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Funny enough, wife got it as a belated birthday present...V5 is quite a good game.
You're one of the few guys whose group I could almost envy!My group's reaction to VtM and WtA was "In what way is this superior to playing vampires and werethings in Runequest or Chivalry & Sorcery?" Nobody had a positive answer, and as the negatives were considerable as far as we were concerned (mainly in that WW's game engine absolutely sucked), that was the end of the matter.
But...but I ran ORE in my "I prefer codified rules with little interpretation, so the results could be predictable and we could just play on" period, with a group sharing the preference, and there wasn't any issue!To do well (and I GM ORE a lot) it does require a level of interpretation that isn't for everyone.
Well, I've found that showing the people the table with odds of success (and a graph I made on the spot) was good enough to explain the math. I also added the explanation from Unknown Armies and GURPS: "these are low odds for normal people, but that's for shooting when the other side is shooting back - you'd get large bonuses if nobody was opposing you". I also pointed to them that the break point is at about 5-6 dice (where you're likely to have at least one success, despite acting under stress).I think it's the fact that the use of the system and the math involved are so unlike any other game. I love it, but am hit or miss on getting others to play it for extended periods of time.
Well, I think it would be an unusual application of playing either RuneQuest or Chivalry & Sorcery to end up playing vampires or werethings. Neither game really details much lore about them, or presents Clans/Tribes specific to particular types of culture. Neither is set in the modern nights, or in any way attuned to playing them in the setting outlined in the WoD games. There is nothing specifically in the mechanics designed to play the themes of the WoD games.My group's reaction to VtM and WtA was "In what way is this superior to playing vampires and werethings in Runequest or Chivalry & Sorcery?" Nobody had a positive answer, and as the negatives were considerable as far as we were concerned (mainly in that WW's game engine absolutely sucked), that was the end of the matter.
I miss playing with those guys. They were my high school buddies and now we're scattered across the globe and I've lost contact with most of them.You're one of the few guys whose group I could almost envy!
There's a reasonable amount on vampires (Vivamort runelords/priests) in Cults of Terror.Well, I think it would be an unusual application of playing either RuneQuest or Chivalry & Sorcery to end up playing vampires or werethings. Neither game really details much lore about them, or presents Clans/Tribes specific to particular types of culture. Neither is set in the modern nights, or in any way attuned to playing them in the setting outlined in the WoD games. There is nothing specifically in the mechanics designed to play the themes of the WoD games.
This was long, long before V5 existed.You could make an argument about the relative merits of each of the game engines, but I would argue that V5 has positively tightened up the WoD game rules in that respect too - to the extent that neither RQ or C&C has anything close to the mechanics required to run the type of game that V5 offers.
I have Cults of Terror, and really Vivamort is really not set up the same way as the Vampire game. Moreover, the vampires were set up as antagonists rather than for players.There's a reasonable amount on vampires (Vivamort runelords/priests) in Cults of Terror.
This was long, long before V5 existed.
I have Cults of Terror, and really Vivamort is really not set up the same way as the Vampire game. Moreover, the vampires were set up as antagonists rather than for players.
You can theoretically play any monster in RQ as a player if you want, as that is how the rules are set up, but this particular cult is mostly external to civilization and doesn’t hold sway over mortal affairs. It isn’t the same premise as that suggested in Vampire. Moreover, the Cults of Terror, as a whole are expressly not meant to be seen as potential cult options for players.TIL: An ad back in the day (in Pegasus, I think) made it sound like they were written up for player use in that volume.
That wasn't the point. The point was that my guys couldn't see anything superior in the WW games to just using existing games to play vampires or werewolves. And frankly, if using just the core rulebooks of VtM or WtA 1e/2e there was enough set up required that you could set up a similar (allowing for tech and culture differences in the default settings) campaign using RQ or C&S. In fact, while the central themes of a campaigns were different, we'd already played games about shapeshifters using RQ in the 80s.You can theoretically play any monster in RQ as a player if you want, as that is how the rules are set up, but this particular cult is mostly external to civilization and doesn’t hold sway over mortal affairs. It isn’t the same premise as that suggested in Vampire. Moreover, the Cults of Terror, as a whole are expressly not meant to be seen as potential cult options for players.
You could argue that the Cults in Runequest are forerunners of the group affiliations you get in Vampire and the other WoD games. It is notable that Mark Rein-Hagen was a big fan of Glorantha, playing in a long term campaign before he became a game designer, and was actually involved in the promotion of Guide to Glorantha when it was Kickstarted a few years ago. I wouldn’t deny the influence of Runequest/Glorantha on Vampire and the WoD. However, saying you could run Vampire or Werewolf as is, just using what is on offer in Runequest is stretching it. They are different games.
When I was young and Shadowrun first came out I didn't want any Peanut-Butter (Magic) in my Chocolate (Sci-Fi), but with age I've mellowed and really like the Shadowrun Settings aesthetic. I'm also into Vancian/Dying-Earth/Numera Science Fantasy now.I can understand why some people might prefer not to have fantasy elements in their sci-fi, but I love me some Street Shammies calling spirits in a dark alley. And all your hard sci-fi will never overcome the cool factor of an orc with a cyberarm.
I share your preference for ordinary people over monsters, but let's just say vampires are fear of sickness and transgressive behaviour in the original myths. Sexual predators are a later addition.
But admittedly, my first reaction to being offered to play Vampire was "what, play the things I killed last week and get killed by an actual hero, doesn't really sound fun"!
Unscientifically speaking, it does seem a recurring trajectory.I've wondered if that's a common theme with gamers maybe? When were young gamers we gravitate to more serious, hard, rules crunch systems. But as we age we move towards less serious, don't want to say soft, but maybe less granular system.
I don't know about Daniel Fox ever claiming to own the official license, but is seems in line with his generally wormlike behavior. Back before we banned him here, he tried to spread some BS story in the WFRP thread that the designers of the new edition had to throw out all their work and start over after seeing Zweihander.I may be being ignorant as I haven’t read or played Zweihander, but I couldn’t believe it won an industry award a couple of years ago for example. The writer used to turn up on forums expressly stating that the game literally was Warhammer (I think the actual WFRP license was in limbo at the time), and was given warnings about it on some forums from memory. Maybe there is something extra in the rules or the design I am missing, that stands it apart.... but worthy of an industry award? Really?!
That assumes one's possible interest in playing Vampires aligns with WoD. Maybe the players have different ideas. Back in the very early 1990s some friends were using AD&D to play vampires in a modern setting. I think they started from a fantasy setting and gated into the modern setting. I'm also not sure if they were all playing vampires or if some were playing other sorts of undead (I think other sorts of undead WERE present). Since Vampire came out in 1991 they may or may not have been inspired by it, but my observation of their game was that it was an awesome concept and game and seemed to be working well with the AD&D base.Well, I think it would be an unusual application of playing either RuneQuest or Chivalry & Sorcery to end up playing vampires or werethings. Neither game really details much lore about them, or presents Clans/Tribes specific to particular types of culture. Neither is set in the modern nights, or in any way attuned to playing them in the setting outlined in the WoD games. There is nothing specifically in the mechanics designed to play the themes of the WoD games.
In that sense it would be like arguing in what way is playing RuneQuest or Chivalry or Sorcery superior for playing in an ancient world or medieval fantasy setting, respectively rather than using WoD games instead. The answer is self evident.
You could make an argument about the relative merits of each of the game engines, but I would argue that V5 has positively tightened up the WoD game rules in that respect too - to the extent that neither RQ or C&C has anything close to the mechanics required to run the type of game that V5 offers.
I’m not really buying the point then. The fact that you are arguing that you would buy the Vampire or Werewolf books in order to access the setting/set up, then in a sense you’ve already answered your point. The superiority lies in the fact that the games are tailor made for purpose already, and you don’t need to spend time trying to adapt or convert rules to make them work in a different game. You also get a line of supplements and a large gaming community with which to draw inspiration from. The superiority lies in having all of that support and set up.That wasn't the point. The point was that my guys couldn't see anything superior in the WW games to just using existing games to play vampires or werewolves. And frankly, if using just the core rulebooks of VtM or WtA 1e/2e there was enough set up required that you could set up a similar (allowing for tech and culture differences in the default settings) campaign using RQ or C&S. In fact, while the central themes of a campaigns were different, we'd already played games about shapeshifters using RQ in the 80s.
The games of VtM I did see played back then did nothing to change my opinion - they were very much 'amoral supers with fangs', which didn't much appeal. Add in a game engine that didn't actually produce outcomes that matched what the game said given levels of skills should, and there was no interest from me or my mates.
OK, I have no interest in Zweihander, but I have to know if there is actually a "funky hat mechanic" and what it is if there is one.Doesn't Zweihaunder also have some sort of funky hat mechanic? Or am I thinking of something else?
What's wrong with using setting supplements from one system for a different system? I hear GURPS people talk all the time about "cool setting, I'd run it with GURPS."I’m not really buying the point then. The fact that you are arguing that you would buy the Vampire or Werewolf books in order to access the setting/set up then in a sense you’ve already answered your point. The superiority lies in the fact that the games are tailor made for purpose already, and you don’t need to spend time trying to adapt or convert rules to make them work in a different game. You also get a line of supplements and a large gaming community with which to draw inspiration from. The superiority lies in having all of that support and set up.
Yeah, I have similar slight ickiness about a mainstream publisher essentially making money from somebody else's IP that you do and I don't have the same history with Fox you do.Zweihander is a strange case, in that it is the work of mainstream publisher, Andrews McMeel, which is now using WFRP as their house system for other games they produce. It feels a lot sketchier to me than some fan putting their homebrew on DriveThru, especially as they have the nerve to even steal the "grim and perilous" tag line from the original game. It's also a case where there is not only an ongoing version of the original game that is still largely compatible with the original. It even has Graeme Davis, one of the original creators, making strong material for it.
Nothing wrong with it, although I wouldn't make the claim of superiority just because you have a system preference. In some cases, I think system adaptations can seemingly miss the point of the original though - like GURPS: Castle Falkenstein, for example.What's wrong with using setting supplements from one system for a different system? I hear GURPS people talk all the time about "cool setting, I'd run it with GURPS."
Now absolutely, using a different system DOES change the setting.
I believe that the "funny hat" is this thing: https://www.drivethrurpg.com/produc...Zweihander-RPG?filters=940_2200_150_44294_0_0I have run Zweihander and don’t recall a funky hat mechanic. Sounds like a mistake by the poster.
Ok, I had to know why I was thinking that. I guess it was an April Fools joke. Lol I didn't follow the development of Zweihander Rpg closely, so I can see how I misunderstood this since I think I noted it on DriveThruRpg page some time last year or the year before.OK, I have no interest in Zweihander, but I have to know if there is actually a "funky hat mechanic" and what it is if there is one.
I believe that the "funny hat" is this thing: https://www.drivethrurpg.com/produc...Zweihander-RPG?filters=940_2200_150_44294_0_0
It's just a DIY print and play accessory that you can wear and it has big attachable "seals" that show the GM and other players your most important stats (rough equivalents of AC and HP).
I only do it with Cheddar, Double Gloucester or Red Leicester. Not sure what that translates to in your cheeses.Thanks for the suggestion but if we are talking regular sheet probably not. Maybe if it was provolone or swiss.
Moreover, the Cults of Terror, as a whole are expressly not meant to be seen as potential cult options for players.
I don't know about Daniel Fox ever claiming to own the official license, but is seems in line with his generally wormlike behavior. Back before we banned him here, he tried to spread some BS story in the WFRP thread that the designers of the new edition had to throw out all their work and start over after seeing Zweihander.
As for the larger topic of retroclones, my opinion is complicated. In general, I am okay with people putting out their own versions of games, either because a game is no longer supported, or because it has mutated into something different in a new edition.
Zweihander is a strange case, in that it is the work of mainstream publisher, Andrews McMeel, which is now using WFRP as their house system for other games they produce. It feels a lot sketchier to me than some fan putting their homebrew on DriveThru, especially as they have the nerve to even steal the "grim and perilous" tag line from the original game. It's also a case where there is not only an ongoing version of the original game that is still largely compatible with the original. It even has Graeme Davis, one of the original creators, making strong material for it.
Pathfinder feels like a different case to me. When D&D 3E came out, WotC decided there was no money in printing adventures or other books of use to GMs, and focused mostly on making books of feats and prestige classes dusted with a thin layer of flavor text. Paizo stepped in, licensing Dungeon and Dragon, and basically inventing the Adventure Path model popular with D&D players today. While I am not a big fan of the model, it has been a huge success.
When 4E came out, WotC basically threw the companies that had been supporting it, like Paizo, to the wolves. While I don't really like Pathfinder, I respect Paizo for turning the situation around on WotC.
Only if you let it. I had some experience in that regard.Now absolutely, using a different system DOES change the setting.
Now absolutely, using a different system DOES change the setting.
How can it not unless the two systems are very close in all the things they handle.Only if you let it. I had some experience in that regard.
Neverland is great (and super affordable). A very nice toolbox with very nice art and layout (pretty but functional).
Nowadays, for a fun vampire/supernatural monster game I would suggest Eden Studios' Buffy,
Because when it come to various genres, systems are more alike than different. Systems that take way too much work to use are one tightly welded to a very specific setting or narrow subgenre like Exalted. But for the most part there is a center because of the fact most system deal what human beings can and can't do.How can it not unless the two systems are very close in all the things they handle.
Combat lethality can change the setting. Many systems have very different combat lethality from D&D. That changes how scary the horde of orcs is. It can make "megadungeons" very different.
Sure Harn has a distinct form of magic in Pvarism. Adventures in Middle Earth rewrote all the character classes, and jacked up the toughness of their creatures relative to CR to capture the feel of Middle Earth. It boils down to how much works it takes to go from X to Y. In general the RPGs that target broadly take less work to adapt than the ones that don't.Differences in magic can be major. Ultimately I decided Cold Iron was not a good fit for Harn. Only by radically changing the assumptions of the magic system could it be made to fit.
Then you will need to come with out a different character generation system. It not like Traveller even Classic Traveller was a stranger to custom character generation.Technology differences are a barrier.
Implications of character generation will change things.
How much would be left of Traveller in implementing Star Trek? The chargen doesn't seem very Star Trek, the combat system doesn't seem very Star Trek, everything about star ships and travel doesn't seem very Star Trek.
Because I focused on how characters behave.I know you have switched between GURPS and D&D and Hero at least for your Wilderlands. How did you handle the areas where these systems are very different to maintain the same setting?
Concerning Rule Zero
A lot of these debates rest on the fact you have a system in a rulebook that express a certain view of a setting or genre. That while there may be options there will be expressing a certain creative viewpoint. What being ignored in this is that there is an additional step of the what the group does with the rulebooks during a campaign. And the fact is vast majority of the hobby kitbashes. Hardly nobody out there ever runs a campaign 100% rules as written for a published ruleset.
I just bought Deviant, because I though the dark supers sound of it was kinda cool. So I broke my code.White Wolf games have always fascinated me with their subject matter, but I can’t get past the writers’ styles.
Nobilis straight up turned me off within five pages, as have every other game written by this author.
Also Telmori were a thing in the Dorastor supplement. I definitely think lycanthropes would be Runequest Glorantha playable. I could see Vivamorti in a one shot, a bit like playing Thanatari in the brilliant 'In darklights shadow' , but I wouldn't have the stomach for a long campaign.There's a reasonable amount on vampires (Vivamort runelords/priests) in Cults of Terror.
This was long, long before V5 existed.