Anatomy of Failed Design: Vampire

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souran
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Post by souran »

FrankTrollman wrote: But I figure that all goes handwavingly under "the system is a tire fire" and didn't need to be addressed in a specific post. I think the next post is going to be about the four major groups.
A Tirade or two on how the terrible V:TM was as a system would actually be sort of in the spirit of this whole enterprise I think. Even a dumpster fire can have good commentary.

The thing that is amazing to me is that OWOD is so mechanically terrible that every single game that uses the core system is unplayable. Yet, when they got rid of the crazy that made the system so unplayable the system they had remaining (NWOD) was so deterministic it was not worth playing.

Seriously, Shadowrun 4th edition and NWOD come out within 6 months of each other, have very similar core mechanics, but somehow SR4 dice are actually interesting while I have never not know the result of an NWOD test from the moment I saw the size of the dice pool and new the required number of success.
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Post by name_here »

Feeding once per week unless you invoke vampire superpowers feels good to me. I mean, even ignoring herd size issues, if you want vampires trolling clubs for marks to be a thing (you do) nightly feeding is a huge timesink.
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Post by hyzmarca »

Easy enough. Multiply all blood point values by 10, except the cost to wake up. Then you'd only have to drink a pint of blood every 10 days.
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Post by Prak »

name_here wrote:Feeding once per week unless you invoke vampire superpowers feels good to me. I mean, even ignoring herd size issues, if you want vampires trolling clubs for marks to be a thing (you do) nightly feeding is a huge timesink.
Also, few clubs in my experience are open nightly. Most are open, at best, Fri-Sun.
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Post by Mord »

On the subject of population demographics - just throwing some numbers out here for discussion... I put together this Excel workbook showing the sheer scale of the world population explosion that started in 1400 and has accelerated into the present day (source).

The impact has undoubtedly been devastating to Vampire society:
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The total world population of vampires uses the 1:100,000 ratio as a rule of thumb, though it would realistically be much lower historically as public health and urbanization are modern inventions on the vampiric timescale; this makes the population growth starting in 1400 even more drastic from the POV of your average Methuselah.

Note that these percentages are maximums, assuming absolutely no Final Death or diablerie for any vampire in history. If anyone wants to hazard a guess at how to model attrition, I'll add it to the model and revise the figures.
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Post by Chamomile »

Mord wrote: The total world population of vampires uses the 1:100,000 ratio as a rule of thumb, though it would realistically be much lower historically as public health and urbanization are modern inventions on the vampiric timescale;
This is crazy. There's no way that needing a 1:100,000 ratio has anything to do with feeding needs. If you feed on ten separate humans taking one blood point each and use a different set of ten every single night, you are at a little over three thousand humans. The 1:100,000 ratio only makes sense as an effort at Masquerade preservation, and is either traditional (the ratio is unchanged since old times) or recent (old times had higher population densities because it was easier to keep the mortals in the dark back before the printing press).
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Post by Mechalich »

Yes its based primarily in Masquerade preservation, and also based on the fact that there's simply no way a vampire is feeding on every human in their domain, or even a large percentage of those humans on an annual basis or even at all. They're praying on whatever subset is active at times and areas where they are also active, are vulnerable to whatever feeding method they're using - presence-boosted seduction, dominate, passed out drunks in back-alleys, etc.

If everyone is constantly losing blood all the time, in some area, the vampire had better be in a position to dominate everything in order to cover it up - and if every vampire can do that the modern world doesn't happen.

Anyway, the ratio matches with the canonical number of kindred presented in the modern nights, and it's a very strange contention that vampires were somehow more common in a pre-modern, highly rural setup. There may have been cities in the distant past like Rome or Carthage were vampires considerably exceeded that ratio, but the overall region dropped down to it because there weren't any active in the vast rural countryside.

The idea that vampiric setups were relatively constant for close to two millenia from around 500 BCE to about 1500 CE and then things started to change like crazy thereafter would make massive sense. The fact that White-Wolf somehow couldn't even contemplate the demographic math is a major design failure.

It's actually much worse because the various authors clearly weren't on the same page about how abundant vampires were in the WoD at all and its not even discussed in the core book is a huge problem. It is totally unclear from book to book how many of the various supernaturals there are in pretty much any of the WoD setups, which matters a lot because a world with 30,000 vampires is vastly different from one with 300,000 vampires or any of several points in between.
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Post by hyzmarca »

Mechalich wrote:Yes its based primarily in Masquerade preservation, and also based on the fact that there's simply no way a vampire is feeding on every human in their domain, or even a large percentage of those humans on an annual basis or even at all. They're praying on whatever subset is active at times and areas where they are also active, are vulnerable to whatever feeding method they're using - presence-boosted seduction, dominate, passed out drunks in back-alleys, etc.
Masquarade preservation isn't an issue until 1493. Before then, everyone knew that vampires were real and they openly rules a substantial chunk of Europe. It wasn't until after armies of angry young vampires smashed in the castles of ancient vampire feudal lords that anyone cared about secrecy.
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Post by Mord »

hyzmarca wrote:Masquarade preservation isn't an issue until 1493. Before then, everyone knew that vampires were real and they openly rules a substantial chunk of Europe. It wasn't until after armies of angry young vampires smashed in the castles of ancient vampire feudal lords that anyone cared about secrecy.
Plus the Inquisition, which played some unspecified but psychologically-significant role in driving vampires underground. It's my understanding that the rise of the Anarchs was meant as a reaction to generational pressures within vampire society (the timing makes sense considering the chart above), which happened to coincide with the mortals getting their torches and pitchforks on.

If we're talking verisimilitude here, Chamomile is right that the ratio could have been higher in the past, due to the lack of concern for secrecy. However, even if secrecy isn't your objective, practical limits on the size of a single vampire's feeding grounds (even assisted by Protean bat form transport) combined with high premodern mortality mean that a vampire could overhunt a domain very quickly.

The 1:100,000 ratio is very arbitrary. I'd love to come up with some function for determining the ratio based on factors like mortality rates, urbanization, incentives for discretion, etc.

Even so, if you double the ratio before 1400, you still observe the same catastropic explosion in vampire population following that point. The birth of the sects just at the time when the proportion of 100+ year old elders in society starts dropping like a rock lines up quite nicely. (No, I don't think WW actually wrote it that way based on demographics.)
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Post by Username17 »

souran wrote:A Tirade or two on how the terrible V:TM was as a system would actually be sort of in the spirit of this whole enterprise I think. Even a dumpster fire can have good commentary.

The thing that is amazing to me is that OWOD is so mechanically terrible that every single game that uses the core system is unplayable. Yet, when they got rid of the crazy that made the system so unplayable the system they had remaining (NWOD) was so deterministic it was not worth playing.

Seriously, Shadowrun 4th edition and NWOD come out within 6 months of each other, have very similar core mechanics, but somehow SR4 dice are actually interesting while I have never not know the result of an NWOD test from the moment I saw the size of the dice pool and new the required number of success.
As far as NWoD vs Shadowrun, the answer is fairly simple. NWoD is terrible and SR4 is not because of the way NWoD handles opposed tests and counts success. The NWoD dicepool is of very similar size to the SR4 dicepool and calculated in a similar fashion. Each die in it yields the same average results and literally is 93.7% the same, having a very tiny increase in variance because each die is 3.33% more likely to give up zero hits and 3% likely to produce more than one. And yet, as you say every dice roll in NWoD is a foregone conclusion, while SR4 with its slightly lower variance die maintains a bit of tension on all but the most routine of die rolls.

The first way this happens is SR4's success chart. There are concrete effects for rolling 1, 2, 3, 4, or 5+ net hits. In NWoD, the only thresholds that count for most actions are 1 hit or 5 hits. This means that a character with a 9 die pool in Shadowrun can attempt an action with a 3-hit requirement (their average success threshold), with a 62% chance of success. But they'd also have a 35% chance of rolling 4 or more hits, which would actually matter, and a 23% chance of rolling exactly 2 hits, which could be different from failing with 0 or 1 hit. In NWoD, by contrast, the 9-die character is going to achieve the 1 hit threshold to achieve "success" 96% of the time, and and will reach the 5 hit threshold to achieve "dramatic success" about one time in seven. The character will achieve basic success and a functionally identical result 82% of the time they roll the dice.

The second way this happens is with resisted tests. In SR4, most resistance is actually rolled, and calculates dicepools similarly to how the dicepools of the attacker are calculated: a shooter rolls Agi + Pistols + Mods and the target rolls Rea + Gymnastics + Mods; while a caster rolls Mag + Spellcasting + Mods and the target rolls Wil + Counterspelling + Mods. Characters who are close in relevant focus and power level will tend to go 50/50 against one another, with the nod going to characters who are more powerful or better specced for the task. In NWoD, most resistance is just a dicepool penalty to the attacker, and its composed of less parts than the attacker's pool is. So the attacker pool adds Stat + Skill + Discipline and subtracts the Defenders Stat + Blood Potency. If there's at least 2 dice in the attacker's pool left over they are more likely to succeed than not and the cheese stands alone. The attacker ends up almost certain to succeed at the move even against significantly more powerful opposition simply because they are adding dice from more sources than the target is taking them away. And when stronger characters fight, the attacker's spell is even more likely to work because when all of those piles get bigger the attacker's extra pile is likewise bigger.

And then there's the issue with damage. In SR4, damage comes in big wallops when an attack connects. There's a mostly useless soak test, but for the most part if you get hit with something it's going to take about half your life away. Meanwhile, in NWoD combat they just count hits on each attack action until you get to a big number (usually about 8). So in NWoD you're bumping right up into the law of large numbers, where you won't take down an enemy until you've rolled about 24 dice and you're rolling and accumulating like 7 per turn. So maybe you roll really lucky and take your opponent down in 3 attacks or you roll really poorly and take them down in 5, but probably you don't and they go down on schedule during attack 4. But back in SR4 land, you get two shots per turn and any one of them could connect and leave your target about half incapacitated or not connect and do jack diddly. So maybe you double tap your opponent in the chest and they go down without taking an action and maybe you end up missing and both characters dive behind cover and have an extended firefight. Could go either way, because unlike NWoD, combat in Shadowrun has important rolls which can have a dramatic impact on the flow of combat.

Now OWoD had completely different game mechanical problems. But I think its quite emblematic that they kept changing what the basic target number was without changing the underlying size of dicepools. Depending on what core book you're reading out of, the basic target number on a die might be 6, 7, or 8. But the number of dots you had to distribute between attributes and traits that gave you those dice stayed pretty much the same. This was a dicepool game that simply could not decide what a die was supposed to be worth. A target number 6 die is worth almost twice as much as a target number 8 die, and the authors didn't even know which one they were talking about when they told you how many dice you were getting. Even discussing what the math implied implies a level of cogency that simply wasn't there.

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Post by souran »

FrankTrollman wrote: The first way this happens is SR4's success chart. There are concrete effects for rolling 1, 2, 3, 4, or 5+ net hits. In NWoD, the only thresholds that count for most actions are 1 hit or 5 hits.
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So just curious but what are the concrete effects for rolling 1,2, or 3 more net hits than the threshold in SR4? While the analysis of opposed tests is pretty spot on to the play experience of both games, this is something I couldn't actually validate.

This also seems really important because this seems to be the thing that almost no dice pool system can pull off and they all promise.

Every dice pool game SAYS that succeeding with 1 success (net hits, coins, whatever terminology they choose to use) and succeeding with 2 success is supposed to be meaningfully different, and in some things like shadowrun combat, they are. However, I have not actually seen a game that could explain the difference between a 1, 2, and 3 success "sneak" type check or "knowledge" type check in a way that both meaningful and consistent.

This really does seem to be THE central issue with dice pool systems and is the dice pool equivalent of Roll + Add systems and being able to run off the RNG. While a dice pool is less likely to have the party turn into the Marx brothers and have the "Smart" PC fail a check with a low roll that a "dumb" PC paces with a high roll, you instead end up with a rolls that are seemingly pointless.

When I looked at rebuilding Exalted (ha), I figured that the way to "fix" this was to just say that if you get threshold + 5 successes or more you just let the player take narrative control and describe the outcome of their check (such a result would be called an "Exalted" success). That solution wouldn't work in all games but there has to be something beyond "success" that players shoot for with dicepools because otherwise its just really boring.
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Post by Username17 »

For example, let's cast Physical Invisibility. The hits set the object resistance rating of things that you are invisible to. So at 2 hits you're invisible to the Stuffer Shack CCTV; at 3 hits you're invisible to the high-end security cameras; and at 4 hits you're invisible to the hunter-killer drones. You cast a spell with your Magic 5 and Spellcasting of 4 (9 dice total, average 3 hits) and it matters whether you roll 1 over average or 1 under average. In NWoD it just doesn't. You have to be off curve by 2 or 3 before any concrete effects happen.

While the SR4 hit chart leaves much to be desired, there are demonstrable effects at different thresholds. And that means that when you extrapolate to other actions that don't get a full success test chart (of which there are unfortunately many), there are things to extrapolate from.

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Post by souran »

Ok, but the cited examples are all for items that are extremely well defined and often related to specific powers/spells.

I just took a quick look characters from the SR4 quick start rules. While I know that like all pregens for SR they are probably terrible, they do provide a list of likely skills. If we exclude combat related skills there are still skills like climbing, running, etiquette, and survival which likely are basically binary in gameplay. Is there anywhere where that describes how a "net 3 success etiquette check" is better than a net 1 success check in a concrete way? Similarly, skills like forgery, perception, and tracking may typically be rolled as opposed tests in play but likely have no difference in effect between 1 and any number greater than 1 net success.

I am not trying to be contrary. However, it seems pretty clear that raw use of skills in SR4 is the typical dicepool "3 is better than 2 is better than 1 success" explanation without describing either how much better or exactly what "better" means.
Last edited by souran on Wed Feb 03, 2016 10:03 pm, edited 2 times in total.
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Post by Username17 »

souran wrote:Is there anywhere where that describes how a "net 3 success etiquette check" is better than a net 1 success check in a concrete way?
Yes. If you are looking for an item to buy on the black market, you make an etiquette test. Rolling higher gets you the item faster and rolling lower gets you the item slower. I'm not a huge fan of those rules because they are linear - rolling three hits instead of 1 gets you the object in 1/3 the time. For a lot of items that means that random hobos off the street can by the rules line up a seller in way too little time (like at all) while master faces take way too god damn long to set up those kinds of deal (like months). But the rules do exist, yes.

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Post by souran »

Fair enough. I guess defaulting to "more success results in faster success" for many of those binary type checks is at least reasonable and does give SOMETHING other than the words "better" or "superior."

Its still a little bit of a farce though. Time is probably the most mutable property in a TTRPG. Doing something "1/3rd" faster probably doesn't mean anything unless you argue that it leaves you sufficient time to do something else. Or likely time is a non-issue as the game won't progress until your action is resolved anyway.

So while that is not good that is actually infinitely better than the rulebook simply saying that "2 successes means you succeed better than 1" without having anything.
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Post by Username17 »

Anatomy of Failed Design
Vampire: the Masquerade

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Organizations

So you want to play politics, right? I mean, that's the entire reason we're trying to play Vampire: the Masquerade and not Nightlife. It's the lure of being able to socialize as one of these creatures of the night rather than just having a series of setpiece fights and then announcing that your character is flouncing off to the rock club to rock out.

To make this work, you're going to have to have an elite club that you can socialize in as well as meaningful political differences that you can have arguments about.

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Clan Politics

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Each of the bloodlines was presented as a political block, which was terrible. In general, each coterie was going to be 3-5 vampires from different clans. So by setting the clans up as political blocs, it meant that it was really hard to get anything done. Putting the clans as the major unit of political will meant that you were essential role protecting teams. As in, if one player was on a team, they would tell another prospective player that they should play a different team altogether because doing otherwise made their special powers less special at the table. So when the Brujah and the Ventrue butt heads, the Brujah player character and the Ventrue player character have to pick sides or ignore the plot, and both of those are shit for a cooperative storytelling game.

Lots of other politics was internal to a clan, and that was also bad. Characters who weren't Brujah had very little stake or say in who did or did not become Brujah Primogen. This meant that when Brujah political infighting came up, the Brujah player would have things to do and interact with and the Ventrue player would go play Smash Brothers until something happened that his character was allowed to have a say in.

Vampire needed factions that all the player characters could be on at the same time. And it mostly didn't have that. As such, the game actually ended up working much better as a sprawling LARP than a tabletop RPG. Only when games got really big could the Brujah all get together and hang out in a clique. Then you could actually have groups of players working together to advance the Brujah agenda because they were all fucking Brujah. But if the political units had been set up such that all the player characters of the sort of multi-clan coterie you'd expect to see in a 4-6 player tabletop game could be on one without straining against the setting, the game would have worked much better.

All Those Fucking Factions

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The Tremere alone boast more than a dozen secret subfactions. A chantry is full with 8 vampires in it, there are more than one secret society per person. It got so bad that the revised edition Tremere has a whole page worth of ranting about all the secret factions that they got rid of in the edition roundup. Sadly, they purged the secret order of Tremere nudists from the game world, but there are still more secret societies than there are Chantries in the United States.
No, I'm not going to put a picture of a bunch of naked witches here. But I was sorely tempted to do so.
Dirty Secrets of the Black Hand posited the existence of at least five different double plus secret groups named “The Black Hand.” The simple demographics of all this meant that none of these “organizations” amounted to more than just some dude and whatever cultists he could scare up.

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We're not even talking about Charles Manson and his followers, we're talking Simon and Hecubus.

Now, there is certainly room for tiny little cults of ne'er-do-wells and blackguards. That is, in fact, a pretty solid story arc that you might want to use. There's like some evil cult in town, and they do various stuff, and you want to stop them so that you can [protect the masquerade] [take all their stuff] [save the world from their crackpot demon summon scheme] [have sex with the hot man-meat they have dominated into being their butler]. That works. It's one of the few stories that Vampire can actually tell without everyone tripping over their own dick about how Stacy is playing a Ventrue and Robyn is playing a Brujah. But none of these organizations are depicted like that. You are presented House Goratrix and House Rodolfo as if they are major international secret societies, rather than literally Goratrix or Rodolfo and however many followers they can get to show to their house.

Vampire needed little cults as things roughly the size of the player character groups to serve as antagonists. And they needed to have some international conspiracies that you could oppose in a more long term campaign scenario. But mostly it needed to differentiate these things. As it was, when I get told about the Tlacique, who are Setites who pulled a Joseph Smith to preach to the Native Americans and turn them pale, are they supposed to be like five guys with an awesome hideout full of traps or a major force to be fought episode after episode? What about the grey-alien-faced Kiasyd, who are a bookish faerie cult inside the Sabbat? Are they supposed to be major players? Fuck if I know. No one knows. No one can know, because none of this shit makes sense or is even complete.

White Wolf apologists would have you believe that the fact that there were way more of these splinter groups than could possibly exist was a feature. That there were more listed than could exist because there were more listed than did exist, and some of them were just legends. White Wolf apologists would also have you believe that the fact that the game never bothered to mention whether these groups were Cobra Command or The Pit of Penultimate Darkness was a feature. That your storyteller could expand or collapse any of these groups to the strength and numbers required of her plot. But that is all bullshit. You are not even having a cooperative story or a shared world if none of the organizations have persistent traits from one reader or game table to another. Fuck.

The Camarilla

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The Camarilla was the original organization that you were part of. It has a structure similar to a political party in that there's a regional supreme leader but also various statesmen who have no specific enumerated powers but may or may not all the shots. Also there are a bunch of specific titles that in different areas may have real powers or might just be ceremonial positions given to people to make them shut up and stay out of trouble. I think it was supposed to be based on court intrigue as imagined by Atlanta area art wanks who had recently graduated college, but really the closest real world analog is the Chinese Communist Party.

So your local party head (the Prince) may or may not be a despot who rules with an iron fist. They might be a puppet that the local movers and shakers (Primogen) trot out for dog and pony shows when the party higher ups (Archons and Justicars) come in to see how the central committee's (Central Committee) orders are being followed up on. Then there are various treasurers and whips (Harpies and Sheriffs) who have titles that have vague job descriptions and may or may not do anything. Which is not an unrealistic setup for an evil organization of puppetmasters to have! But it's not exactly conducive to player generated actions, because there's no real levers to push or pull on to get anything done.

So you want to become Prince. Uh... good for you? There isn't even a sample city charter to see what the procedures for appointment might be. Do you get a mandate from the masses? Is there a farcical aquatic ceremony? I don't know. No one knows. Big LARPs tend to have made some sort of charter for determining these things which is generally “each clan gets one Primogen elected by that clan and each Primogen gets one vote one who is Prince after each coup.” And yeah, that sounds suspiciously like Junta, but it works well enough (for the LARPs) and it would have saved everyone a shit tonne of time had that (or something equally or more functional) been codified at the beginning. Not that the default LARP setup works terribly well in tabletop, but at least it's something.

As mentioned, the Camarilla was the original organization. As in, if you read the first book you were one of the seven original clans and you were part of the Camarilla. Then it came time to add expansion material, and for reasons that make no fucking sense to anyone they decided that all the expansion material should apply to vampires not in the Camarilla. So there were Setites and Giovanni and Lasombra and shit, but they were all non-Camarilla clans and most of them were kill on sight in any Camarilla city. This is a design decision that makes no fucking sense at all. You're writing and selling expansion material, don't you want people to fucking use the shit you're writing? What the fuck?

So the theory was that the Camarilla as described in the first book never mentioned any Assamites or (sigh) Ravnos or whatever the fuck, so if they existed in the World of Darkness they would have to be in other sects where Camarilla vampires could hunt them for sport.

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To this day it fucking astounds me that no one in White Wolf figured out that they could expand things by having the Camarilla have different main clains in different parts of the world. Like, North Africa could have essentially no Nosferatu or Toreador and get Setites and Assamites instead. Then you could throw open the damn flood gates for the players to play expansion clans as long as they wrote in their backstory that their sire or grandsire was from one of the relevant regions. It could even be a plot point that Assamites who went to New Orleans were nominally beholden to the Nosferatu Primogen even though they aren't actually the same can and don't have similar goals. If you really wanted to go crazy, you could have done the expansion clans in some sort of organized way where they covered regions and conceptual space instead of wasting an entire clan on making a version of the Gangrel that is 666% more “Gypsy” per pint.

But even though that would have been trivially easy and work a whole lot better than what they actually did, what they actually did was to announce that all the expansion material they ever wrote was “not in the Camarilla.” This made it all “optional” in a Camarilla based campaign, but what it really did was to make playing in the Camarilla swimming pool more and more unattractive as more and more options were introduced to the world but not to the Camarilla. Conservation of detail also made the Camarilla seem like a smaller and smaller institution as all the extra crazy bullshit got added. With all the Sabbat and Independent Clans and Blackulas and Chinese Vampires running (or hopping) around, people eventually started asking “Why were we supposed to care about the Camarilla?” and no real answer was forthcoming. In White Wolf's haste to spurge out more shitty content, they definitely lost sight of the original claim that the Camarilla was supposed to be the conspiracy you were supposed to care about.

The Sabbat

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Um... basically this.

The Sabbat were mentioned as the gratuitous villains of the first book. They were nebulously bad and had bad goals and bad motives. They didn't make sense and they weren't supposed to. They were a source of vampires that you could fight in dungeons & dragons style home invasions and still have the other vampires in your society flip the fuck out because you're a mass murderer of people who count (vampires). Because Sabbat vampires were generic supervillains and you could kill those assholes with impudency!

Now as such things naturally do in a game where you play blood drinking monsters, people asked why they weren't allowed to play as the “bad guys.” This is a good question! The Camarilla vampires are already vampires, and they are pretty bad. And some of the authors responded to this by coming up with new facts about the Sabbat to make them more bad. These didn't all work together, and were often as not written by people who had different ideas of what bad was. So the Sabbat are strictly hierarchical Catholics who are dangerous Anarchists who worship Satan and are also Atheist Communists and various other -ists and you know what? Who cares. The Sabbat doesn't make any fucking sense. The original reason that the Sabbat are supposed to be kill-on-sight types is that they are opposed to the Masquerade. But there's never been a coherent or even half-coherent drunken mumbling explanation as to how the Masquerade exists for 72 straight hours after a major Vampire organization flips the table over and says “Fuck This Shit!”

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How do the Sabbat not get from step 1 to step 2? No one knows!

When they did go ahead and try to make the Sabbat actually playable, they among other things announced that the Sabbat had a place for all the clans and bloodlines. Seriously. All of them. No matter how fucking obscure, they were all upons. They all get clan symbols too. Some of them have special clan symbols to note that they are the edgelord Sabbat version of the clan, and some of them are new symbols. Depends on how creative the graphic designers were feeling. The original Tzimisce symbol was jut an illuminated T stamped into a wax blob. Then they changed it to like a shitty looking dragon on a castle and a much better looking snake eating its own tail. Anyway, here are some bullshit Sabbat clan symbols.

[img]data:image/png;base64,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[/img] 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XLtCqJ+2wRFox4atPSI067tccNotgaXriDMuCQ9HUarkdmUOmodOSmaps0thQnJlDPHpHgvpHvHiSU0dcc/gdZg+MJVXuI3l6JRc8LjgiDZYRUl9EVPfS1s+kC3+hNTNJwuOSZWu0pyyWuC5REZvnG148UJrNfRCNi7RLp+Rl5ygG6IXfmEDEUze+3SzJdqys8EC4yUNgO857Er8ZLNKjbS9e/teTLnFPh2zJ2AlAZuXIPdmXfJUuzultMDVtfnT1jST2ZKUaCcCika6Tg5uzvxZsWd/IkhxV13EQIv/d1kqt6Zs3GCCXSHGUOKPTnJPIpebnA9pmyNQ5Eak6FE7XtdEreIwej9khHlj+ZYuVRU2CxoJHgXTg9FszDYjDCOOZvQjtREjGJG1qyr7KyDoqGDYd1e1ufIZ6p8wOwh9hcHCCgaLUcL2xR4XmPyKZq9dVWikGGk170iwyrhqTdEFMTsQr0LsYOimSLXRKuqRf3cBtAPXdTGBxY1PeQm1wll6orEZWEmEaLm5gLfLNBbYel1Up8UUQwWZk4/YaGfJEWTyDtS/EGgpKjGgV4tuXK+EEXzjrJyb9frKu7TVzpQrU7auFdLawLl1K5OHvrIDJIv1+ui6Ot7q+5efZMamZ64jPpq2MdKkmF3iaZBi4nH2Sl+3Ly7SNAoGCbLsKcK1Td0N/TUIZsoGNIM+wptPSOOfcMwoCjPsLeW2DcQ6337smoSEgbJN5VKUTRJ0haMw0VPQD8OpfAMZSrCPW33Md8/DRymlX7HVe6koPIM5YredfUc/kiqBPLgdQzl6vo1OQrMcaDoXJbaC/HZayDqUNTVyfkztfLJXXSX+Jdyrbpkd4aV1i4t8FGbvNJRo2WHbAOKpVadKd8kNzARVRpPqFLUE/E5X73R3msVejLoUNQKzPGjfpri66zXBESlU4qvYV3B9P0TGajR87frTFJVira9UI53hDUlwkDXibfrtxZS7HeTKAcDShG4eii98IMLttHeWBQ17Nh78U2lc6jv+v9Ut3sjihoP0mrcnZ7v+566aOb2DBuRYqnrqBuRtbRXPg7gZtJfSJNiuZgUY0moCl1j0z8qGU7DUbQ9ta2t0eRUdaSjYpu4ASmWJFXy5RuKiim1gzSRM2iSFshrAg1FFT/JjM2T04JRHzh3nStSlJ+pX5l+G0EShq3uErlsq19kOcrKm2M2XBdA425+yUnGn4xMBLm5HQX6PdpYDNGwMOv3h9apizIP8aMYkp89VE/GYP7bM3Ao/HvrxR6nYOA+lcO1nfQ+u/W6BxAePRbG0fkcuC1khQE7a+7TzmKWBHQmFCMy6gPZhWGbhyaLm1C1m7lCjegyV3SNKmHw/qiJm57lHYjflyJbDbUBCjBKC1gvzop/O7EEAr3SfwvH2e7HWHs0xutyu/Rc9+Q4zs2a1bDW5b9p4AZLgNEuTOM/Cq/rmJ9q7vsAAAAASUVORK5CYII=[/img] 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[/img]
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This isn't even half of them. This isn't a quarter of them. The rabbit hole is... very deep.

Anyway, the big innovation of the Sabbat were that they had a “pack” structure, where all the vampires that got embraced during a time period would be rounded up, forced to do a blood ritual to bind themselves together, and then go do stuff. This is the um... only time that V:tM presented a cogent reason why the player characters in a tabletop game would actually do stuff together according to the demands and conceits of a cooperative storytelling game. Other innovations included having a shovel to the head ritual that allowed newly made vampires use alternate morality rules that let them drink blood and kill people and gave out more starting discipline dots. Baby steps, but the Sabbat player-side rules were basically concrete attempts to make Vampire: the Masquerade into a more playable game.

Of course the “...and then what?” problems of the Camarilla are still here in force. I have no idea what you're supposed to do in a Sabbat game other than swing flaming chainsaws at Camarilla vampires. The titles have church themes, so a Primogen is a Priest, a Prince is Bishop, and so on. But I still have no idea how in abstract you are supposed to contest these things or what you can do once you acquire them.

But the real elephant in the room is edgelordism. Sabbat descriptions go off on rape fantasies and cannibalism rants and torture fics distressingly often. A lot of written material for the Sabbat is some emo dark fic from Atlanta. It's gross, in every sense of the word. So if someone said “Hey, let's play a Sabbat game!” you had to ask yourself whether they wanted to play Sabbat because they were generally more playable than the Camarilla and got to play with more of power creep options and setting improvements? Or did they want to play a Sabbat game because they wanted to have a captive audience for their necrophilia fanfics.

The Inconnu

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Inconnu is a real word in French that means “an unknown person or thing.” I'm just gonna assume there is a context for that picture and move on.

In the original writeup, the Inconnu were a major force. A secretive sect composed entirely of enigmatic elders who rarely interfered and had a secret agenda (not to be confused with the silent agenda). They were supposed to show up and do mysterious things and say enigmatic stuff.

...And that's as far as it got. The other shoe never dropped. Authors who wanted to write about ancient conspiracies headed by big penis NPCs pretty much just wrote their own, and you ended up with a proliferation of weird bullshit like the Black Hand. Eventually some authors got tired of constantly talking about the Inconnu as if there was a point to them without ever deciding on what that point might be – and the sect got killed off. They died off camera without any of their riddles being solved or ever having impacted anything to any great degree. Robbed of meaning and purpose, the fans responded to their destruction with a collective “meh.”

I should point out that so few fucks were given about these assholes that McWoD spelled the name wrong throughout the entire book and no one at White Wolf noticed or cared.

Anarchs

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They reject the complex rules of vampire society. That's why they have the most complicated sect symbol. Either that or they were written later and the graphic designers had gone fucking nuts. One of those two.

The Anarch Movement is different from the Anarch Revolt, which is an early name for the Sabbat because vampire history is clumsy and written by a bunch of freelancers without a setting bible in the days before wikis. The Anarch Movement is a sect that rejects sects and all the rules and horseshit that comes with them. In the original writeup they had taken over Los Angeles and San Francisco, which is why the players were supposed to never go to California and instead spend their nights in Atlanta and Chicago.

At its best, the Anarchs did a sort of Lost Boys / French Revolution vibe. But I was never sure why we needed an entire sect for that concept when we had Brujah to do that. I mean, a city could still be Camarilla and be taken over by Brujah and it would structurally be the same thing, right? Anything you wanted to say about revolutionary idealism giving way to zealous extremism or selling out or whatever could just be done with a Camarilla city that happened to have a bunch of Brujah in it. Narratively they served no purpose.

Figuring out what you were supposed to do in an Anarch city was even harder than it was in a Camarilla or Sabbat town. It's like a Camarilla city except instead of the Prince who has far reaching ill-defined powers, you have a Baron who has limited ill-defined powers. Generally, no one bothered.

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Anarchs claim the highschool field.
Mechalich
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Post by Mechalich »

FrankTrollman wrote:Now, there is certainly room for tiny little cults of ne'er-do-wells and blackguards. That is, in fact, a pretty solid story arc that you might want to use. There's like some evil cult in town, and they do various stuff, and you want to stop them so that you can [protect the masquerade] [take all their stuff] [save the world from their crackpot demon summon scheme] [have sex with the hot man-meat they have dominated into being their butler]. That works. It's one of the few stories that Vampire can actually tell without everyone tripping over their own dick about how Stacy is playing a Ventrue and Robyn is playing a Brujah. But none of these organizations are depicted like that. You are presented House Goratrix and House Rodolfo as if they are major international secret societies, rather than literally Goratrix or Rodolfo and however many followers they can get to show to their house.
The especially annoying thing is that, because all the weird fringe sects are so twisted and undefined and vaguely conspiratorial, it was actually easier to just have one of the local primogen (generally of the clan none of your players was in) go nuts and start their own local conspiracy so you could spend your campaign beating their faces in. That also had the advantage that the average Vampire player who's read maybe 1/3rd of the corebook would actually understand a campaign based around the local Tremere trying to ritualistically extract the blood from all the other vampires in the city rather than a twisted necromantic plot by the Nagaraja to have a wraith take control of the prince by nibbling on his soul or whatever.
FrankTrollman wrote:As in, if you read the first book you were one of the seven original clans and you were part of the Camarilla. Then it came time to add expansion material, and for reasons that make no fucking sense to anyone they decided that all the expansion material should apply to vampires not in the Camarilla. So there were Setites and Giovanni and Lasombra and shit, but they were all non-Camarilla clans and most of them were kill on sight in any Camarilla city.
The fact that White-Wolf couldn't manage to include at the very least the Giovanni in the Camarilla is astonishingly embarrassing. The Giovanni are basically Tremere only they're Italian and not German-Austro-Hungarian and they do necromancy instead of magic. All their being independent does is create stupid unnecessary complications.
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Longes
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Post by Longes »

I honestly don't know how to create a coherent and interesting global vampire society. The main problems as I see them are:

* Age. Vampire society doesn't exist until about 16th century, when mail becomes somewhat reliable. The problem is that vampires are ill equipped for travel, so there's practically no geographical mobility until that point, so all "societies" of vampires are restricted to single cities and a few "conspiracies" by elders with teleportation powers (Lasombra and Tremere). This stands directly at odds with the WW desire to have ancient millenia spanning conspiracies and games played by elders.

* Point. There needs to be a reason for a vampire to interact with the society. If all I get out of being part of the vampire league is being dicked around by the elders, then I'm packing my shit and leaving. In the modern nights, where leaving is actually an option.

* Scale. Related to the "Point". Having a single goal that unifies all vampires into a single organisation is probably impossible. Even China has political factions, so unless your goal is extremely good and existential, then you need to write more vampire societies. I mean, the nominal goal of the Camarilla is to enforce the Masquerade, and while I support that, I don't need to be a member of the Camarilla to force myself to follow the Masquerade. So why don't I just pack and leave and join the Red Star Society of the communist vampires or the Rot Blüd death-metal band?
hyzmarca
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Post by hyzmarca »

Blade probably did it better. Instead of having multiple vampire organizations, they had one vampire organization with various factions. Faction lines were basically determined by age. The oldskool vamps were loyal to house first. The younger vamps gave no fucks about clan lines. Plus you had the pureblood vs convert conflict, with the purebloods holding most of the political power via a feudal system that favored them and the ex-humans wanted their piece of the pie.

So while Eli Damaskinos nominally ruled all the vampires in the world, the fact was that he has little real power outside of his personal fief and his Ron-Perlman-containing hit-squad.

He had to worry about feudal house loyalists trying to install a House Chthon elder or whatever in his place, and he had to worry about young upstarts trying to become blood gods and conquer the world.
Last edited by hyzmarca on Thu Jun 30, 2016 10:16 pm, edited 4 times in total.
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Post by souran »

While the various clans/secret societies/conspiracies implies a lot of different games to run and the metplot was supposed to help provide continuity between tables EVERY single game of V:TM I ever played had fundamentally the same plot/scope.

The party was Camarilla in usually a city that the Storyteller had grown up near/in but was not near where the players were. The party were some various sort of "fixers" required/expected to by the clan/magically enslaved to do buffy type monster of the week investigations/fights.

Usually only the storyteller and 1 player (who often was also a storyteller) would have any freaking clue about any aspect of the metaplot.

The point being that the typical experience of a vampire player is that the majority could barley NAME their own clan must less provide a cogent explanation of the clans role in the camarilla, or what the goals are of the group the camarilla was supposed to fight.
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Post by Shady314 »

Longes wrote:I honestly don't know how to create a coherent and interesting global vampire society. The main problems as I see them are:

* Age. Vampire society doesn't exist until about 16th century, when mail becomes somewhat reliable. The problem is that vampires are ill equipped for travel, so there's practically no geographical mobility until that point, so all "societies" of vampires are restricted to single cities and a few "conspiracies" by elders with teleportation powers (Lasombra and Tremere). This stands directly at odds with the WW desire to have ancient millenia spanning conspiracies and games played by elders.
Vampires should be more mobile. Flight or some sort of fast movement. Run at the speed of a horse without tiring? All vamps can protean sleep in the ground. Some ability to move around in the day. Etc.

I can't even recall a vampire story that doesn't have the same group of vamps in different places at different time periods getting up to shit across the centuries.

That was some shit I remember reading in nWoD. The idea that vampires almost never left the place they were sired was total shit I immediately ignored.
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Prak
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Post by Prak »

So, the pitch for Vampire was always the focus on politics (well, that and existential brooding). But it seems to do politics really, really poorly. Is that about right? What all contributes to that failure? So far as I can tell, the list is at least-
  • The System.
  • The Dominate Discipline
  • Factions
But also, what the fuck are the politics even about? The political tension between Sabbat and Camarilla is "The Masquerade," but that's not a debate, that's Cam coteries running around putting out Masquerade breaches. There's the whole War of Ages thing that was never done well, and is basically just young vamps and old vamps disagreeing about shit...
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...which is basically meaningless if they don't have something (coherent) to disagree about. I suppose you could make Cam v. Sabbat an age thing, but... yeah.

So what the fuck do Vampires even have politics over? Just who gets the mostly meaningless title of Prince/Priest that the game never actually gave a method of political advancement for?
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
CapnTthePirateG
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Post by CapnTthePirateG »

What do you even get out of being a Prince?

Is there anything you can get by that that you can't get by starting as a vampire with 3 dots of Dominate and collecting a small cult of people with guns?
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name_here
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Post by name_here »

It hypothetically gets you the allegiance of vampires who you are not able to dominate, which is theoretically more valuable than humans with guns.
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hyzmarca
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Post by hyzmarca »

There is also the relationship with the hypothetical international vampire government. Feudal obligations go both ways. If you're a Prince, then there are things that the Camarilla leadership have to do for you, hypothetically, and that they can't do to you, hypothetically.

And I say hypothetically because relying on feudal obligations in tenuous at best, unless you have the connections with other princes to make the higher-ups shitting on you into a shitting on princes in general issue, rather than a shitting on you personally issue.

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