Vampire the Masquerade 5th Edition

Gethsemani_v1legacy

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I've got a lot of thoughts on VtM 5th ed that I want to ventilate. Before I get to the topic proper I think some background is in order to let you all see where I am coming from: I got into Vampire: the Masquerade (VtM) back in the early 00's, like '01 or '02, when I was in my early teens. Back then me and my friends had mostly played D&D but were feeling very adult and the cool/weird goth kids played VtM, so one of us got VtM 2nd edition and we started our first attempts at playing Gothic Punk. The short of it is that we liked the premise a lot, but those of us who really bought in quickly felt the metaplot was just a wee bit silly and stifling and when NWoD rolled around we jumped on it instead and never looked back. Then in '07-'08 some of us were briefly involved with a VtM LARP, which to me cemented all the bad stuff about VtM. But with the announcement of Bloodlines 2 my sister has been pestering me to start a Vampire campaign for our RP group, so we recently got VtM 5th ed.

I'll divide this post into three broad categories; Rules, Setting and Other Stuff as to try and keep things somewhat coherent. Without further ado...

Rules
I hated the old VtM rules. The fact that your average attack required four rolls to work out (attack roll, dodge/parry roll, damage roll, soak roll) made sure that combat made the flow of the game grind to a screeching halt. I hated the way that Generation was the absolute best stat to invest in bar none and that lower generation pretty much meant invulnerability against higher gen vampires. On the other hand, I absolutely loved the much simpler and fast system of NWoD and Vampire the Requiem and how the rules found a way to bypass the problem of Elders being demi-gods if you played the game as intended. In general, I like rule systems that are quick and easy to use, as to avoid killing the pace because someone wanted to throw a punch or try to hack a computer.

In that sense I think that 5th ed sort of delivers. The system is quick. Probably, and I never thought I'd say this, too quick. I am still undecided on how I like the idea that a fight is resolved by one roll (say brawl+strength opposed by melee+dexterity), which means that the person with the higher dice pool will often curb stomp the opposition without taking a scratch and that the time tested WoD build of being a generalist with lots of 2 or 3 dot skills is suddenly far from viable, because you won't be able to hold your own in serious combat. On the other hand, it keeps things moving and it makes combat more then just a damage race to fill the other guys health bar first.

More problematic is the fact that I'll probably need to house rule the difficulty levels. The normal difficulty in 5th ed is 2, requiring 2 d10 to show 6 or higher, and the average dice pool for an average amateur would be 4 (2 for attribute, 2 for skill). This means that your average amateur would only be able to fix a common car engine problem half of the time, a decent parkour artist would routinely fail to scale a 3m wall and someone experienced in hobby modelling would fail to assemble a modelling kit half the time. It gets even worse when you realize that the average hunting difficulty (to find someone to steal blood form) in a starting domain is likely to be 4 or 5, requiring pretty much a perfect dice pool of a maxed out attribute and skill to stand a 50/50 chance to feed for the night. Picking an ordinary door lock is difficulty 3, so you'd need to be a gifted professional burglar to do it with any consistency and the rules are explicit in not allowing re-tries unless circumstances change or the dice pool improves somehow.

Before I go on about this, I'll make a brief de-tour to one of the coolest ideas the game has: The hunger mechanic. Gone are the days of bloodpools being like a gastank that you had to refill occasionally. 5th Ed measures hunger on a scale of 0 to 5 (sated to ravenous, basically) and every time you use a power that requires you "use the blood" you make a Rouse check, usually one or two unmodded die. If you fail the Rouse check your hunger level increases by one and if you'd go above 5 you enter hunger frenzy. The genius of this system is that the only way to reach 0 hunger is to actively kill a person while feeding, so most vampires will always be in some state of hunger. What hunger does is that it replaces a number of dice in all your dice pools with "hunger dice", these function like normal but if you fail a roll and have a hunger dice showing 1 you get a bestial failure, which has the Beast somehow make you mess up. On the other hand, if you succeed but the hunger dice shows a 10 and any other dice is also a 10 you get a Messy Critical, which means you succeed but something bad happens. Maybe you rip the door of the hinges instead of picking the lock or you rip the throat out of the mugger that was trying to stick you up instead of just punching him. All in all, the hunger system is great. It makes hunger an actual problem for vampires and means that even a few discipline uses or temporary stat increases can put you dangerously close to losing control due to hunger.

However, hunger combined with the punishing difficulty levels and the miserly way the game hands out xp (suggested rates are 1 to 2 xp per session, with all costs increasing exponentially, the first dot in a skill costs 3xp, the second 6, the third 9 etc.) means that unless the GM is nice or the players are twinking like mad, the average chronicle seems like it'll be a long road of failing forward, because the players can very rarely count on actually succeeding even with basic tasks. This is bad in itself, but is made worse by the way the game keeps waffling on whether the system should even be used at all. You read that right, the game itself advocates freeform roleplay as a totally legit alternative to its somewhat unbalanced rules system. Now, I'm not one to tell others what's right or wrong in their roleplaying and if people wants to do freeform that's cool (I personally adore Fiasco and its essentially freeform nature), but I absolutely expect the game I paid good money for to actually provide me with a functional system and not wiffing out on me by asking me to solve its mechanical issues by improvising. This is just on top of the fact that the game itself mentions modifications to both difficulty and dice pools and roughly what the difference is (change difficulty when circumstance changes, alter dice pool when the user's ability changes) but doesn't provide any decent examples of what might be changed circumstances or ability changes. Does designer clothes increase your seduction pool when clubbing? Does a fully equipped professional garage provide bonuses to craft rolls for repairing cars? The game doesn't even bother to tell you. For me, a GM of almost 2 decades it is easy to figure out, but new GMs absolutely need aids like that.

On to more positive parts: The fact that Generation and Blood Potency now are two different things. You can be low generation and not be particularly potent or high generation and fairly potent (though harshly capped). That Generation is no longer total immunity to discipline rolls made against you by someone of higher generation. The fact that the game takes some time to talk about the length of combat encounters and provides multiple ways to resolve encounters that might drag on but will absolutely end a certain way (ie. players slaughtering the opposition). The way that character generation forces you to make choices based on your character (predator type) and the Amalgam disciplines. These are all nice additions, but not necessarily earth shattering.

All in all, the rules system for 5th ed is functional. It is quite clear though that the designers all considered the rules pretty optional, both in their stated suggestions to simply not use them and the fact that some rules simply aren't very well thought out.

Setting
I mentioned that I hated VtM. The reason for this is because I find the metaplot stifling and the way the setting was set up, with untouchable century old elders running the show and the players being measly pawns, meant that the players very rarely could do anything to affect the actual political game that was meant to be front and center of VtM. Way too often VtM chronicles devolved into NPCs doing stuff that the PCs reacted to (or was forced to do for the NPCs) and occasionally a single, long lived player character getting to do something cool. The political game, which required older vampire PCs, clashed badly with the gothic horror idea of being turned into a monster and coming to terms with that, which required newly embraced PCs. With that said, I love the changes that 5th ed does. Gone are the cartoonishly evil Sabbath, gone are rigid, unchanging power structures in the Camarilla and in their stead you get an actual political conflict between Anarchs and Camarilla and power structures that are a lot more fluid.

The idea that all Elders above a certain generation and age are called to the Middle East for some reason, probably connected to why all the Sabbath is there, is a great way to shake up the setting while still keeping it. Suddenly younger vampires are in positions of power that they are not quite equipped to handle and the dichotomy between the Anarch's freedom and the Camarilla's safety and order actually works. With the introduction of the Second Inquisition as an actual threat that forces vampires to play it safer and more cautious and you've got a setting where Elders can no longer summon all of the Police in a city at will. This was exactly what I never knew I wanted for VtM and it makes running a neonate campaign that much better, because these new vampires can actually pose a threat if they play it smart instead of being instantly curb stomped by a 2 millenia old 6th Gen Gangrel Sheriff that murders them all in the first round of combat.

Other Stuff
I'm aware of the controversies surrounding 5th ed. In particular the pedophile PC for the alpha test scenario, the repeat references to Neo-Nazis and the use of the Chechnyan persectuion of GLBTQ individuals. After having read the entire core book and the Camarilla book (second print, so no Chechnya stuff for me) I can honestly say that I doubt any of it was malicious. What I think it was, and what probably bothers me most about 5th ed, is extremely edgy. The books absolutely love to be as edgy as it could possibly be, making repeat references to sex, rape, drugs, violence, incest and whatever else you can think of. Most of the time this edge misses its mark and just becomes cringe inducing, because it doesn't serve to establish a dark mood. It repeatedly crosses the line from setting a dark and grim mood to just being edgy for the sake of reminding us that you're reading a mature roleplaying game now and that means it can use vampires as a metaphor for incest (no really, that's one of the predator types). It all works to make you think that you're sitting in a dimly lit room with that LARP guy with no social skills that constantly creeps on the women in the game and excuses it with "my character is like this" and he's telling you all the cool ideas (most of which are creepy and cringy) he has for RP, if only you'll let him grope you in character.

Another way to put that is that I can totally see why the Lead Storyteller of White Wolf was let go and all game development passed of to Modiphius instead. Because there are some cool stuff in there, but most of it is so desperate to appear edgy, mature and dark that I kept questioning whether that guy was really 40-something and not 15.

Final, random thoughts: The drawn art in the books is all pretty much awesome and mood setting. The multitude of actual photographs are less so. Some of them sort of works, but for the most part they are a little too posed and fail to really set a mood or theme. This is especially true for several pictures in the Camarilla book which seems like random house party pictures, with added Vampire-related text that utterly fails to make it seem like anything but someone's drunken 2 am party pictures. I do like the overall aesthetic, however, and the inclusion of several concept art characters for each of the clans makes it easier to get a visual reference to them.

All in all, I think I can do something cool with 5th. At least I can do something that's much better then a 2nd or 20th Anniversary game with rules and setting used as written. With development being passed of to Modiphius and some of it outsourced to Onyx Path (who still do NWoD, Exalted and most of WW's other old portfolio), I can see 5th ed shaping up to be a really good RPG in a few years time. For now, I think it is an ambitious reboot of a legendary game that brings some much needed changes but ultimately fails to stick the landing. It is not bad, at least if you can look past the Edgelord Cringe (and if you can't, I can't blame you), but it lacks the relevance and fingerspitzgef?hl that made the original VtM so great and the finesse and cleverness that makes VtR a much better RP system.

If you've gotten this far, thank you for reading and please share your own thoughts.
 

Eacaraxe_v1legacy

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Well, no way this doesn't turn into a political shit-flinging contest.

Fuck 5th edition, root to stem. Complete, revisionist dumpster fire that fetishizes ludonarrative at the cost of anything that made the game narratively and thematically complex.
 

DarthCoercis

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Eacaraxe said:
Well, no way this doesn't turn into a political shit-flinging contest.

Fuck 5th edition, root to stem. Complete, revisionist dumpster fire that fetishizes ludonarrative at the cost of anything that made the game narratively and thematically complex.
Weird. I'd have expected Mark Rein-Hagen to prevent that from happening. I'm still running a 2nd ed anarch campaign though, so I haven't had a chance to read 5th ed yet.
 

Saelune

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My group is currently playing this, but we have never played VtM before though.

I don't like the setting/plot stuff. I just don't care. If it was up to me, if my group wants to be a bunch of vampires doing vampire shit, Id rather it be in DnD.

I don't care for being in semi-real world Earth, I don't care for the Camarillo or the Masquerade or any of that. I also just...I hate the rule set. But I also am someone who basically just wants to do only DnD, so I don't expect everyone to be the same.

But my god, the book is just fucking terrible, layout and composition-wise. And I used to think DnD 5e's Index was bad by constantly re-directing you instead of jus giving you the page number twice. I honestly have way too much trouble making heads or tails of how to make my character, where everything is, what counts as part of what part, its an utter mess.
 

Eacaraxe_v1legacy

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DarthCoercis said:
Weird. I'd have expected Mark Rein-Hagen to prevent that from happening. I'm still running a 2nd ed anarch campaign though, so I haven't had a chance to read 5th ed yet.
It's in this really, really awkward space that tries to re-capture early-'90s post-punk sentiment and incorporate contemporary social commentary, but doesn't really take time to develop the complexity necessary to marry the two and contradicts a lot of its core themes in the process. That's not strictly nu-WW's fault but rather OPP's, especially since a lot of authors were brought into nu-WW from the OPP side of things who wanted to bring the themes and work created by VtM 20th into the fore.

The whole "neo-Nazi Brujah" thing pretty much encapsulates it in a nutshell. The mere notion of neo-Nazi Brujah really shouldn't shock or surprise veteran WW players, and indeed that was pretty much the case. The Brujah are a clan of violent, oppressive bullies who appropriate revolutionary politics to justify barbarism, willfully blind to their own shortcomings and constantly pining for historic "golden ages" that are complete fabrications. No shit, some Brujah would be neo-Nazis; in fact, neo-Nazism is practically hard-coded into the clan given the "1% biker" archetype representative of the clan for 25 years.

But, Nazi and neo-Nazi iconography in outlaw biker culture has a really complex, opaque, origin that's been lost over time, and that's likely a topic best left for another post.

So, enter OPP and VtM 20th anniversary edition. Apropos of pretty much nothing, certain OPP figures decided to idealize the Anarchs, and recast its primary constituent clans -- Brujah and Gangrel -- as misunderstood, tragic good guys. Making the sect and clans bully pulpits for their own political beliefs at the same time (the irony of using the Brujah for this apparently being completely lost). It's important to note this transcends the "unreliable narrator/PoV" perspective of previous sect and clan books, as this is openly discussed in both "impartial" storytelling sections and side bars.

Of course, the 20th anniversary line brought renewed attention and new audiences to the game, not all of which particularly aware of VtM's pedigree and mistakenly thinking OPP's work was definitive. So, when nu-WW decided to take the "cafeteria" approach to OPP's work while trying to re-integrate older key themes, considering the bigger political context, 5th turned into a giant internet drama powder keg. One that was promptly lit by former OPP writers with a vendetta against the company over past and ongoing hiring choices.
 

Thaluikhain

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Eh, never got into VTM, beyond the excellent VTM:B game. But sorta looked interesting, until reading more into it and finding it massively flawed with a zillion additions, revisions and passing the IP around. Probably time to let WoD die and start a better setting from scratch.
 

Gethsemani_v1legacy

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Eacaraxe said:
It's in this really, really awkward space that tries to re-capture early-'90s post-punk sentiment and incorporate contemporary social commentary, but doesn't really take time to develop the complexity necessary to marry the two and contradicts a lot of its core themes in the process. That's not strictly nu-WW's fault but rather OPP's, especially since a lot of authors were brought into nu-WW from the OPP side of things who wanted to bring the themes and work created by VtM 20th into the fore.
I mean, it is all nu-WW's fault, considering that OPP wasn't brought in for 5th ed until after Ericsson had turned much of the narrative of 5th ed into an edgelord dumpster fire.

Eacaraxe said:
The whole "neo-Nazi Brujah" thing pretty much encapsulates it in a nutshell. [...]
So, enter OPP and VtM 20th anniversary edition. Apropos of pretty much nothing, certain OPP figures decided to idealize the Anarchs, and recast its primary constituent clans -- Brujah and Gangrel -- as misunderstood, tragic good guys.
This goes on in 5th ed too, but more importantly it happened as early as 1st ed. 1st ed VtM emphasized playing as Anarchs (the "traditional" Camarilla Neonate campaign came with 2nd ed) and every edition of VtM that I've read (1st, 2nd, 20th Anniversary, 5th) has the lionization of the Brujah and Gangrel as plain text. The Anarchs have always been idealized as the vamps that "get it" and the brave underdogs fighting back. This is nothing new. I distinctly remember wondering why exactly the rabble rousing bikers and feral murder machines were portrayed as purer, less stupid clans then any of the others back when I was at my most invested around age 15-16.

That's also the problem with the Brujah-clan in terms of text and sub-text through the editions, that while it is problematiziced as rebels without a cause, ready to fight anyone for any reason and clinging to idealized past golden ages, that's a reading that only appears very, very selectively. A lot more time is spent talking about how the Brujah are no-bullshit Robin Hood-types, more connected to humanity, takes no shit and doesn't do bad Jyhad politicking and stands up for the weaker Vamps. The problem with the Neo-Nazi Brujah is that the fluff has so often talked up the Brujahs as the protagonist clan (as opposed to the always evil Venture and Tremere or incapable Toreador, for example) that fights the good fight, that a lot of people forget that they are meant to be problematic. That's actually a problem with WW's obvious infatuation with the Brujah, since they've consistently have forgotten to actually show their short-sightedness, contrarian tendencies and quick resorting to violence to solve problems ever since 1st ed.

I absolutely think that a Brujah could be an open Neo-Nazi (though the book wants us to think that a Brujah would pretend to be alt-right, as if Brujahs' weren't in your face about their beliefs), but that's because I've been a Toreador fangirl since forever. =P

Eacaraxe said:
Of course, the 20th anniversary line brought renewed attention and new audiences to the game, not all of which particularly aware of VtM's pedigree and mistakenly thinking OPP's work was definitive. So, when nu-WW decided to take the "cafeteria" approach to OPP's work while trying to re-integrate older key themes, considering the bigger political context, 5th turned into a giant internet drama powder keg. One that was promptly lit by former OPP writers with a vendetta against the company over past and ongoing hiring choices.
I would actually dispute that 20th Anniversary brought many new players in, since it was a limited release that was essentially a compilation of all 3rd ed material lightly revised for consistency. From what I hear on the grapevine (living in Sweden and having some old ties to the LARP-scene), the problem for 5th ed always seems to have been that Martin Ericsson is a really divisive individual in terms of what he thinks Vampire is and how it should be played, on top of being one of few real life Edgelords. Much of what's really bad about 5th ed is actually stuff you can't really trace back to older editions, not counting the edginess that worked well among the Goth subculture in the mid-90's but is definitely dated in contemporary society.

I'd argue that the great secret to VtMs successes in the 90's was that it was a really inclusive RP in terms of identity, giving an opening to women and sexual minorities in particular to feel as if the game actually was aimed at them. It still had a lot of early-90's shortcomings (the lack of PoCs and the entire Ravnos clan, for example), but for the most part spoke to an entirely different category of roleplayers then most other RPGs, who were still aimed squarely at young adult men. What kicked up most of a fuss with 5th ed was that it came off as just a wee bit too much like it was written in a stereotypical male locker room, which was compounded by the edginess missing the mark more often then it hit. Having a guy on the writing team that was widely suspected/accused of being a rapist in RP circles and a lead storyteller that some in the Swedish LARP community consider a Broken Stair didn't help this feeling one bit.
 

Eacaraxe_v1legacy

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Saelune said:
And I used to think DnD 5e's Index was bad by constantly re-directing you instead of jus giving you the page number twice.
You think that's bad, the newer WoD books have been universally celebrated from within the community for having the best indexes and in-text page referrals yet...that is to say, of the books that had them.

The situation was so bad, that when Mage the Ascension revised edition was released the core book referred ST's to Werewolf the Apocalypse for basically anything to do with spirits and the Umbra. WtA revised's core book wouldn't come out for another entire year, and when it did, it referred players to two other WtA supplements: one that wouldn't come out for another year (if I remember right), and one from the previous edition.

I ran an MtAs chronicle that went on for almost five years. It ended ten years ago. The player who played a Dreamspeaker in that chronicle still rages about that to this day.
 

Gethsemani_v1legacy

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Thaluikhain said:
Eh, never got into VTM, beyond the excellent VTM:B game. But sorta looked interesting, until reading more into it and finding it massively flawed with a zillion additions, revisions and passing the IP around. Probably time to let WoD die and start a better setting from scratch.
Which is essentially what Vampire: The Requiem was way back in 2004. As it turns out a lot of people have a lot of strong feelings about VtM, which is why it is still around. For better or worse the game is as much an institution and an icon as games like D&D, which means that there will always be a group of people who will want VtM specifically, no matter how much better the competition is.
 

Nedoras

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Saelune said:
My group is currently playing this, but we have never played VtM before though.

I don't like the setting/plot stuff. I just don't care. If it was up to me, if my group wants to be a bunch of vampires doing vampire shit, Id rather it be in DnD.

I don't care for being in semi-real world Earth, I don't care for the Camarillo or the Masquerade or any of that. I also just...I hate the rule set. But I also am someone who basically just wants to do only DnD, so I don't expect everyone to be the same.

But my god, the book is just fucking terrible, layout and composition-wise. And I used to think DnD 5e's Index was bad by constantly re-directing you instead of jus giving you the page number twice. I honestly have way too much trouble making heads or tails of how to make my character, where everything is, what counts as part of what part, its an utter mess.
Yeah if I can recall, White Wolf's books have this problem in general. Whether it's WoD, Exalted, or whatever, their stuff has always been a bit of a mess. Honestly though, I think Exalted is a whole lot worse than any WoD stuff when it comes to being a mess. Not just with how the book is layed out, but with practically everything. If you hate the ruleset in VtM, oh fucking boy just wait until you see a book tell you to make a spreadsheet every time combat happens.

I haven't touched 5th edition and probably won't. I've lost interest in VtM and the WoD setting as a whole. The last WoD session I hosted was of Orpheus and that was years ago. It was fun, but I think I'm just burned out on their stuff. Them seeming to just get worse over the years doesn't help either.
 

Eacaraxe_v1legacy

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Gethsemani said:
I mean, it is all nu-WW's fault, considering that OPP wasn't brought in for 5th ed until after Ericsson had turned much of the narrative of 5th ed into an edgelord dumpster fire.
Okay, I can see where we may not come initially eye to eye on this, so I'll go ahead and describe my perspective to avert that. Most of my experience and enjoyment of WoD actually isn't in the modern nights setting. I'm mostly a MtAs and VtDA player, and thus have more than my fair share of Black Dog titles on my shelf. Needless to say, I have a fairly nonchalant attitude towards pervasive, overt content others may consider shocking or offensive. It's the least of 5th edition's problems, in my mind.

1st ed VtM emphasized playing as Anarchs (the "traditional" Camarilla Neonate campaign came with 2nd ed) and every edition of VtM that I've read (1st, 2nd, 20th Anniversary, 5th) has the lionization of the Brujah and Gangrel as plain text. The Anarchs have always been idealized as the vamps that "get it" and the brave underdogs fighting back.
The devil's in the details, and that's where it goes off the rails. Don't forget WW always preferred PoV-based narrative and unreliable narration in their fluff sections. It's always "sunshine for me, stormclouds for thee", and any fluff section can and should be interpreted as propaganda favoring the represented viewpoint; the storytelling, mechanics, and side bars are where readers get the "real" picture, such that it is. That's where OPP started pushing things and fundamentally broke the mold, because they started using those sections as soapboxes and identifying given clans, sects, and personalities as "objectively" right and wrong.

...that a lot of people forget that they are meant to be problematic.
Especially certain authors. But, I will disclaim the M20 core book and Anarchs Unbound were real eye-openers to me in terms of what OPP was really up to, especially M20 and its contrast against the revised Convention books that preceded it.

I literally can't describe how OPP treated certain Traditions, Conventions, and Crafts in M20 other than as brainless, propagandist, social justice fanwank that eliminated any nuance, complexity, or relevance to be found. I'm not even talking about groups like the Hermetics, NWO, or Syndicate and the social justice-y stuff there; I'm talking about the condescending, revisionist, culturally imperialist garbage in the write-ups of groups like the Taftani, Solificati, Verbena, Dreamspeakers, and even the Sisters of Hippolyta.

I absolutely think that a Brujah could be an open Neo-Nazi (though the book wants us to think that a Brujah would pretend to be alt-right, as if Brujahs' weren't in your face about their beliefs), but that's because I've been a Toreador fangirl since forever. =P
Brujah is my fourth or fifth favorite clan (behind Tremere, Lasombra, Ventrue, and maybe the Setites), and I like them because of the paradoxical and tragic nature of the clan. This revisionist, reductive idealization of the Brujah completely guts the clan of the complexity that makes them so damned compelling, at least to me.

I'd argue that the great secret to VtMs successes in the 90's was that it was a really inclusive RP in terms of identity, giving an opening to women and sexual minorities in particular to feel as if the game actually was aimed at them.
I agree, but that accessibility was backed up by a rich and thought-provoking game setting that incorporated multiple layers of thematic and narrative complexity, that was expanded upon over time (admittedly, to varying degrees of success). The early-'90s trash fiction setting was just the stepping off point.
 

Gethsemani_v1legacy

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Eacaraxe said:
's in the details, and that's where it goes off the rails. Don't forget WW always preferred PoV-based narrative and unreliable narration in their fluff sections. It's always "sunshine for me, stormclouds for thee", and any fluff section can and should be interpreted as propaganda favoring the represented viewpoint; the storytelling, mechanics, and side bars are where readers get the "real" picture, such that it is. That's where OPP started pushing things and fundamentally broke the mold, because they started using those sections as soapboxes and identifying given clans, sects, and personalities as "objectively" right and wrong.
Oh, I know. But WW was never very good at making the Anarchs really problematic (especially not as problematic as the Camarilla, Ventrue, Tremere or Sabbath), nor clan Brujah for that matter. I will concede that this is largely a problem of different authors within WW seemingly having very different reads on the Anarchs and the Brujah, because some splats managed the shades of gray just fine while others read like fanwank.

Eacaraxe said:
Brujah is my fourth or fifth favorite clan (behind Tremere, Lasombra, Ventrue, and maybe the Setites), and I like them because of the paradoxical and tragic nature of the clan. This revisionist, reductive idealization of the Brujah completely guts the clan of the complexity that makes them so damned compelling, at least to me.
I agree, the Brujah are at their best when they are a clan inherently at odds with itself and are pulled in two different directions by their desire to make things better and their urge to act now against whoever is in front of them. Sadly that's a take on the Brujah that even old WW rarely managed, as they are all too easy to just make the good, righteous rebels.
 

DarthCoercis

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Ok, so I'm getting old and can't keep up with internet lingo any more, so could someone please tell me what OPP stands for? I'm fairly certain it doesn't mean the same thing it did back in the early 90s.
 

Eacaraxe_v1legacy

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DarthCoercis said:
Ok, so I'm getting old and can't keep up with internet lingo any more, so could someone please tell me what OPP stands for? I'm fairly certain it doesn't mean the same thing it did back in the early 90s.
Onyx Path Publishing. They're the licensee for the 20th anniversary editions.
 

Thaluikhain

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Gethsemani said:
Which is essentially what Vampire: The Requiem was way back in 2004.
Surely that's combining the worst of both worlds? Your simultaneously annoying people who want a clean break by retaining a lot of the baggage, whilst annoying long-time fans by changing lots of things?

Gethsemani said:
As it turns out a lot of people have a lot of strong feelings about VtM, which is why it is still around. For better or worse the game is as much an institution and an icon as games like D&D, which means that there will always be a group of people who will want VtM specifically, no matter how much better the competition is.
Well...yes. But, IIRC, the IP has been passed around a bit due to companies going under, because people struggle making a viable business out of WoD. How much of that is lacklustre fans and how much of that is lacklustre products isn't that obvious, though.
 

Eacaraxe_v1legacy

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Thaluikhain said:
Surely that's combining the worst of both worlds? Your simultaneously annoying people who want a clean break by retaining a lot of the baggage, whilst annoying long-time fans by changing lots of things?
Perhaps the best comparison I can make to the VtM/VtR transition outside the context of Vampire, is the transition from 3.x D&D to 4th edition D&D. It was an edition change that proved controversial because it simplified and standardized much of the rules, to the point many felt the changes didn't preserve the spirit and flavor of the game -- despite the fact much of the rules were hotly contentious and imbalanced from the onset and the situation was exacerbated by supplementary power creep, making many of the changes proper, and even necessary.

The D&D Minis tie-in, and certain rules changes seemed as if to appeal to the MMO crowd, made players highly skeptical of WotC's intentions with the edition change. That actually has a parallel to then-called NWoD, because the edition's template-based character creation and changes to the merit/flaw system, and standardization of powers across fatsplats, drew skepticism and ire from fans based on the notion buying the entire product line would be necessary as the game was built from the ground-up to allow for crossover play.

What lit the powder keg was the changes to the metaplot and game setting. That actually also has a parallel in 4e. D&D, chiefly the Forgotten Realms setting, the pantheon changes, and the Spellplague stuff.

Hardly the first time an edition change was justified by in-world cataclysmic events nor the last, but it's important to note this didn't happen for the 2nd/3rd change which set a precedent, and that such in-universe events to justify rules changes aren't universal to D&D settings. Moreover, quite a few of the changes and metaplot events were seen as improbable, lore-breaking, made with high disregard for fan favorite and controversial characters, and largely perceived as having been conceived after-the-fact solely to justify the edition change as opposed to an organic development in the setting. Not to mention the rather dubious treatment of female metaplot characters in the edition change, but that's just me.

Why that matters, is that while Mystara and Greyhawk have alternated as the "official/default" campaign setting for D&D with sideshow settings being heavily marketed to dovetail off pop culture trends (lookin' at you, Ravenloft, Spelljammer, and Eberron), FR's pretty much the definitive and flagship D&D setting. It's the longest-running setting with the highest pedigree and marketability, not just inside the D&D community but outside it; there are people out there who don't play D&D and don't know the first thing about the game, but are absolutely fanatic about Forgotten Realms. The notion of launching a new edition absent Forgotten Realms is absolutely unthinkable.

The only other campaign setting that's come close is Dragonlance, and Dragonlance was an '80s/'90s SFF/YA phenomenon. Used to be a new Dragonlance novel practically had a reserved spot on the NYT bestseller list, it was insane in retrospect.

Anyhow, VtR/FR parallels. Controversial setting and metaplot changes in front of controversial mechanical changes. It was a shitshow, and no surprise WotC walked that back a little with significant retconning for 5th. People were pissed.

Where WW got it wrong, was they wanted to retain VtM's brand recognition while creating a new, independent setting. So, they half-assed it trying to have their cake and eat it, too; names and titles were changed around, some clans were retained but changed, others (including highly popular ones) were changed to bloodlines or removed entirely, it was a real mess. Similar enough to be confusing and frustrating, different enough you had to relearn it all anyway, mostly justified by some of the stupidest and most pretentious shit ever inked by WW.

Here's how ridiculous it was. So, WW "removed" the Toreador. Take note of those quotation marks, that becomes important in a minute. They replaced them with the Daeva clan, who were basically Toreador in everything but name -- hedonistic social parasites. To the Daeva they attributed the old Brujah clan discipline set (Celerity, Potence, Presence) and the old Ravnos clan flaw of having a particular vice they're compelled to satiate.

Then they re-added the Toreador...as a bloodline of the Daeva, who got everything above, plus Auspex and the old Torrie clan flaw. Feel like you're in crazytown yet? We're just getting started, buddy.

The Brujah were "removed" too. They were made a Gangrel bloodline, the Gangrel remaining largely unchanged except for their clan flaw being changed to hunger literally making them stupid (they got penalties to mental and social rolls depending how few BP they had). That meant the "Bruja" -- they literally changed the spelling to claim the "Bruja" aren't the "Brujah" and shouldn't be compared -- had the Gangrel clan discipline set and flaw, plus reduced Frenzy resistance...but only against hunger frenzy, whereas the old Brujah flaw was against all frenzies.

Oh, if only it ended there. So, the Ravnos got scrubbed completely...well, except for the fanatic, militant, "dervish" types that get a couple splashes of ink thrown their way in older editions. Those got renamed to the Rakshasa, a Nosferatu bloodline.

Nossies were probably the most heavily-changed clan that was kept through the edition change; they lost Animalism for Nightmare (Presence was split into two disciplines, Majesty and Nightmare), and their flaw was changed to not being fugly, but rather supernaturally creepy. Yeah, it was actually possible to have a Nosferatu with the merit for being physically attractive despite this, go figure.

So, the not-Ravnos got the Nosferatu bells and whistles. Then they got Protean for some fucking reason, and the old Brujah clan flaw. Which brings us full circle back to our Not-Toreador and Not-Brujah.

Now if the idea of having Protean on-demand aggravated on a character that gets both Obfuscate and Potence in-clan doesn't get your dick diamond-hard, bear this in mind. Fortitude somehow managed to end up being weaker than its previous-edition iterations, Celerity had been nerfed into an event horizon of suck, Auspex was rare as fuck and nearly impossible to acquire out of clan, and defense had been changed from being action-based to a static number that reduced attack pools which meant sneak attacks were comparatively stronger than they had ever been.

This is what pissed people off. It was Kevin Bacon musical chair bullshit for the sake of being different while wanting to retain brand recognition. There was just no point to any of it, and the crunch and setting ended up worse off for it.