Rebuilding Vampire: Dice Mechanics

Because I’ve been writing about this game as I go along in a very piecemeal process, a lot of the systems have evolved as I set them down to “paper” from whatever I’ve been brainstorming in my head. The good thing about this approach is that it has let me focus on the different aspects of the game, making the process less daunting; the drawback is that there is a certain disconnect between the parts, and especially between things that are still in my head but not written down yet. Dice mechanics is the biggest item falling into that category at the moment; without knowing how the dice move during the game, a lot of the things I have already described just float in mid-air above the game. It’s time to bring them down to earth and tie them together. Let’s talk dice.

At the risk of this sounding like a preemptive apology, the dice mechanics is the one area where I am very unsure of how efficient the system is. Visualizing the complex interactions of dice probabilities is not something that my mind can do without considerable effort (I’m just right-brained, what can I say). The dice mechanics I settled on for this game are a mishmash of a couple of games whose dice mechanics I like and admire. Enough game designer angst, let’s go.

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Rebuilding Vampire: Vampiric Powers

Auspex, Celerity, Obfuscate, Animalism, Obteneration, Melpomine, Chimerstry, Protean, Dominate, Cachexy. Those are just 10 vampiric powers (Disciplines) from VtM/VtR that came immediately to mind, without pulling out either book, out of what must be a couple dozen total, spread over the entire oeuvre of these two games. The point is simple: vampires have awesome powers, and White Wolf has made a huge point of statting up the classical ones from lore as well as creating a host of new supernatural abilities for the blood drinkers. People like the powers of a vampire; besides immortality (and really, that’s just power #1), it is all these nifty tricks that folks attracted to roleplaying creatures of the night find appealing. It’s what makes the trade-off of subsisting on blood acceptable: you gain in return a number of powers that truly set you above the mundane humans!

I won’t deny it, when I played Vampire, it was the powers that I found most appealing. I played a Ravnos vampire just because their Discipline of Chimerstry, the ability to create illusions. My players spent about 90% of their Experience Points on improving Disciplines, on becoming stronger, more powerful, in those dark gifts bestowed them by the Beast. Vampiric powers are an essential part of the vampire myth, and as such, something I need to include in my rebuild of the game.

But how?

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First Semester Done, Bring On The Next

May 4th, 2010 Daniel M. Perez 4 comments

My first semester back in university after 8 years out is now done, sealed and in my academic record. How did I do? I’ll let the grades speak for themselves:

  • Foundations of Human Physiology – A
  • Foundations of Human Physiology Lab – B+
  • Introduction to Ethics – A
  • Introduction to Psychology – A

Yeah, allow me a moment to feel a bit smug. :-)

Overall, it was a fine semester, though after Spring Break I really felt the squeeze at times, especially because I then had to take time off for Passover and that set me behind on my classes. On all of them I was able to make it up, on all except Statistics, which you don’t see listed above. I was not able to drop it on time thanks to the Prof not giving us our grades before the drop deadline, and after Spring Break/Passover, I came back to find I had no idea what the material was right on a test date. Long story short, I deliberately took an F on that class, so I can repeat it in the Fall and replace that grade. I hate that it came to that, but there was no other way around it.

I’m glad to be back in school. I’m pleased with myself that I’ve been able to get back into the swing of things so well. I did very well in my classes, and after an 8-year break and a change in faculties, that’s something to be proud of.

I’ll throw in a mention about my commuting experience since February, as I also never updated beyond the first month. I spent all of Feb using the public bus as I was without a valid driver’s license during that time. In general I had no problem with it, except for the extra time it took to get to and from school. Yes, I’d use the time as best as possible, but sometimes it was just a chore, especially before the time change, when getting out at 6 PM from Statistics meant everything was pitch dark. I saved some money, yes, but then I used it up in paying the traffic ticket and the license renewal fees. By March I was using my car again and I kept doing so for the rest of the semester, minimizing the use of gas as much as possible, but still driving. I did eventually get a new bicycle, but I have not tried to do the bike-bus combo anymore.

Today I start my summer semester, 7 weeks of intense study in two classes, Human Growth & Development and Intercultural Communication (which I’m taking online). After that, summer break. And man, I cannot wait for it. I’ll talk more about my summer classes once I’ve gotten into the thick of things a bit.

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Rebuilding Vampire: It Is By Will Alone…

If (as always, in my experience) Vampire had another underutilized game mechanic in addition to Humanity, this was Willpower. Yes, we used it to boost up rolls and such, but it just never had the oomph that it seems that it should have. I take some of that responsibility myself as the Storyteller; I rarely, if ever, pushed my characters to the brink of having to use their Willpower, nor did I force the scenes that I should have in order for them to recover spent points. It just sort of existed there.

In rereading the section on Willpower in VtM, I realize that it was mostly me; the advice is there on how to use it, I just didn’t quite heed it. Willpower is even better explained in VtR, I have to say, though I still feels like it doesn’t delve deep enough into what Willpower can truly mean for a vampire story (this, when it comes to VtR, seems to be a side-effect of the main book + monster setting book approach; the former has to keep it fairly generic, the latter can’t change it so much as to invalidate the core book).

Willpower, to me, is a driving force, and a very limited force at that. It’s what gives you the inner gumption to push back the darkness, but there’s only so much of it to go around, so much you can take before that reserve is depleted. That’s what the beast wants. That’s what I, as game designer, want as well.

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Rebuilding Vampire: Bringing the Pain

April 30th, 2010 Daniel M. Perez 12 comments

Though I’ve been silent for some time now because of classes and then finals, I’ve kept the Vampire project (it remains untitled and I really need to find a way to refer to it) alive in my head all this time. Maybe not front burner, but certainly slow cooker-simmering to the side. I can’t help it, really, not even with the other stuff I have going, like Ierne: Celtic FATE or my new obsession with the Colonial Gothic RPG and American Colonial/Revolutionary history.

One of the things that I’ve most been giving though to in between study sessions of human physiology (or perhaps because of it?) is the concept of damage as it relates to a vampire character. Both Vampire games go for the very traditional “hit point” approach: a vampiric character, much like every other character in the World of Darkness, has health boxes to track damage received. As they get checked off, health decreases until it either sends the vampire into torpor or, if it’s aggravated damage, it kills the character. In the WoD, because of the mechanical distinction made between normal and aggravated damage, this work ok; vampires can shake off fairly easily most damage, as it is mundane in origin and no match for their healing abilities, but aggravated damage really puts the squeeze on them, making them face mortality a second time. Yeah, it works for Vampire, but the more I think about it, the more I know that this isn’t what I want for my game. Or rather, I should perhaps say, this isn’t what I want for my game entirely.

I do want a way to track damage received by the character, but I’m far less interested in knowing how many more hits can the character take than what effect the hits already taken have had. I want to know how the damage the character has taken is affecting her and her circumstance, if that explosion at the night club she just escaped from did more than just singe her skin: did it destroy her reputation with the Blood Conclave, or cost her best (mortal) friend’s life, or both? I want damage to be a catalyst for enhanced drama. I don’t want a record of wounds, I want a record of consequences.

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A Very Orange Bike Miami Days

April 27th, 2010 Daniel M. Perez 8 comments

On Sunday, April 25, we had the first Bike Miami Days event of 2010, held in Cocount Grove, one of the oldest and picturesque areas of Miami. As it was last year, the April event was co-sponsored by the Dutch Consulate in celebration of Queen’s Day, which means the Dutch community of Miami was out in full force (seriously, where are you hiding?) and, thanks to the free T-shirts they were handing out (Go Green, Go Dutch, Go Bike), the Grove was a very orange place. My wife and I missed last year’s event so were were especially happy to be able to make it and party with the Netherlanders, huge fans of the Netherlands that we are.

We actually rode our bikes all the way from South Beach to Coconut Grove, using the Metrorail for the middle part of the route. Taking the bikes on the train was, in general, no problem, except for the fact that bikes have to go in the last cart but there is no actual space for them to be parked comfortably, so they end up being right in the way (thankfully no one requested to see if we had the completely useless bike permit for the train).

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