Our Favorite New Bits and Pieces
Posted: 2004-08-26
As we worked the booth at Gen Con debuting the new World Of Darkness and Vampire:
The Requiem, the same question kept coming up over and over: “So why is
this better than the old World Of Darkness?” We thought some of you might
have the same question so we now present to you... 10 things we like about
the new World Of Darkness and Vampire: The Requiem.
Vampire: The Requiem has only 5 clans. As we went through the design process,
we looked at what we felt were the cultural and literary archetypes for vampires.
Noble and lordly (Ventrue), animalistic (Gangrel), horrifying (Nosferatu), sensual
and passionate (Daeva), and mysterious keepers of occult secrets (Mekhet) seemed
to encompass most popular vampire lore. If we already had already created a clan
that fit that archetype then we stuck with it, but if the idea needed a bit more
tweaking, we expanded it a bit more. For example, we felt that the Toreador were
too specifically focused on art to encompass all of the passionate, sultry Kindred
so we created the Daeva. On the other hand, the Gangrel were almost perfect as-is,
and made the transition with relatively little change. Having only five clans
allows us to focus more broadly on defining each one and expanding them through
bloodlines. Almost any vampire concept from Western civilization fits into the
new clan structure, and those that don't can be fine-tuned through use of bloodlines.
One Hallmark Discipline Per Clan. We felt that the clans weren’t distinct
enough in their abilities in the old game, so we increased the number of core
Disciplines to 10. Each clan now has one Discipline that they are considered
masters of, and they share a common pool of traditional vampire abilities as
well.
Bloodlines and Blood Potency. In order to expand the character options from
the five basic clans and the five basic covenants, we created a system by which
players
and Storytellers can realize new bloodlines. At 2 dots of Blood Potency a childe
may adopt his sire’s bloodline. At 4 dots, he may adopt any clan bloodline
and at 6 dots, he may create his own bloodline. For Example: Tomas, a Gangrel
of the Bruja bloodline, Embraces a childe named Danielle. Upon her Embrace, Danielle
gains Blood Potency 1 and becomes a Gangrel. At Blood Potency 2, she may adopt
her sire’s bloodline and become a Bruja. At Blood Potency 4 she may adopt
a different Gangrel bloodline. At Blood Potency 6 she may create her own Gangrel
bloodline. She can do only one of these things, as once you take a bloodline,
there is no going back. Some bloodlines even have their own specific, unique
bloodline Disciplines, which players may also work with the Storyteller to
create.
Simplified Combat System. N0 more two-hour combats! The new system has been
pared down to one simple dice roll in order to lend a more dramatic feel and
pace to
combat. You simply roll your character's Attribute + Skill + a weapon or equipment
modifier and subtract your opponent’s defense. Any successes you achieve
on that roll count as that many points of damage.
New Flaw System. One of the more abused systems in the old Storyteller ruleset
was taking flaws at character creation – you got the points for them
even if you never roleplayed them. Under the new system, you get no additional
character
creation points for taking flaws. Instead, you receive additional experience
points for roleplaying those flaws when they come up in the course of a story.
Power Changes Hands. In the old setting, most princes or powerful characters
had been dominant powers in their cities for centuries or more. Your characters
had to be satisfied as pawns in the game. We wanted players to be able to take
a more active role. As a powerful character (like a Prince) gains Blood Potency,
her ability to feed becomes restricted. At Blood Potency 3 she may no longer
feed on animal Vitae, and by Blood Potency 7 she may feed only on other vampires.
As it becomes more difficult for elder Kindred to find prey, they eventually
fall into torpor. Thus the power structure of a city changes much more frequently
in a city giving players more of an opportunity to seize control.
One Core Rulebook. No longer are you forced to buy the same 150 pages of rules
every time you explore a new World Of Darkness game. The core rules stay the
same and need to be purchased only once. The World of Darkness book covers
Attributes, Skills, Merits, Flaws, Combat, Equipment and a host of other concepts.
In addition,
the rules make it possible for you to play mortals in the World of Darkness
and take them through their conversion to the supernatural should you so choose.
Genuinely Cross Compatible. The single rulebook illustrates our new emphasis
on making the games entirely compatible with each other. Supernatural creatures
may be treated as enemies with no conversions or approximate rule conversions
and may even interact as often as they wish. The setting no longer assumes
a blind, genocidal hatred between types of supernatural creatures, though
they do remain enigmatic and mysterious.
No Caine. We loved the Caine myth, but we felt it overwhelmed all of the other
setting material. Now we have multiple origin stories regarding the genesis
of the Kindred, none of which are verifiable. Dracula, founder of the Ordo
Dracul,
claims to have had no Embrace, while the Lancea Sanctum believes that Longinus
(the Roman soldier who speared Christ on the cross) was cursed with undeath
when Christ’s blood dripped on him from above. Cain may be out there,
but who can say what he is, if he exists at all?
The Vinculum. Blood bonds are no longer guaranteed after consuming another
Kindred’s
Vitae. Powerful characters can potentially resist the Vinculum for some time
before succumbing. This leads to false bonds, where an individual poses as
being bound only waiting for the right time to act, and in general contributes
to a
more mysterious state of vampirism.