emsquared says:
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the creators hyped up the mortals as a threat to vampires, then released a mortal-side book, everyone says the mortals do not get to play the cool stuff that was in the hype.
This is like complaining about how CR10 NPCs exist in D&D as "Monsters" but you can't play them instantly as characters.
Monsters are more about individual power. But the threat of mortals in V5 seems to be hyped up in terms of collective / organisational power, but it seems that when the shoe's on the other foot that hype wasn't lived up to. Contrast how in earlier editions, mundane mortal hunters were not hyped up as much - they were considered a threat not to be dismissed but not this ubiquitous and almost infallible Damocles' sword. (Meanwhile, the Technocracy
was presented as powerful both from an outside and inside view, at least about as powerful as mages individually plus some of the institutional benefits.)
emsquared says:
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a thing that is fundamental to being Tzimisce, not an add-on that is built later through some crossover with another Discipline.
Yes, we've already established that since you've become used to one thing linking fiction to mechanics in a certain way, that it is unacceptable to you for the game designers to choose to link those same mechanics to fiction in a different way. But...
That's a you thing. And it's a thing closer to a tantrum over the thing not being just how you've come to like it rather than a reasoned argument based on merits.
Shrug. There are changes that change things I'm used to, but I'm indifferent to the changes themselves (e.g. the necromantic clans' unification). But Vicissitude as an iconic, essential Discipline for the Tzimisce, both Revenant and Cainite, is something I
genuinely like and not merely defending because of sheer inertia.
emsquared says:
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The former allows the characters to make meaningful conclusion and make informed and meaningful in-character choices. The latter is a gamist abstraction that forces OOC-only thinking, obfuscate the in-setting situation from the players through mechanics, and forces vaguifying the narrative.
Yea, so what I think the game designers are telling you through their game design choices is that vampires aren't that in-control of the Beast. That's a part of the horror.
Blood Pool doesn't lead to storytelling and it doesn't lead to horror. Blood Pool actually does what you say is a bad thing - it drives OOC only thinking, it leads to people engineering the inconvenience away through mechanics. It makes it an ooc math game, not a story.
I don't see it as OOC. Rationing the blood pool in a game to me seems to me very similar to rationing drinking water IRL. I'm not switching to 'OOC thinking' when I ration water IRL, so why would it be OOC thinking when I do the same with vitae in a campaign? Especially if it is known that a BP is approximately a half-litre of blood in the narrative, so it's not like it's some purely gamist unit divorced from the game world.
Not making everything diced makes for more meaningful cause-and-effect within the narrative. (On a side note, while I'm not the target audience for it, I appreciate a VtM-esque PbtA game Undying for not using dice at all.
That I consider an interesting innovation that breaks with tradition. But V5 went in the opposite direction and wants to be more rolly.)
emsquared says:
I could probably count on one hand the number of times, across decades of play and dozens of different players and STs, that the Beast ever actually became an issue under pre-V5 systems. It's a joke. It's vampires-as-superheroes. It's a power fantasy game like D&D. The only horror was what we decided to create, the system did not support emergent horror and it didn't drive you towards storyrelling that centered on that horror. Lack of control is horror.
There's no abstraction, and no obfuscation, with Hunger and Rouse checks in V5. Your character knows that the Beast lurks behind every use of Vitae. There's just less control. There IS the Beast. Unavoidably.
Reading between the lines?
You like control. You like the power fantasy.
That's fine! That's valid! Lots of ppl like that! I like that, when that's what I want out of the game experience!
But if I want horror? If I want mechanics that drive me towards narratives that actually strike at emotions? A system geared toward power fantasy isn't going to give that.
V5 does that.
V5 totally creates a different
feel of the whole VtM experience, than what came before. If you really like what it was before? Ofc you may not like the new feel. That's a tale old as time.
It's not invalid. But let's be honest what's going on here with your issues.
Just as you're giving a "direct answer"?
I am giving the direct counterpoint.
While I think you're spot-on about liking control (which is why, despite 'simulationist' roots, I learned to embrace narrative games with direct narrative mechanics), and I do appreciate the monsters being more powerful than mortals overall, the superheroes part off the mark - superheroes are something I never felt kinship with (probably because my familiarity with superheroes comes almost exclusively for a handful of films, and not the source material), so the implication that
that is what I'm after does not look to me as 'being honest about my issues'.
Now, it's fine that the two of us have different likes. But are we each trying to
defend our preferences, or are we trying to describe and enumerate
things that people dis/like about V5?