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Posts Tagged ‘Rebuilding Vampire’

Rebuilding Vampire: Anchors of Humanity

May 8th, 2011 8 comments

BondsI always had the vague notion that what I had termed Joys and Sorrows was where the core of this game I’ve been working on lied; in a game about the loss of Humanity, the loss of the Self, Joys and Sorrows represented that which defined what was being lost. But for some reason that I couldn’t pinpoint I wasn’t entirely happy with the mechanic (and I call it that only as a technicality, as it never really became part of a moving system but remained only a cog off to one side).

A few weeks ago while at work, I had a small Eureka moment in regards Joys and Sorrows and the central place I wanted them to have but hadn’t quite achieved. The game, in essence, is about the loss of that which makes you Human, and the stories that emerge from that downward spiral. I was on to the right idea with Joys and Sorrows in that these are player-created statements that describe that which is important and connect the character to their Humanity, as well as defining where the sources of interest and conflict will lie as the story develops. But it was still clunky. I hadn’t found a way to express mechanically, on the physical game level, the loss of these bonds.

And then it hit me.

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Rebuilding Vampire: Joy and Sorrow Revisited

April 4th, 2011 4 comments

Over a year ago I wrote about two traits I wanted to focus on in my vampire game, traits I called Joy and Sorrow. These were to be brief phrases that described something that brought Joy to the vampire or cause her Sorrow; either way, they were emotional triggers that kept the vampire connected to her Humanity in the face of the imminent loss of it to the Beast.

Through all the various thought processes, version of the game I’ve assembled in my mind, playtest drafts, moments of frustration, through them all Joy and Sorrow remain at the core of my design. It’s simple why, really: to me, they are the fuel for conflict in my interpretation of the vampire myth via a roleplaying game.

Since V20 was announced, my mind has been churning old thoughts around on the back burner (I am in the middle of classes, after all), stirring them over low heat. Every so often a bubble escapes and a half-formed thought comes to the forefront, teasing me with things I won’t have a chance to pay closer attention to at least for another month. This past week, it was Joy and Sorrow. Again.

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Rebuilding Vampire: #V20 (or White Wolf Beat Me To It)

March 29th, 2011 No comments

Yes, I know that I wrote a goodbye post to this series earlier this year, but what can I say, events in the last few weeks have conspired to bring this back from the dead (pun firmly intended). I’ll talk about the biggest one now.

White Wolf has surprised the gaming world by announcing a very special project to be published later this year, the Vampire: The Masquerade 20th Anniversary Edition, to be released at the Grand Masquerade in September.

This quote from the Basic Design Directives for V20 by Justin Achilli sums it all up beautifully:

Vampire is our crazy ex-girlfriend and we’re scrawling her a handwritten note confessing a desperate, to-hell-with-everyone-else kind of love, and she’s agreed to give it one more go with us.

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Thoughts On Innovation

March 25th, 2011 5 comments

I was listening last week to episode 18 of Dice + Food + Lodging Podcast, the second part of a conversation between host Tim and guest Robert Bohl. It was an interesting chat all around, but around halfway through the episode they started talking about innovation in gaming, and my ears perked up.

I have a love-hate relationship with that word when it comes to game design. And I’ll admit up-front that it’s my own baggage, by the way.

As a game designer, I fall squarely in the System Hacker camp; I like to tinker with systems I fall in love with and add fiddly bits to them to make them do extra things that appeal to me. That’s why the d20 era was so great for me. As I started to work on my Vampire rebuild, I very quickly copped to my (self-imposed?) limitation saying that I was setting out to put together elements I liked, not to create the Next Big Thing in Gaming (TM). In short, Hey, I’m just messing with existing parts, not creating new ones. I did this because I have never thought of myself as that kind of game designer: I see some of the really nifty ideas-turned-games out there and I appreciate the elements they add to the general gamer/designer toolbox, but never think I can do it as well. Again, my own baggage for another occasion.

The point is that innovation is this bugbear in my game design highway that I constantly feel I need to be on alert for. So when I hear the topic come up in this conversation, it immediately recalls to my mind all these thoughts and feelings. But this time, there was an extra piece that had never been there before.

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[Rebuilding Vampire] The End

January 4th, 2011 8 comments

It’s been months since my last entry in this series, since the last time I dedicated serious mental space to the topic of vampires and to the game that began to emerge from these ruminations. I am here to put the proverbial nail in the coffin, or more appropriate, the stake in the undead heart. Sunrise has come; this series is now over.

When I started what would eventually turn into the Rebuilding Vampire series, I was simply gushing enthusiastically about a game that still holds a special place in my heart, Vampire: The Masquerade. From there, I went on to deconstruct certain elements of the vampire myth that I felt VtM was underserving and found myself designing the beginning of a new game, one centered on the issues of the vampire’s story that I found most appealing, namely: the struggle with the beast within, the certainty of the fall into the abyss, and the struggle of how to best live during the inevitable fall. I can tell you that those are still items that are of essential interest to me and to my enjoyment of the vampire myth.

The problem, as it were, lies in what this developing game latched onto within me as I worked on it. In 2009 I lost my mother to cancer, and it affected me in ways which I refused to acknowledge, even as they drove me down into a deep dark pit and affected every other relationship in my life. Working on the vampire game, this game that I eventually came to call When The Fall, became a way to tap into that darkness within towards some productive goal. It worked, it focused the pain I felt and helped it move out of me, but at a great mental and spiritual cost at times. If use the word drained please don’t think it’s merely a clever pun.

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[Rebuilding Vampire] The First Playtest

August 18th, 2010 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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