What is your favorite Clan?
Ran a High Clan/Low Clan poll a few days back and wanted to score the winners again to see who actually takes the cake
Ran a High Clan/Low Clan poll a few days back and wanted to score the winners again to see who actually takes the cake
Trying to find out whats the most popular vtm Clan but Reddit does not allow 13 choices...Omitting Ravnos for that same reason
Trying to find out whats the most popular vtm Clan but Reddit does not allow 13 choices...
I don't see this discussed enough, but the way dice rolls work in v6 is maybe even more damning than Quickening or being able to completly bypass humanity.
It works like this (for those that did not read the ruledrop) :
The difficulty is subtracted from your dicepool. If you have 0 dice, you fail automatically. If you have 4+ dice, you succeed automatically. With these 1-3 dice you will be rolling, you gotta got an 8+ to succeed.
Most of the time you won't be rolling.There are no margins, no way to succed more or less and no more contested rolls. The point of this is so players have to roll less and the ST does not have to roll at all to not slow the game (which they never had to do anyways). This migth be intresting in a very narrative and soft system, but is such a strange choice when literally every aspect of the game is more mechanical than ever before.
It also does away with the success system, the literal foundation of WoD games. But it makes alot of sense when you want the game to be run through Traits. Because they, unlike dice rolls, can be monitzied very well.
It is also fitting that in the live test, Alex Ward almost immedeatly began ditching the system on certain rolls or just going with diff 2.
Tldr: While alot of people are negative about the release and are making actually good arguments, there us alot of people that don't want to engage with the criticism on principle and I think that Attitude is the opposite we need if we want this game to improve and get fixed.
The only thing more annoying than someone that always complains is someone that always complains about people complaining.
It is a trend I have seen grow alot of communities recently, like TES or Fallout.
Every type of criticism of modern games, no matter if productive or not, is smacked down or riddiculed on principle. Not because you people have a strong and passionate stance about the game and have arguments to defend it- but because any kind of criticism that could help a game grow is unwelcome and unreasonable on purpose.
People that dislike v6, which looks like is the majority of people here, make actual arguments and criticisms. People defending it mostly say "people always hate new stuff, they will settle down, they have not even read the rules, they are too much on reddit". The most concrete defense I heared thus far is "I'm glad we got less skills because no one was using Finance".
Right now is the most important time to criticise and complain about the release because they are sensitive about the initial response and are willing to change and improve the game. And that is what we need right now.
I don't want to foster hate or make the community more toxic- quite the opposite. I want us to have a rational discussuion and actually Focus on the merits of the argument
I actually went through all of the newly released rules, and I think it is not possible to come away with the conclusion that it is not only as good as the previous content but so good it should not be criticsed. But please, prove me wrong.
I recently ran a campaign centered around an NPC like that (especially the book version) and I was amazed how well that worked and how easy I could use it to spin out the plot. I leaned much more into the insecurity and obsession with consumerism and social standing, rather than the murdering. The character actually ended up murdering no one, there was only an SA plot a player wanted to do.
I am generally surprised that angle of "insanity" is rarely explored in Malkavians. There is alot of whacky Fishmalkerie and alot of sensitivite Mediums; the latter obviously being the defining archetype for the clan. If the character is activly dangerous it us usally a completly deranged serial killer or psychic mastermind. At least I never saw a Malk focussed on naracissim or deep and anxious insecurity- which I feel like are "insanties" most conducive to success in Vampire society.
What do you think?
I noticed in older vtm media, namely VTM Redemption and Kindred: The Embraced, that Ventrue are shapeshifting into white wolves. In the show the Ventrue ex of the Prince does it once to escape and In Redemption there is a whole dungeon full of generic Ventrue enemies that do it, as well as the Ventrue boss.
Now I am aware anyone can learn Protean, but its an odd choice for the Clan and their Wolf Design is very distinct from what Gangrel turn into. Was Redemption simply referencing the show or is there something else going on?
Basically the characters at the start of the campaign are given an invitation into the castle of a powerful necromancer and local ruler, playing infiltration agents. They were given a flask to fake their own blood from their Patron alongside the invitation. The blood is to be requested as a ritalistic offering to the necromancer, but what they dont know is that it contains an elixir that will sabotage the ritual later on.
First they got to meet all of the important NPCs of the area and the necromancer himself, who explains that he invited them all to bear witness to his ascension to lichdom. They all get a private convo and have to sneak the fake blood in, then the ritual fails spectscularly. The necromancer is killed and most of the important NPCs flee, while all of the mortal servants are instantly killed and raised as undead through the ritual aftermath. In the meantime the main exit and stables are set aflame by the person that dropped them off.
Now I need help. The party is way to weak to fight off all those undead. They will need some kind of clever trick to disable them or a good escape. Ideally a solution I hide somewhere and which they can feel smart about figuring out. Also I need to make clear it is a fight they can not win.
Any ideas how to fix that ending?
Basically the characters at the start of the campaign are given an invitation into the castle of a powerful necromancer and local ruler, playing infiltration agents. They were given a flask to fake their own blood from their Patron alongside the invitation. The blood is to be requested as a ritalistic offering to the necromancer, but what they dont know is that it contains an elixir that will sabotage the ritual later on.
First they got to meet all of the important NPCs of the area and the necromancer himself, who explains that he invited them all to bear witness to his ascension to lichdom. They all get a private convo and have to sneak the fake blood in, then the ritual fails spectscularly. The necromancer is killed and most of the important NPCs flee, while all of the mortal servants are instantly killed and raised as undead through the ritual aftermath. In the meantime the main exit and stables are set aflame by the person that dropped them off.
Now I need help. The party is way to weak to fight off all those undead. They will need some kind of clever trick to disable them or a good escape. Ideally a solution I hide somewhere and which they can feel smart about figuring out. Also I need to make clear it is a fight they can not win.
Any ideas how to fix that ending?