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Posts Tagged ‘CED2010’

[Rebuilding Vampire] The First Playtest

August 18th, 2010 Daniel M. Perez 9 comments

This first playtest for the rough first draft of the vampire game was indeed played at Gen Con 2010. Let just state it up front, in case you want to move on to other things: it was a disaster; the kind of good disaster you want a playtest to be, but a disaster nonetheless. If that’s all you wanted to know, then you’re free to go do groceries or whatever else you had planned; if you want to read more, you are a masochist, but in that case, just go on.

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[Rebuilding Vampire] The Gen Con Playtest Character Sheet

August 3rd, 2010 Daniel M. Perez No comments

As I prepare to leave for Gen Con, I whipped up a simple character sheet to use for the playtest of When The Fall…

When the Fall... - Gen Con Playtest Sheet

It’s incredibly bare bones right now, containing only the stats I have outlined here in previous posts. The main statistic is the Humanity/Beast scale, front and center. To the left are the Blessings of Humanity, where a player writes his Joys and Sorrows; to the right are the Curses of the Beast, where the vampiric powers are recorded. At the bottom is Willpower, grounding everything in reality.

The spaces at the bottom are for recording Consequences taken during conflicts, and I may have other uses for them if I can organize my thoughts in time before the game (guess what I’ll be doing during my flight to Indianapolis).

I’m going with a dice mechanic of a total dice pool of 10, with players choosing how many dice they commit to any action up to that number, with minimum Humanity/Beast dice based on the trait they are using, whether a Joy/Sorrow or a Vampiric Power. Target number will start at 7 and be adjusted during gameplay as needed, with 2 successes needed for any Easy task.

I haven’t written yet about Feeding, but very quickly, I’ll be using that as a scene option that a player can call for. After framing the scene and roleplaying the action, dice are rolled: if successful, Willpower is entirely refreshed if the vampire kills the victim (which triggers a Humanity check), 2 points are refreshed if the victim is left alive (which triggers a Frenzy check as the Beast does not like to be denied). These checks are rolled with the character’s Humanity or Beast dice respectively, and they need to score more successes than they have current Willpower points to not succumb to the Beast.

I’m both excited and nervous to run this game on Saturday night. I’ll be sure to write about the experience after I return from the convention.

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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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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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