SinN
Sep 9 2007, 02:34 PM
Can anyone tell me about the game "World of Darkness?"
A kid in my group really wants to try it. And is horrible at explaining anything. So Id like to know more.
Ol' Scratch
Sep 9 2007, 08:51 PM
The setting and even the rules are decent in theory. It just gets a bad rap from the types of players it typically attracts (emo goth kids and elitist roleplayers). Several of the expansion books are the same way, catering to those types of players, and they usually come out really, really bad as a result.
The World of Darkness itself is just our own world, set a few years in the very near future, where the supernatural wage wars and play politics in the shadow of humanity. Vampires, werewolves, mages, ghosts, faeries... all living amongst humanity, each having their own issues to deal with, and each interacting with the others in completely different ways.
One theme that runs through each game is that each "race" is split up into multiple "subraces," each with their own unique abilities, general outlooks, and themes.
Like any game, it's worth trying at least once. Thumb through one of the books at a bookstore and see if it sounds interesting. If it does, give it a try and see how you and your group like it. In the end, that's all that matters.
Kagetenshi
Sep 9 2007, 10:01 PM
QUOTE (Doctor Funkenstein @ Sep 9 2007, 03:51 PM) |
[…] the rules are decent in theory. |
nWoD, maybe—I haven't looked at the numbers involved. oWoD can without contradiction be said to be awful rules-wise (it can create situations which produce essentially the same odds of success for everyone no matter how few or many dice they're rolling, among other things).
~J
fistandantilus4.0
Sep 9 2007, 10:56 PM
QUOTE (SinN) |
Can anyone tell me about the game "World of Darkness?" A kid in my group really wants to try it. And is horrible at explaining anything. So Id like to know more. |
SinN , I know you, I know your group. I have my suspiciouns on who the 'kid' is. For your sake and his, just shoot the kid. In the face. For money.
bibliophile20
Sep 9 2007, 11:08 PM
QUOTE (fistandantilus3.0) |
QUOTE (SinN @ Sep 9 2007, 09:34 AM) | Can anyone tell me about the game "World of Darkness?" A kid in my group really wants to try it. And is horrible at explaining anything. So Id like to know more. |
SinN , I know you, I know your group. I have my suspiciouns on who the 'kid' is. For your sake and his, just shoot the kid. In the face. For money.
|
Ouch. What did he do to merit such a response?
Zhan Shi
Sep 9 2007, 11:53 PM
Just be warned. Some of the older White Wolf books, especially those with the "Black Dog Game Factory" imprint, can contain material which is quite revolting. I still shudder when I think of "Clanbook: Baali", "Clanbook: Tzimsce", and "Path of Screams".
fistandantilus4.0
Sep 10 2007, 12:32 AM
It's not so much the game it's self. Or the player him self. It's just that ending it all would be a better alternative than putting the two of them together. There's one thing that will instantly make me dislike a new SR player. If they sit down, start working out their new character idea, ,and utter the words "can I be a vampire". I'm not going to say it's wrong, but it's a huge pet peeve of mine.
Adam
Sep 10 2007, 12:49 AM
Bear in mind that in the "new" World of Darkness, there's a core WoD book that allows you to play humans in the setting; if you want to play Vampires, then you grab the Vampire book, etc. I haven't played nWoD, but I like the core book a great deal and think it's quite well put together [and some of the art is really, really nice.]
Fortune
Sep 10 2007, 12:51 AM
QUOTE (fistandantilus3.0) |
There's one thing that will instantly make me dislike a new SR player ... |
Well, I now know what my next character concept for one of your games will be.
Wounded Ronin
Sep 10 2007, 01:29 AM
QUOTE (Zhan Shi) |
Just be warned. Some of the older White Wolf books, especially those with the "Black Dog Game Factory" imprint, can contain material which is quite revolting. I still shudder when I think of "Clanbook: Baali", "Clanbook: Tzimsce", and "Path of Screams". |
Hmm. Well, I've never read that, but I frequently check www.xanga.com/rpgpundit and there the guy writes about how White Wolf issued in an era where people took up RPGs in order to play at pursuing some kind of artistic of deep intellectual endeavor, and that their shallow snobbery directly lead to the phenomenon of malodorous socially helpless people (such as myself) flocking to RPGs for a sense of self-worth whereas sociable and well adjusted people began to ridicule RPG players and move away from the hobby.
hyzmarca
Sep 10 2007, 02:12 PM
The nWoD morality system is completely untenable, but other than that the system isn't bad.
The morality system is untenable because a character who has committed no crime other than stealing a loaf of bread in order to feed starving orphans and rolled badly is morally equivalent to a person who has committed no crime other than flaying a child alive because he wanted to turn the kid's skin into a nifty leather jacket and rolled badly. In fact, with good rolls a tailor who habitually slaughters children for their skins can end up having a higher morality score than the nun who shoplifts to feed orphans has (though this is unlikely). There is also the small fact that characters can gain derangements as morality points are lost, meaning that it is possible to gain a debilitating mental illness because you forgot to pay for a 25 cent pack of chewing gum once.
If you make some adjustments to the morality system, there is some good stuff and some bad stuff, as there is with any RPG. The rules generally encourage roleplaying over rollplaying, with specifically codified personality traits that you are rewarded for playing to (a wrathfull person can regain willpower points for getting angry and beating the crap out of someone). This is rather obvious when scanning through the main book, which has more text than is necessary and far fewer tables than would be useful. The combat system appears to be complete, but I can't be sure since I've never actually played it.
There is a great deal of similarity between the nWoD dice mechanics and the SR4 dice mechanics. If you know SR4, then the learning curve will not be terribly great, though some of the differences are rather striking.
Grinder
Sep 10 2007, 02:29 PM
QUOTE (Fortune) |
QUOTE (fistandantilus3.0 @ Sep 10 2007, 10:32 AM) | There's one thing that will instantly make me dislike a new SR player ... |
Well, I now know what my next character concept for one of your games will be. |
Aw, the cute old couple again.
Kagetenshi
Sep 10 2007, 03:12 PM
QUOTE (hyzmarca) |
The morality system is untenable because a character who has committed no crime other than stealing a loaf of bread in order to feed starving orphans and rolled badly is morally equivalent to a person who has committed no crime other than flaying a child alive because he wanted to turn the kid's skin into a nifty leather jacket and rolled badly. |
Man, that's just horrible. Saying something as minor as that is on par with theft?
~J
SinN
Sep 12 2007, 06:39 AM
QUOTE (fistandantilus3.0 @ Sep 9 2007, 07:32 PM) |
It's not so much the game it's self. Or the player him self. It's just that ending it all would be a better alternative than putting the two of them together. There's one thing that will instantly make me dislike a new SR player. If they sit down, start working out their new character idea, ,and utter the words "can I be a vampire". I'm not going to say it's wrong, but it's a huge pet peeve of mine. |
What Fisty is trying to explain is not about me. We're good friends and wen he used to live in utah, He was my GM. After he moved, I started up my own group and became the GM. One member of my group I knew from high school and is obsessed with vampires. ALL of his charactors are either vampires, or some kind of "Dark Outsider." He makes the same fraggin thing and gives a diffrent name every time! Needless to say, it drives me insane.
Fistandtantalus3.0 came for a visit, and for old time sake, I decided to run a game for them. Invited the whole group over. Most of them knew Fisty from when he lived here. The player in question had not. That was his first mistake. Long story short, it got to him worse than it got to me.
Thanks for all the info guys. Very important. I think Doc is right though. Im gonna try it atleast once. Most likely be the only time I ever do. Ill let you know how it goes.
Wounded Ronin
Sep 12 2007, 07:50 AM
QUOTE (SinN) |
QUOTE (fistandantilus3.0 @ Sep 9 2007, 07:32 PM) | It's not so much the game it's self. Or the player him self. It's just that ending it all would be a better alternative than putting the two of them together. There's one thing that will instantly make me dislike a new SR player. If they sit down, start working out their new character idea, ,and utter the words "can I be a vampire". I'm not going to say it's wrong, but it's a huge pet peeve of mine. |
What Fisty is trying to explain is not about me. We're good friends and wen he used to live in utah, He was my GM. After he moved, I started up my own group and became the GM. One member of my group I knew from high school and is obsessed with vampires. ALL of his charactors are either vampires, or some kind of "Dark Outsider." He makes the same fraggin thing and gives a diffrent name every time! Needless to say, it drives me insane. Fistandtantalus3.0 came for a visit, and for old time sake, I decided to run a game for them. Invited the whole group over. Most of them knew Fisty from when he lived here. The player in question had not. That was his first mistake. Long story short, it got to him worse than it got to me. Thanks for all the info guys. Very important. I think Doc is right though. Im gonna try it atleast once. Most likely be the only time I ever do. Ill let you know how it goes. |
VIDEO!!!!!!
SinN
Sep 13 2007, 05:45 PM
Oh god, if only Id thought to film some of our sessions. You'd be laughing for hours.
Adarael
Sep 13 2007, 06:36 PM
The morality system is like the PA/Notoriety/Street Cred system in SR4 - you're better off playing it by ear and using the little chart as a guideline. In a couple of the books they actually state that if people are abusing the morality system, be sure to slam them down 2-3 points without even a roll.
IMO, some of them work better than others. Wisdom for Mages is a lot better than Humanity for vampires in terms of sensibility, especially after the lead dev went on record and said, "Yeah, all those 'sins' about hurting people with magic only count if you're doing it maliciously. Get mugged, punk a bitch, and you're still all good."
Kagetenshi
Sep 13 2007, 06:41 PM
QUOTE (Adarael) |
In a couple of the books they actually state that if people are abusing the morality system, be sure to slam them down 2-3 points without even a roll. |
Which is in itself a pretty good argument against playing the game.
~J
Adarael
Sep 13 2007, 06:49 PM
I fail to see the connection between the two. That's like suggesting that since SR4 uses device ratings as a guideline for matrix stats, even though sometimes it doesn't make any sense (Stealth RFID tags having more signal than a bottom-level commlink), the game shouldn't be played under any circumstance.
That said, Morality ratings actually play very little part in Mage, which is by far the best of the nWoD. Which may, I admit, contribute to my liking it.
Also, on the subject of RPGPundit: he SAYS a lot of things. He says a lot of things in very good language for convincing people. He also doesn't do a damn thing to support most of his arguments, and takes it as true that everyone agrees with his assumptions. Take the 'whiny WoD players chased gamers away from RPGs.' I've never met a SINGLE person that this is true of. I've heard of people getting scared away by a WoD LARP, but that's because it was a LARP, and they're scary. In fact, I know more people who now game because of WoD than any other game than D&D.
(WoD is followed closely by Shadowrun.)
Kagetenshi
Sep 13 2007, 07:02 PM
QUOTE (Adarael) |
I fail to see the connection between the two. That's like suggesting that since SR4 uses device ratings as a guideline for matrix stats, even though sometimes it doesn't make any sense (Stealth RFID tags having more signal than a bottom-level commlink), the game shouldn't be played under any circumstance. |
Not remotely, though SR4 does do this with the magic-user edges. No, the warning sign is the "this is broken, we're not going to fix it, just slap the player with an arbitrary penalty if they actually think about how the rules work". Numbers that don't make sense are a bad sign, but aren't by themselves a sign of developer failure to care about good rules.
~J
Adarael
Sep 13 2007, 07:04 PM
To be fair, that's always been a hallmark of WW outside of Exalted. And even INSIDE Exalted a lot of the time. The unfortunate thing is that you're suggesting throwing the baby out with the bathwater, if I may use a cliched turn of phrase. The core rules and settings for the nWoD are quite nice, very interesting, and lend themselves to a lot of possibility. I personally like using the nWoD rules for Delta Green instead of Delta Green.
But you're never gonna catch me saying it's perfect. Jesus, the Armory book alone gave me hives. I don't think they did ANY playtesting on that shit.
Dashifen
Sep 13 2007, 08:27 PM
QUOTE (Adarael) |
[...] I've heard of people getting scared away by a WoD LARP, but that's because it was a LARP, and they're scary [...] |
I resemble that remark!
fistandantilus4.0
Sep 13 2007, 10:02 PM
QUOTE (Wounded Ronin) |
VIDEO!!!!!! |
Sinn's leaving out the worst part. The player in question was playing a character that
wanted to be a vampire, and was looking for someone to make him into one. Well, my wife and I both have vampire hunter characters that have managed to survive through way more than they should have, and Sinn asked us to play those two in particular.
We only threatened him direclty once, but apparently, we should have done more. Sinn told me that a few weeks later, the character did indeed become a vampire. So Sinn asked us to send him copies of our character sheets. Still waiting on that end result.
I think I'm a bad person for it. But at least I know that Sinn is worst.
farrenj
Sep 14 2007, 12:44 AM
QUOTE (hyzmarca @ Sep 10 2007, 09:12 AM) |
The nWoD morality system is completely untenable, but other than that the system isn't bad.
The morality system is untenable because a character who has committed no crime other than stealing a loaf of bread in order to feed starving orphans and rolled badly is morally equivalent to a person who has committed no crime other than flaying a child alive because he wanted to turn the kid's skin into a nifty leather jacket and rolled badly. |
You don't seem to be very familiar with the morality rules. First, a person stealing to feed their family /could/ go down in morality, from 7 to 6, where humanity 7 is the average "good" person, on a 10 point scale. I won't say that's not possible, it is. But if that is their only sin they'll only ever go down to 6. Period. Where as a person who flays children alive and makes them into clothing is on a quick trip to morality 0. You make the system sound much more unreasonable than it actually is. You even forget to mention that the reasons for the sin are factored in and considered in awarding bonus dice or taking away dice for the degeneration roll.
Kagetenshi
Sep 14 2007, 01:35 AM
QUOTE (farrenj) |
You make the system sound much more unreasonable than it actually is. |
You say this, but you just said:
QUOTE |
First, a person stealing to feed their family /could/ go down in morality, from 7 to 6, where humanity 7 is the average "good" person, on a 10 point scale. I won't say that's not possible, it is. But if that is their only sin they'll only ever go down to 6. Period. Where as a person who flays children alive and makes them into clothing is on a quick trip to morality 0. |
So which is it? Is the system not unreasonable or is it?
~J
farrenj
Sep 14 2007, 01:37 AM
I don't see the connection between your two statements, I'm saying the system treats murder and brutal cruelty more harshly than theft.
Kagetenshi
Sep 14 2007, 03:06 AM
Right. But you also implied that the system isn't that unreasonable. One of these statements must be in error.
~J
Wounded Ronin
Sep 14 2007, 03:23 AM
QUOTE (Adarael) |
In a couple of the books they actually state that if people are abusing the morality system, be sure to slam them down 2-3 points without even a roll. |
See, I find that stupid and offensive to the extreme. That's just them flinging a shovel of horse shit in my face and calling it "rules". If you're going to publish a ruleset and make me spend money on it I want the ruleset to actually work. Not be totally dysfunctional and depend on the GM being heavy handed and arbitrary when it appears to not be working out. What did they think I'm paying for? The *concept* of being a moody vampire? Do I need to pay them to even come up with such a cliched idea? No! I'm buying the rules. And if the rules don't work at all that's making me pay to eat a hamburger bun filled with impacted three week old shit.
Adarael
Sep 14 2007, 03:45 AM
It's one rule in a ruleset that includes vastly more than a morality mechanic. If one mechanic is enough to spoil an entire ruleset for you, you are among the pickiest of gamers I've ever met. I have yet to find a rules system where I didn't find something that was flawed and needed to be overruled or fixed.
In terms of Farrenj's refutation, Kagetenshi, here's what he's saying:
Let's assume we have Joe and Bob. Joe steals things to feed his family. Bob eats babies, because he hates humanlings and thinks they're tasty. Let's assume Bob and Joe indulge in their respective crimes once a week for 2 months. This cements Joe's rep as a petty crook, and Bob's rep as a serial killer.
Joe has the virtue of Charity - he's a family man, and only wants the best for them. His vice is Greed - he likes taking shortcuts in his pursuit of wealth.
Bob has the virtue of Faith - he thinks he's taking the babies to a better place inside his soul by eating them. His vice is Gluttony - they also taste great!
So we get both of them to check for degeneration eight times for the eight instances of their crime.
Joe: Joe engages is both burgulary and shoplifting, so he has a chance to drop in morality twice. His actions will never force his morality lower than 5, because he will never commit a crime intentionally that is worse on the morality chart than burgulary.
Bob: Bob does whatever it takes to eat them babies, culminating with his own culinary escapades. Every roll is treated as a '1' on the chart - "heinous acts of perversion."
Both characters can be said to gain a slight bonus on their degneration rolls because of their virtues. Joe gains a +2 as assigned by me, because Joe ONLY steals to feed his family. He doesn't get a +3 because he could probably shoplift enough if he wasn't so damn lazy. Bob only gets a +1, because while he's faithful to his wacko creed of helping the tasty babies, a lot of it has to do with the taste and not a religious thing.
I'm gonna actually bust out some dice, now. Here are the results:
Joe's 2 months in successes, rolling 5 dice, which is the die amount for the level of the sin he's comitting plus virtue bonus: 4, 1, 2, 2, 1, 2, 2, 1
Final result: 7 morality. Joe does feel bad about stealing to feed his baby and his wife. But he knows he's doing what he has to, in order to make sure they live how they deserve to in a cruel world.
Bob's 2 months in successes, rolling 2 dice, which is the die amount for the level of the sin he's comitting plus virtue bonus: 0, 1, 0, 0, 0, 1, 2, 0.
Final result: Morality drop to 2. Bob occasionally had a pang or two of guilt about murdering the babies, but really it's all fun and games. Now he only pauses for killing babies, genocide, serial rape, et cetera. Murder, random acts of violence and rape... they're just like going to the store for him.
So we can see that the system does work as it's supposed to. Really what we're seeing here is that while the system works as intended, it doesn't work as well as some players would like it to. That doesn't mean the game is broken and is a piece of crap, it means that maybe you'll have to houserule something.
Critias
Sep 14 2007, 06:03 AM
The problem -- the ENTIRE problem -- with the World of Darkness rulebooks is that they beat you over the head with the fact it's for "role players, not roll players," and that's their gigantic excuse for every rule that sucks. They've marketed their game that way, built up a following that firmly believes RPing is all about angst and inter-party-politics (and can never, ever, be about combat or anything else with dice involved), and they've convinced all these fans of theirs that the setting, not the rules, is what matters...
...which gives them carte blanche to fuck up whatever rules they want to, consequence-free.
WoD has always had a cool setting. They've always had interesting (some good, some bad) artwork, tons of mood and character and imagination, and their games have always made me want to roll up my sleeves and dig in. But as soon as I do, I'm reminded that (1) their rules don't matter to them at all, so gameplay sucks, and (2) in order to play any WoD game, I've got to be surrounded by the type of people that want to play a WoD game.
I've got a ton of their books. A ton. Between my wife and I, I'd say over a thousand bucks worth, easily (most bought used, mind you). I can sit and just read their Clan books for hours. But then I get to the "crunch" and there's so much shit that just doesn't make sense, it makes me want to burn the whole pile of them.
Adarael
Sep 14 2007, 06:57 AM
Well, that's a point I'd never dream of arguing against, since it pretty much hits the nail on the head with regards to why I have a love-hate relationship with most of their games. I mean, the fact that the oWoD combat system was actively designed to discourage combat by making it a major pain in the ass is seriously one of the more retarded design decisions anyone's ever made.
Mage is about the only one I'll regularly open up and ooh and aah over, although I do love me some Wraith. I dunno, Kafkaesque dead guys amuse me.
hyzmarca
Sep 14 2007, 07:21 AM
QUOTE (Adarael @ Sep 13 2007, 10:45 PM) |
It's one rule in a ruleset that includes vastly more than a morality mechanic. If one mechanic is enough to spoil an entire ruleset for you, you are among the pickiest of gamers I've ever met. I have yet to find a rules system where I didn't find something that was flawed and needed to be overruled or fixed.
In terms of Farrenj's refutation, Kagetenshi, here's what he's saying: Let's assume we have Joe and Bob. Joe steals things to feed his family. Bob eats babies, because he hates humanlings and thinks they're tasty. Let's assume Bob and Joe indulge in their respective crimes once a week for 2 months. This cements Joe's rep as a petty crook, and Bob's rep as a serial killer. Joe has the virtue of Charity - he's a family man, and only wants the best for them. His vice is Greed - he likes taking shortcuts in his pursuit of wealth. Bob has the virtue of Faith - he thinks he's taking the babies to a better place inside his soul by eating them. His vice is Gluttony - they also taste great!
So we get both of them to check for degeneration eight times for the eight instances of their crime.
Joe: Joe engages is both burgulary and shoplifting, so he has a chance to drop in morality twice. His actions will never force his morality lower than 5, because he will never commit a crime intentionally that is worse on the morality chart than burgulary.
Bob: Bob does whatever it takes to eat them babies, culminating with his own culinary escapades. Every roll is treated as a '1' on the chart - "heinous acts of perversion."
Both characters can be said to gain a slight bonus on their degneration rolls because of their virtues. Joe gains a +2 as assigned by me, because Joe ONLY steals to feed his family. He doesn't get a +3 because he could probably shoplift enough if he wasn't so damn lazy. Bob only gets a +1, because while he's faithful to his wacko creed of helping the tasty babies, a lot of it has to do with the taste and not a religious thing.
I'm gonna actually bust out some dice, now. Here are the results:
Joe's 2 months in successes, rolling 5 dice, which is the die amount for the level of the sin he's comitting plus virtue bonus: 4, 1, 2, 2, 1, 2, 2, 1 Final result: 7 morality. Joe does feel bad about stealing to feed his baby and his wife. But he knows he's doing what he has to, in order to make sure they live how they deserve to in a cruel world.
Bob's 2 months in successes, rolling 2 dice, which is the die amount for the level of the sin he's comitting plus virtue bonus: 0, 1, 0, 0, 0, 1, 2, 0. Final result: Morality drop to 2. Bob occasionally had a pang or two of guilt about murdering the babies, but really it's all fun and games. Now he only pauses for killing babies, genocide, serial rape, et cetera. Murder, random acts of violence and rape... they're just like going to the store for him.
So we can see that the system does work as it's supposed to. Really what we're seeing here is that while the system works as intended, it doesn't work as well as some players would like it to. That doesn't mean the game is broken and is a piece of crap, it means that maybe you'll have to houserule something. |
The orginal example was a character who flayed a kid alive and made his skin into a coat once. Not someone who did so habitually. There is a lack of proportion so long as the number of major transgressions is small.
However, it should be noted that a realistically roleplayed serial killer (with reasonable periods of time between kills) could maintain a steady 8 on his morality rating without a GM fiat smackdown.
There is also the issue of Moral Relativity to consider. If the character comes from a culture in which the eating of babies is the highest possible good, why should he be penalized for selflessly striving for that good?
Which is why I generally hate morality systems in the first place, except for D&D since it does actually allow you to murder babies for the forces of Good.
nezumi
Sep 14 2007, 12:31 PM
Yum, babies.
As an aside, and not to pick a big fight, how does the D&D morality system support anything but confusion?
Kagetenshi
Sep 14 2007, 12:56 PM
QUOTE (Adarael) |
In terms of Farrenj's refutation, Kagetenshi, here's what he's saying: Let's assume we have Joe and Bob. Joe steals things to feed his family. Bob eats babies, because he hates humanlings and thinks they're tasty. Let's assume Bob and Joe indulge in their respective crimes once a week for 2 months. This cements Joe's rep as a petty crook, and Bob's rep as a serial killer. |
So noted.
QUOTE |
Joe: Joe engages is both burgulary and shoplifting, so he has a chance to drop in morality twice. His actions will never force his morality lower than 5, because he will never commit a crime intentionally that is worse on the morality chart than burgulary.
Bob: Bob does whatever it takes to eat them babies, culminating with his own culinary escapades. Every roll is treated as a '1' on the chart - "heinous acts of perversion." |
Right, so the system treats Bob's devotion to his art as worse than Joe's vile misappropriation of the property of another. We've confirmed the unreasonableness of the system.
QUOTE |
I'm gonna actually bust out some dice, now. |
Not generally a good idea for rules discussions—calculating some odds and expected results is a much better approach.
~J
eidolon
Sep 14 2007, 02:30 PM
QUOTE (Wounded Ronin) |
If you're going to publish a ruleset and make me spend money on it I want the ruleset to actually work. Not be totally dysfunctional and depend on the GM being heavy handed and arbitrary when it appears to not be working out. What did they think I'm paying for? |
Wait...do you actually own any role playing game books, then?
hyzmarca
Sep 14 2007, 04:22 PM
QUOTE (nezumi @ Sep 14 2007, 07:31 AM) |
As an aside, and not to pick a big fight, how does the D&D morality system support anything but confusion? |
Whether or not something is Good or Evil is clearly printed in the book and Killing Evil is always a Good thing. So Paladins kill Kobold babies and it's perfectly alright.
Moon-Hawk
Sep 14 2007, 04:26 PM
QUOTE (hyzmarca) |
QUOTE (nezumi @ Sep 14 2007, 07:31 AM) | As an aside, and not to pick a big fight, how does the D&D morality system support anything but confusion? |
Whether or not something is Good or Evil is clearly printed in the book and Killing Evil is always a Good thing. So Paladins kill Kobold babies and its perfectly alright.
|
Right. See, it doesn't make any sense, but at least it's clear.
Adarael
Sep 14 2007, 04:59 PM
Hyz: Yes, moral relativity is always something to consider. But that's why the system isn't perfect, it's just a guideline. Some of the devs have gone on record answering questions like that and basically have said, "Intent is more important than result. If you kill someone to save them, your morality score is fine." So I guess they aren't blind to the simplicity of their system and all it doesn't take into account. I didn't say I liked the rule, I just said that as far as those kinds of mechanics go, it works okay.
Kagetenshi: Okay, I gather that you're either making a joke or trying to make some kind of point about the moral relativities of theft and murder-as-art, but I'm missing it. I'm sorry.
Wounded Ronin
Sep 15 2007, 12:39 AM
QUOTE (eidolon) |
QUOTE (Wounded Ronin) | If you're going to publish a ruleset and make me spend money on it I want the ruleset to actually work. Not be totally dysfunctional and depend on the GM being heavy handed and arbitrary when it appears to not be working out. What did they think I'm paying for? |
Wait...do you actually own any role playing game books, then? |
Let me clarify a little more what I was trying to say. Yes, in any RPG system it is typical that there are at least a couple rules that don't work. But White Wolf distinguishes itself in constantly telling you that the rules easily break and in that case the storyteller needs to step in arbitrarily and tell the player that he or she can't do something defined by the rule. I've read a couple of WW sourcebooks back in the day and more than any other sourcebooks I've read I found repeated statements in them to the effect of, "these rules are easily exploitable to create silly situations, but only a lowly twink would deign to do such a thing, so as the storyteller you just need to step in whenever you feel like it to rectify situations you don't like as defined by the rules."
That's just crap rules, then. I don't want to buy a set of rules but then be told repeatedly by the game designer that the rules I just bought break down with so much ease that I might as well throw them out and just be a total arbitrary GM.
I mean, hell, why am I buying anything in that case? Back in middle school my friends and I got together and played "Demented D&D" where we just narrated ridiculous situations. The players would work out outlandish solutions to problems and the GM would validate them and create new outlandish situations. For example, I remember that once the GM confronted us with a dragon and I said, "I massage his brain." We all burst out laughing and since then "I massage his brain" had been a running joke in our circle of friends and instant death for any large creature with big ears in our Demented D&D games.
Basically, I don't want to buy a sourcebook that tells me to be a sour-tempered GM in a game of Demented D&D.
Narse
Oct 3 2007, 09:59 PM
QUOTE (Critias) |
... firmly believes RPing is all about angst and inter-party-politics (and can never, ever, be about combat or anything else with dice involved), ... |
um, have you ever played Werewolf:The Forsaken? 'cause that system tends to emphasize combat more than the others. It's the smash-and-bash white wolf game. I don't know if this is how other people play it, but the last game I was involved a series of problems, most of which were solved by force.
To answer some of the other point brought up in this thread, yes the morality system can be forgiving of occasional slight transgressions, however as you increase the frequency and/or severity of these transgressions the likely hood of loosing morality increases. And also, morality isn't really that important of a mechanic, it affects only a few things in game so you're not really discouraged from playing a serial killer if you want to.
Furthermore the system is really based around GM (storyteller) control of the playing environment. Many major mechanics (such as the 'scene') are GM controlled. I'm not going to debate the merits of such a system but I will say that some people will like it more than others. If you don't like it, don't play the Rules as Written.
On a side note, someone brought up armory. That has to be one of my favorite rules expansions ever! I don't think it has balance problems as long as the gm makes sure to enforce a realistic availability. Keep in mind tho, that it is an ADVANCED weapons expansion and as such has rules for anything the players could potentially encounter, everything from rocks and broken bottles to heavy machine guns, milspec vehicles and Nuclear/biological/chemical weapons. Still it tries to preserve balance such as with the following example from the book: "nuclear weapons may be game breaking".
Kagetenshi
Oct 3 2007, 10:24 PM
QUOTE (Narse) |
If you don't like it, don't play the Rules as Written. |
If you're going to do that, why on earth pay for the rules?
~J
eidolon
Oct 3 2007, 10:28 PM
That old chestnut? I had forgotten that there were so many people that played every single RPG using every single rule as it was perfectly created by its omniscient author.
Kagetenshi
Oct 3 2007, 10:32 PM
The attitude quoted above certainly disincentivizes spending the time to make rules of a quality that would permit that.
~J
farrenj
Oct 3 2007, 11:06 PM
Umm.. isn't there a thread in the sr4 forum about what people use as houserules? Saying that a system isn't perfect and that sometimes house ruling is ok, maybe even a good idea, does not invalidate the whole thing.
Kagetenshi
Oct 3 2007, 11:32 PM
It's all a matter of degree—of how much of the core is fundamentally rotten. The amount of houseruling that is a good idea is a good inverse indicator of the quality of the product (but not a perfect one—some systems are fragile enough that the fact that houserules are a bad idea doesn't mean the original rule is good enough). If you're going to straight-up not use the canon rules, why buy them in the first place?
~J
Wounded Ronin
Oct 4 2007, 04:54 AM
QUOTE (eidolon) |
That old chestnut? I had forgotten that there were so many people that played every single RPG using every single rule as it was perfectly created by its omniscient author. |
Well, that's what D&D 1st edition was all about.
Do you want to know what the ultimate TRPG experience was?
Playing D&D 1st edition set in Mystra using an Oriental Adventures character with a weapon proficiency in Karate complete with rolling for the weather every day, the occupants of a tavern being completely rolled randomly according to the tables, random wilderness encounters being completely by the book, all the encumberance rules enforced, the PCs getting taxed for entry whenever possible at towns as per the rules suggest the DM do sometimes, and finally the adventure concludes in Hollow World.
That, my friend, is in fact THE TRUE WAY OF THE JEDI.
Moon-Hawk
Oct 4 2007, 05:17 PM
QUOTE (Kagetenshi) |
It's all a matter of degree—of how much of the core is fundamentally rotten. The amount of houseruling that is a good idea is a good inverse indicator of the quality of the product (but not a perfect one—some systems are fragile enough that the fact that houserules are a bad idea doesn't mean the original rule is good enough). If you're going to straight-up not use the canon rules, why buy them in the first place?
~J |
To put it another way, the ability to house-rule is an important option for any game, since every group is going to be different, but when the ability to house-rule becomes an excuse for poorly written rules then a line has been crossed.
Jeremiah Legacy
Oct 4 2007, 07:53 PM
QUOTE (Critias) |
The problem -- the ENTIRE problem -- with the World of Darkness rulebooks is that they beat you over the head with the fact it's for "role players, not roll players," and that's their gigantic excuse for every rule that sucks. They've marketed their game that way, built up a following that firmly believes RPing is all about angst and inter-party-politics (and can never, ever, be about combat or anything else with dice involved), and they've convinced all these fans of theirs that the setting, not the rules, is what matters...
...which gives them carte blanche to fuck up whatever rules they want to, consequence-free. |
I agree, and there is someone else who agrees.
In a column printed many, many years ago in Dragon magazine (the official "Isn't D&D just cool?" magazine), the writer talked about "games where there is no DM but a storyteller" (emphasis mine) where the emphasis is on telling a story. The author was basically saying that while they were roleplaying in their own way, they lost sight of the fact that it was a game - and a game with dice and randomness. Then they did their obligatory "TSR would never do anything like that" bit.
If you're into that, that's fine. Personally, I prefer RGPs where there is a chance at failure and even the GM has to abide by the rules ... mostly.
Ravor
Oct 9 2007, 09:26 PM
Although I agree the morality system is rather "odd" (But hey, DnD's Alignment System isn't much better considering that it's an Lawful Good act to slaughter entire villages of women and children provided that belong to the "correct" race.), it's easy enough to ditch and all-in-all personally I really like the nWOD rule-set, it reminds me of Shadowrun Fourth Edition in many ways.
However, with that said, I've come to loathe the core settings over time, with the notable exception of "Mysterious Places" which in my opinion should be required reading for every DM no matter what ruleset he is planning on running.
Adam
Oct 9 2007, 10:01 PM
QUOTE (Jeremiah Legacy) |
I agree, and there is someone else who agrees.
In a column printed many, many years ago in Dragon magazine (the official "Isn't D&D just cool?" magazine), the writer talked about "games where there is no DM but a storyteller" (emphasis mine) where the emphasis is on telling a story. The author was basically saying that while they were roleplaying in their own way, they lost sight of the fact that it was a game - and a game with dice and randomness. Then they did their obligatory "TSR would never do anything like that" bit.
If you're into that, that's fine. Personally, I prefer RGPs where there is a chance at failure and even the GM has to abide by the rules ... mostly. |
Wow -- that letter was a damned effective piece of FUD, if you're remembering it and its misconceptions years later!