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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?
16 responses total.
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).
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.
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??
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.)
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>
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...
I'm obviously out of touch, then.
For a game whose initials stand for Generic Universal Role Playing System, you'd think one rule book would be enough. :-)
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.
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.
Re: Rotes.... yeah, my table top Mage games really don't use them at all. Exactly...
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.
GURPS is a differnt story, each book tends to contain more informatnion on a subject than a 100 level college textbook.
that's bad?
no iz good
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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