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The Monsters: A Vampire: the Masquerade 5th Edition Quickstart
Publisher: Renegade Game Studios
by Nicholas K. [Verified Purchaser]
Date Added: 09/23/2018 16:08:23

The development of 5th edition of Vampire The Masquerade continues to be, in my opinon, a disaster.

This is a game that has forsaken a great deal of its identity and character in exchange for gimmick mechanics and odd changes. In terms of identity the game presents itself as an unusual chimera between Masquerade and Requiem. Attributes, skills, and even disciplines follow the examples and philosophies of Requiem, when they're not completely new inventions with no bearing in previous editions. Now I have no problem with Requiem, its a fine game, but it is distinct from Masquerade, and I feel that both games are being done a disservice with this edition. With this drastic mechanical change over it is difficult for me to convert a character from a previous editon to this one while maintianing the crunch of the character, a feat that was very easy previously.

A far more distressing change, however, is the relience on hunger dice. This is a gimmick mechanic that takes control away from the player and bases their actions on the whims of a die. The idea of the "messy critical" in particular is a sore point for me, as it forceully usurps the control of a character away from the player for cheap shock and "drama".

Furthermore, this direction makes me very concerned for future game line in the 5th edition bannerhead. the sheer flipancy of changes wrought in this edition give me concern for how the identity of future gamelines will be handeled, and what new methods of undermining player agency these developers will concoct.

That being said, we have not seen all of the systems and options that will be advaliable in the final relese. It is important to remember that this is a snapshot meant for a very broad audience. But it is that snap shot that I have to go on and make my judgments concerning. While I o hold out hope that the final product will be strong I am unfourtunately very discouraged by this. While it is better than the initial beta that was shown, I have severe philisophical qualms with the direction they are taking the game.



Rating:
[1 of 5 Stars!]
The Monsters: A Vampire: the Masquerade 5th Edition Quickstart
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Vampire: the Masquerade (V5 pre-alpha playtest)
Publisher: White Wolf
by Nicholas K. [Verified Purchaser]
Date Added: 08/31/2017 23:41:35
This is a direction that, frankly, is not good for Masquerade and the adjoining World of Darkness game lines. I initially hoped the new version would be a refinement on the 20th anniversary edition released a few years back, that for me revitalized my interest in the game. This iteration comes across as a shallow parody of the previous system with far too many gimmicks that remove player agency while being mechanically less robust.

In particular, I have three distinct point of contention that struck me concerning the rules. The first is the elimination of Attributes as we know them in every other presentation of the Storyteller system. The tripartite division cuts out too much depth and complexity that existed before. In this iteration, I cannot have a character who is gifted in intelligence but flawed in terms of wits, the archetypal absent-minded professor. In making the specializations purely additive it takes away from the richness of characters who have mechanically backed up flaws and make the proficiency of characters far to one note.

The second, and perhaps most important, issue is the inclusion of the gimmick mechanic of hunger dice. Instead of facilitating player agency by giving them the tools of resource management with the blood pool. the dice leave this aspect to chance. This is not fun, engaging, or rewarding in any sense of the term. Moreover, this mechanic defeats the design goal of creating a system that is simple to learn and utilize. A resource management system that utilized integered units that is found throughout World of Darkness game lines is profoundly simple to teach and keep track of in midst of play. The hunger dice fail in this as they necessitate consulting a table, always a no-no for fast paced and approachable mechanics, and make the use of blood more of a gamble than a true cost, which defeats the core concepts of Masquerade. The third is the spliting of Willpower into "willpower" and "composure". There is no reason for this other than finding a way to make a trait that goes to 10 go to 5 twice instead. It adds nothing of substance to the game system and the narrative of heroic exertion that the mechanic is meant to model. A further problem is how the lower value of trait or pool is rolled for resisting powers. The sample disciplines that were shown that tested against willpower had players rolling pools that could potentially get to 10, easily get to 7, and often start at 4 or 5 dice against a pool that would max out at 5 if the opponent had never spent willpower. This strongly favors the initiator of the power and gives little chance to defend. Much like the attributes issues above this depicts characters who have strengths but few weaknesses, success without much fear of failure. This is bad for drama and bad for gaming.

There are myriad other issues. The unbalanced allotment of skills across categories and the profoundly confusing decisions on grouping (Firearms are Mental?!?). The compulsion table tearing away the player agency in an unsatisfactory way, like the hunger dice making what could be strong conscious choice into a gamble. The lack luster physical disciplines that make me think this is a third edition of Requiem. The basic mechanics that make this a third edition of Requiem. The replacement of Nature and Demeanor with Virtue and Vice from Requiem. Both Requiem and Masquerade are great games and neither deserves this butchering of mechanics in such a slip shod manner.

Finally, the tieing of clan flaws to compulsion is baffling as what should be a core part of a vampire's curse is instead far into the compulsion track. Additionally, the implementation of Generation as an afterthought in the rules is not a good sign. The weight of generation is a key part of the politics and power in Masquerade and a core system should be designed with it in mind and not as an afterthought. Yet another instance where the hunger dice and compulsion mechanic show their design flaws. Now for the scenario presented alongside the rules. It is not good. In fact, I honestly have to say that I found it horrible. Firstly, it utilizes the blood bond as a means to shanghi players into a stupid plot. This stupid plot involves going up against the German Police's equivalent to S.W.A.T. alongside other assorted factions such as a Second Inquisition. The Second Inquisition is not what bothers me but rather the conflict with the police, as it is basically the last thing that you would ever want to do in MASQUERADE. Throughout all the previous iterations of the game line it was hammered in that mortal authorities are the biggest threat to the vampire community, not the hunters, not the factionalism of vampire politics, just the authorities having undeniable proof of their existence and responding as one would against blood stealing monsters. That this scenario so flagrantly invites players to slap that in the face, in what is supposed to be a Camarilla game, is galling. Additionally, I noticed that in giving the ST "advice" on encouraging role play it specifically mentioned to "let the player discussion play out like a small larp scene". Why? Why assume that the players and ST of a digitally distributed product that mainly caters to TABLETOP players have any experience with larp? Why privilege larp by making it a presupposed common ground when it is not? It almost leads me to think that the oversimplifications and inclusion of gimmick mechanics was made to appeal (somehow) to larp players, except I don't think they would appreciate the loss of characterization from butchered Attribute and the intrusion of gimmick dice would be even more time consuming during larp than at the table. As a final note, I am galled that the authors of this pre-alpha thought this would be easy to teach and run. I taught my group the basic rules to the 20th anniversary edition in maybe 5 minutes, scaling difficulties and all, and it was not hard for anyone to pick up. My players felt the pressure of expending blood far more acutely as they watched the boxes ticking down, each time knowing that they were choosing to push themselves closer the thirst and frenzy without needing gimmick dice to create drama. As a fan of both the Old/World of Darkness and the New/Chronicles of Darkness settings and systems I can honestly say that this is a highly disappointing and unnecessary overhaul of a system that has been doing well for over two decades. I honestly believe that an implementation of the 20th anniversary rules with some of the expansion for the dramatic systems that were seen in Werewolf 20 and Mage 20 would be the best way to go for this edition. Particularly with how the interest in gimmick dice could effect those game lines The direction of this pre-alpha rule set only alienates old fans with its gimmicks and removal of meaningful complexity and does nothing that would be appealing to draw a new audience in and renew interest in the brand in the wider gaming community. I have spent several years practically evangelizing these games in my local gaming community, with many people not realizing that these games and White Wolf are still around. This pre-alpha rule set feels like a slap in the face to both the rules and setting as well as to me as a fan who has made other fans of the brand.

Rating:
[1 of 5 Stars!]
Vampire: the Masquerade (V5 pre-alpha playtest)
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