16:
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Jun 29 09:47 UTC 2002 |
I guess. Game companies make bucks when players fail to exercise
imagination. GURPS, as best as I could remember, initially had a book
for every category out there, but "Steam" wouldn't exactly fit that.
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jaklumen
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response 10 of 16:
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Jul 26 10:07 UTC 2002 |
Might as well drift to LARP for a moment..
I know Anne's not too keen on the Cam, but I honestly found the Mage
(LARP) venue to be quite fun. It was the most recent one to be
approved for LARP. It's a bit premature to say this after just one
game, but I think the inherent lack of politics in Mage make a LARP
experience a little smoother.. little IC politics makes it hard for OOC
politics to bleed through. The Storyteller is a bit more involved, and
the enemy is a bit more apparent, namely the Technocracy, and so
there's more incentive to work together.
The only possible downside is that you *must* deal with rotes, which I
know are in the tabletop version, but I also know can be glossed over
there. Of course, the cool part is that you can make your own.
Anyway, I would have been into this much earlier, but my old chapter
just didn't get it-- they kept looking at Spheres and rotes like
Disciplines. They couldn't seem to grasp that the rotes there were
*suggestions* (well, previously established rotes-- Flames of
Purification is a hallmark of the Celestial Chorus) and the list wasn't
to be followed stepwise: you could pick and choose as long as you had
the Sphere Level for it. Once I moved, I found a group that did get
it.
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mooncat
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response 11 of 16:
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Jul 30 20:52 UTC 2002 |
Re: Rotes.... yeah, my table top Mage games really don't use them at
all. Exactly...
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phenix
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response 12 of 16:
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Sep 26 23:59 UTC 2002 |
eh-hem
met systems: there are all of 3 books for vtmLARP
1 for ghouls, 1 for changling, 2 for mage, 2 for warewolf
used to be 1 for wraith..
mummy has one and hunter is getting one in dec.
KotE is an expansion for VtM and requres teh basic vampire book, the
storytellers guide forKOTE does not exist,it's the addition and update to
revised 3rd ed rules.
now...rifts has WAYYY more books,but each are 200+ pages for 15.95
palladium prizes themselves on lowwset price in the industry for
mass published rpgs
white wolf is no way worse than ad&d (or gods forbid 3rd ed which
has every house rule published as official) or dp9's stuff
hte problem is for gms who have players that want to use everything..
oh yha, forgot the much lamented shadowrun...oi, FASA was just as bad
as WW about out of print books being neccissary for the game.
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phenix
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response 13 of 16:
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Sep 27 00:00 UTC 2002 |
GURPS is a differnt story, each book tends to contain more informatnion
on a subject than a 100 level college textbook.
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jaklumen
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response 14 of 16:
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Sep 27 09:29 UTC 2002 |
that's bad?
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phenix
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response 15 of 16:
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Sep 27 19:19 UTC 2002 |
no iz good
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jaklumen
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response 16 of 16:
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Aug 3 11:27 UTC 2005 |
Well, World of Darkness v. 2 has been out for a while now, and I think
they have streamlined things quite a bit. They axed a number of things:
no more Changing Breeds, no Dark Ages yet, no Eastern books.
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