If you currently not in Jeremy's or Tyron's vampire game you should be. They are both great games.
If you like old school vampire than Jeremy's game is where you want to be.
If you want to try something new then Tyron's game is something you will want to look in to. It is very politcal and things like status, position, backgrounds, ect... mean something for once and just aren't a title. If you are tired of 'white wolf' this game will show you that it is worth coming back to if done differently.
If your interested in either give me a call, 966-7333, or reply/e-mail me.
|Date:||October 24th, 2007 02:16 am (UTC)|| |
I don't know how well I can explain it on here but I will do my best.
The world is different than I have seen in any game as of yet. Kindred are 'tiered' (Neonate, Ancilli, Elder, etc...) and each teir above the other watches those below them and later considers them to move up in the tier system. Those who do not follow tradition, respect status, respect position will find themselves in a bad position politically and socially within the society. The first game has a great example of this after the Ancilli Tremere and Neonate Tremere failed to properly respect an elder that visited. They are currently hiding but as soon as they come back into the fold I can let you know what ends up happening. As for now they are just Recognised and the prince will be addressing the court after he can speak with them.
The positions are being provided information to do their job that is usally missing from other games. This would be much easier to explain in person (maybe on Thur) but positions like Harpy, Keeper, etc have duties that the storyteller lets them know would be required of them. He also makes sure the people in those positions get the information they need to do it. So the Harpy will be provided with the visitors that will be arriving, rumors from other places, etc...
Backgrounds also will play into the game. Unlike other games where people die and everyone forgets about them (or keeps them in the back of their mind) if you kill someone there will be people out in the world that are not going to be happy about it. If you have a prestigious sire or allies or people you owe boons and you are killed then they are not going to just sit and accept it. He is also making it so a lot of the Neonates will be childer of the Ancilli. This way if a Neonate kills another they will have a player sire to deal with aside from just NPCs.
One other thing that makes the game great is the boffer system. I had doubts at first but things move so quickly. You can still have combat (Rory and Paul duked it out for prince) but it is now quick and actually fun to watch.
Reading over this I don't do it nearly as much justice as it deserves. If I explain it to you more in person I can explain better. Honestly though I suggest highly you take the time to attend one game and watch it in action. I really think it would be something any live action role player in this city would enjoy.
I remain unclear. If I built a character in this game, what does the game support them caring about and wanting to do, and how does this sytem relate to that?
Because, well, if all that work you've described doesn't directly tie into that (even as obstacles - good monsters are deeply important to my D&D experience), I'm not really sure how it really matters.
I've seen plenty of gorgeously prepared and exectuted systems like this that, well, just didn't matter to what my character cared about and wanted to do. Despite building characters exactly in accord with what the organisers talked about most excitedly.
So, that's what I'm interested in.