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Topic: New World of Darkness, GNS analysis?
Started by: RobNJ
Started on: 11/8/2004
Board: GNS Model Discussion


On 11/8/2004 at 4:18pm, RobNJ wrote:
New World of Darkness, GNS analysis?

Has anyone reviewed the new World of Darkness games from a GNS perspective? I'd be curious to see what the opinion was.

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On 11/8/2004 at 8:42pm, Trevis Martin wrote:
RE: New World of Darkness, GNS analysis?

Well I have and have read both the new WOD rules and Vampire: The Requiem. I haven't absorbed them completely but I plan to playtest them shortly going by the rules to see what grey areas there still are.

So far from reading there are some significant changes that I like quite a bit, specifically with regard to Vampire. There is still too much fiction in the books for my taste however, but it is WW's standard MO. It looks to me like the weight of metaplot no longer crushes PC's Vampires do not know where they came from and blood grows in power principly with age (and there are rules to make older vampires) and then thins out again when the vampire is forced into torpor. There is no world spanning vampire conspiracy, eveything is pretty much local.(though vampires of like opinion have contacts in other cities.) There is no dualistic setup of the 'good' vampires and the 'bad' and humanity is now the only scale. There are no paths that replace humanity.

Now the feeling of freedom could be because there are simply no supplements out yet, but as of now, and with the book written the way it is, the world is wide open for the PC's And the backstory as it stands seems like it will not admit a metaplot of the nature of the previous WoD.

The resolution system as written is still significantly oriented towards task based resolution rather than conflict. There is still the suggestion that if you don't like the way dice or rules take things then the GM should disregard the rules in favor of 'good story.'

Gone is nature and demeanor archetypes, instead characters now have a virtue and a vice, basically the seven mortal sins and their opposites. Players have some metaplot input through charcters willpower points which affect die rolls by adding 3 dice to a roll or by adding two to defensive traits. Characters regain 1 willpower point in a scene if things play out towards their vice, and regains all of them if things play out towards their virtue.

Most interesting they have gone to a fixed TN of 8, rather than different TN's for different difficutlies. All modifiers (including task difficulty) are given or removed in terms of dice added or removed from the pool. I thought that very interesting b/c it seems to show influence of so many games from indie designers. It would be super easy...and tempting...to house rule Sorcerer style die bonuses. WW leaves the door wide open here as all modifiers are decided by the GM.

Reward systems:
The experience point system and suggestions is the same system WW has been using since at least Second Edition. In itself the criteria are either simulationist or gamist. (how much danger did they face, how appropriately did they roleplay.)

Humanity is based on a heirarchy of sins. Doing one of the sins causes a degenration test which is less and less likely to cause degeneration as the characters humanity drops. Of course the GM can impose modifies to make it more likely. I haven't decided whether this is simulationist personality mechanics or whether it is more a narrativist marker of significant moral decision. And I won't be able to tell until I play it (and I will have to try hard not to drift it towards Sorcerer) I'm more inclined to say simulationist at this point.

The Willpower gaining setup that I mentioned above is for fulfilling character ideals, and seems pretty simmy because the ideals are so general, they are broad principles. If they were more in line with SA's like TROS I'd call them narrativist but at this point it seems more simmy.

That's the best analysis I can give, (apologies for being disorganized) until I get to play the game. It still seems pretty driftable. The setting doesn't crush you anymore. I don't know whether it will require drift or not. It seems to have become more solidly simulationist but it will be hard to tell until later.

best,

Trevis

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On 11/8/2004 at 8:56pm, RobNJ wrote:
RE: New World of Darkness, GNS analysis?

Thanks, Trevis.

Do you consider it to be coherent or incoherent (in GNS terms)?

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On 11/8/2004 at 11:02pm, Marco wrote:
RE: New World of Darkness, GNS analysis?

I think that GNS-Incoherence needs a close look. As someone who thinks that Sim-style rules (or at least cause/effect-style mechanics) are just about perfect for facilitating premise questions, I don't think the whole notion of GNS Incoherence is an especially well defined analysis of a rules-set.

[ But I have to say that review of the rules and setting was excellent and made it sound interesting to me! ]

-Marco

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On 11/10/2004 at 8:39pm, sirogit wrote:
RE: New World of Darkness, GNS analysis?

Its just more pretend-Nar, in my played-two-short-campaigns opinion.

More rules-Light

Fewer Gamist mechanisms.

Less Abusable.

But very few actually Nar elemenets, excepting:

Less Metaplot.
Better clan-scheme.

The Humanity mechanic, how its worded, how it comes in to play, leans very heavily toward use as Behavioral control, you'd have to jury rig it pretty hard to be narrativist.

That said its less incoherent than VTM and less obstructionist to a Nar game than VTM. Still doesn't make it coherent or narrativist.

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On 11/10/2004 at 8:41pm, RobNJ wrote:
RE: New World of Darkness, GNS analysis?

sirogit wrote: Its just more pretend-Nar, in my played-two-short-campaigns opinion.

More rules-Light

Fewer Gamist mechanisms.

Less Abusable.

But very few actually Nar elemenets, excepting:

Less Metaplot.
Better clan-scheme.

The Humanity mechanic, how its worded, how it comes in to play, leans very heavily toward use as Behavioral control, you'd have to jury rig it pretty hard to be narrativist.

That said its less incoherent than VTM and less obstructionist to a Nar game than VTM. Still doesn't make it coherent or narrativist.

Thanks. I'll admit that some of this went over my head but I get the jist of it.

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On 11/11/2004 at 1:19pm, pfischer wrote:
RE: New World of Darkness, GNS analysis?

sirogit wrote:
The Humanity mechanic, how its worded, how it comes in to play, leans very heavily toward use as Behavioral control, you'd have to jury rig it pretty hard to be narrativist.


I have only read the quickstart version of the rules, but I get the same impression as you describe in your actual play experience.

Would you mind expanding on the Humanity mechanic - and how you think it could be rigged towards nar? And how does it function as a behavioral control?

Per

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On 11/11/2004 at 1:56pm, RobNJ wrote:
RE: New World of Darkness, GNS analysis?

I have not yet played the game, though I have a series getting prepared. However, I know that the expressed intent of the game designers isn't to punish people for sinning, but rather to model mental and moral degredation as a theme in horror games and to have the Morality (Humanity for vampires) stat act descriptively rather than proscriptively.

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On 11/11/2004 at 7:11pm, Trevis Martin wrote:
RE: New World of Darkness, GNS analysis?

I think that its hard to call but looking at the reward mechanisms of the game is telling. Since 1st edition Vampire, Humanity and degeneration are supposed to be the core around which the game revolves. V:TR actually says that.

So how can a Kindred survive the Requiem? How can he preserve some shred of Human conscience when the Beast never tires? What limit can he set to his own monstrosity?

The characters must answer that question for themselves. That's what Vampire: The Requiem is all about. (p185)


Mechanically, Humanity puts limitations on the character. The base definition is the book is empathy for other beings and respect for the rules of law. There is a heirarchy of sins which all have a dice rating (between 5 and 2 dice) according to how low they are on the scale. The worse a sin is, the less dice you have to roll for a degeneration check. You have to roll a success (an 8) on at least one die to avoid loosing Humanity (which I think is a little better than 50% chance for the sins at the bottom of the scale.) Once you have passed a level though, you never test for that sin again.

What are the game mechanical effects of loosing humanity? Well, first, its gets harder and harder to degenerate. Not from odds but by the mere fact that the sins on the lowest end of the scale would be rarely attempted by PC's. Humanity two is listed as Casual/callous crime (e.g. torture, serial murder) Humanity one is listed as Utter perversion, henious acts (e.g. combined rape, torture and murder, mass murder.) Even with frenzy (from fear, hunger or anger) where you become a completely instinctual monster the lowest rung is not accessable IMO because it takes thought to accomplish it. This, in effect, keeps you from sliding off the edge into the end game condition of 0 humanity where your character becomes an NPC. The threat of humanity loss has no real teeth.

Each time a humanity level is lost you roll the number of dice for your new level. If the test is failed you gain a derangement (insanity.) Most of the derangments in the book have a game mechanical effect, mostly modifiers to die pools for various situations. But the descriptions of the derangment also put roleplaying boundaries on the player's portrayal of the character. In fact there is a further section that describes how the character behaves at each humanity level. Nothing mechanical but it gives a notion of the range a character operates in at specific levels, again creating boundries for the players portrayal of the character.

With this type of system in place the game is trying to enforce a particular model of degenration in which the characters behave like monsters. To cap it off, in the actual experience point section one of the points is for:

Roleplaying: The player can win one experience point for playing the role of her character exceptionally well. Not only did her performance entertain the other players, she showed the strengths and weaknesses of the character's personality. Nothing was out of character. The player stuck to what the character knew, without bringing in the players out of game knowledge, or stuck to the characters motivations even when they became inconvienient. p229


This is condition is for one point out of 6 available, by the rules, per session. Note that actor stance is enforced, but more specifically this encourages the player to go along with all strictures involved in the degenation of humanity and gaining of derangments.

The method for regaining humanity? Spending experience points. Though the GM and player are encouraged that the player needs to portray the character as being genuinely remorseful.

This becomes more supportive of high concept sim than nar because this mechanic is not about Story Now. Humanity, unlike in Sorcerer, does not seem designed to act explicitly as a marker for critical decision points in the game. The risk is not constant unless you play within the dictated boundaries of the system. The system doesn't ask What would you do, it asks what is it like? Specifically what is it like to degenrate into a monster?

Willpower, the players main metagame power points, are also regained by adhereing to self-placed portrayal restrictions called Vice and Virtue.

Could you play Nar with WoD or V:tR? Sure. You can play anything with anything. But it would be outside the scope of the game rules as written. And the mechanics themselves and the tone of the book don't make a lot of effort to support it. The rules would have to be drifted to support nar explicitly if you want that support in the game. The system itself, rules wise, I don't think is incoherent. There is incoherence here but it comes from the mechanics of the game not aligning to what the game says it wants to do.

You probably can't play it nar as written because of what I call the compression of options in your portrayal that the system inflicts on you.
But they have a compelling (I think) setting, which is what attracted me in the first place. To play it Nar I would probably change the humanity mechanic to degenrate the way it does in Sorcerer. Every time the humanity def is violated I would roll the pool vs itself (or two dice in the existing system, the odds are about the same.) I would also include humanity gain rolls on the same basis. I would dump any portrayal restrictors. Humanity would become a binary condition, either you have it or you don't. If you don't, I wouldn't say that the beast takes over, more that you have become completely inhuman. I would also allow die bonuses for cool or imaginitve roleplaying.

That's a rather wordy answer to your question but I've been doing this analysis for a few days now in my head and I had to write it down.

best,

Trevis

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On 11/11/2004 at 8:16pm, Christopher Kubasik wrote:
RE: New World of Darkness, GNS analysis?

Trevis -- or anybody --

Help me out here.

Trevis above wrote:

"The system itself, rules wise, I don't think is incoherent. There is incoherence here but it comes from the mechanics of the game not aligning to what the game says it wants to do."

Now, I would have assumed that this is exactly what is meant by incoherence all the time. That in reading a game text, the total of a game text, either the paragraphs and charts across the book support each other (or, at least don't get in each other's way); or the text and charts across the book work at a cross purpose.

So, given what Trever said about the text saying the game is about one thing, and the mechanics in practice making the game is about something else, what we've got here is an incoherent game text. Not with a qualifier, but plain and simple.

Right?

Best regards,

Christopher

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On 11/11/2004 at 8:32pm, RobNJ wrote:
RE: New World of Darkness, GNS analysis?

Trevis Martin wrote: The method for regaining humanity? Spending experience points. Though the GM and player are encouraged that the player needs to portray the character as being genuinely remorseful.

Well, that's not entirely true. The Storyteller is free to award a point of Morality without XP cost if the character's role-played actions show they're trying to improve themselves.
Willpower, the players main metagame power points, are also regained by adhereing to self-placed portrayal restrictions called Vice and Virtue.

Those aren't the only ways, though. A full night's rest, or a chance to "recharge your batteries" gets you back a point, the acheivement of significant goals or performance of impressive acts that would restore the character's self-confidence, and the completion of a story (which is a game term referring to a number of individual sessions that tell a single story).
Humanity would become a binary condition, either you have it or you don't. If you don't, I wouldn't say that the beast takes over, more that you have become completely inhuman. I would also allow die bonuses for cool or imaginitve roleplaying.

So apart from being merely descriptive, what role would you see Humanity or Morality as having?
That's a rather wordy answer to your question but I've been doing this analysis for a few days now in my head and I had to write it down.

I appreciate it. Let me refocus. You may have already addressed this, but my GNS-fu is not so great.

It seems like you regard the game to consider itself to be narrativist, but that more of its rules are simulationist. But you don't consider this to be a problematic source of incoherence that would cause the game to be dysfunctional.

Is that accurate?

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On 11/11/2004 at 8:34pm, RobNJ wrote:
RE: New World of Darkness, GNS analysis?

Christopher Kubasik wrote: So, given what Trever said about the text saying the game is about one thing, and the mechanics in practice making the game is about something else, what we've got here is an incoherent game text. Not with a qualifier, but plain and simple.

Chris,

Are you saying that due to the fact that it is saying one thing and doing another, that makes it incoherent?

What is the relationship between coherence and function (or incoherence and dysfunction)?

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On 11/11/2004 at 8:53pm, Alan wrote:
RE: New World of Darkness, GNS analysis?

RobNJ wrote:
Christopher Kubasik wrote: So, given what Trever said about the text saying the game is about one thing, and the mechanics in practice making the game is about something else, what we've got here is an incoherent game text. Not with a qualifier, but plain and simple.

Chris,

Are you saying that due to the fact that it is saying one thing and doing another, that makes it incoherent?

What is the relationship between coherence and function (or incoherence and dysfunction)?


From Ron's glossary "incoherant" play is play where the rules used in play support different creative agendas, (or, I suppose, don't support any particular CA.)

Christopher used the term "incoherent text," which I read to mean the text does indeed say one thing, while the rules support another. Whether _play_ will actually be incoherant depends on how the text rules are used in actual play.

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On 11/11/2004 at 8:57pm, RobNJ wrote:
RE: New World of Darkness, GNS analysis?

So it would appear that the concensus is that to one degree or another, nWoD is a troubled game from a GNS perspective. The only opinion of whether that makes it noxiously so said that it was liveable.

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On 11/12/2004 at 1:13am, Trevis Martin wrote:
RE: New World of Darkness, GNS analysis?

Chris,

Of course you are right, it's an incoherent game by simply not making mechanics to support its stated purpose. In my head I was seperating the actual mechanics from statments about play in the text. But they are a whole. I'd like to review my text more to examine any other areas where they seem to be intersted in Nar type goals, but I can't remember any at the moment beyond that one instance. What has improved is that the mechanical parts of the system don't seem to fight anymore.

Rob,

Humanity would definately be more than descriptive. I'd want humanity to have teeth. That is any morally questionable act against the definition of humanity is risking a humanity point loss. And the character is capable of any moral act at any time. This gives humanity loss teeth because you CAN drive your humaniy to 0, and without too much difficulty, at which point the character becomes inhuman and thus an NPC. He has lost his war not to be a monster.

Equally in that setup it is possible to regain humanity by meritorious acts relative to the humanty definition. Either way, the humanity roll highlights the significance of the act or the decision.

Thus each decision made that risks humanity has real significance not only in 'story' terms but also in actual terms for the people at the table.

This is what I loved so much about Sorcerer. It answered something about Vampire that I hadn't put words to. But I knew something bothered me. Ron changed humanity from a personality mechanic into a narrativist critical decision marker.

As for the game being dysfunctional. It depends on weather the prospective players go into the situation with its eyes open. IF you play the rules as written (notwithstanding the text about what the "game is about") You probably would have a solid simulationist game.

If you want the game to support Nar then the rules would have to be drifted a bit. I don't know that it blocks narrativism, but without rules changes the narrativism would be informal. Either way, since you are ignoring part of the game text you would be drifting the rules to some extent. I don't think its so troubled as to be unplayable. And as I mentioned, I quite like the setting. I like it better now than I did before.

best,

Trevis

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On 11/12/2004 at 2:29am, Christopher Kubasik wrote:
RE: New World of Darkness, GNS analysis?

Hi Trevis,

While I might be wrong about this, in general:

I think game play might or might not be disfunctional.

Game texts might or might not be incoherent.

Thus, a group might take an incoherent game text, drift it as a group to the group's needs, and create functional play.

On the other hand, even a tightly built game like Dogs in the Vineyard would most likely become disfunctional if one player in the group wanted to micromanage the speed of bullets during a Conflict if the other players wanted to play the Conflicts the ways the rules are written.

I suspect you know these differences, but because the terms incoherent and disfunctional are so loaded -- and so misused and misunderdstood -- for so many people, I just wanted to make the distinction clear.

Best Regards,

Christopher

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On 11/12/2004 at 6:44am, Marco wrote:
RE: New World of Darkness, GNS analysis?

Christopher Kubasik wrote:
I suspect you know these differences, but because the terms incoherent and disfunctional are so loaded -- and so misused and misunderdstood -- for so many people, I just wanted to make the distinction clear.

Best Regards,

Christopher


Good point. Agreed in full.

I haven't seen the new rules, but I suspect that my analysis of them might be less incoherent than what's been suggested here.

I think there's a basic layering issue wherein some people/readers decide what role they want certain mechanics to play in the story and where that falls will have a lot to do as to whether a given rules-set delivers "what it sets out to" or tends to produce functional play with a given group.

-Marco

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On 11/12/2004 at 9:06am, Trevis Martin wrote:
RE: New World of Darkness, GNS analysis?

Chis,

Agreed.

Hence my reluctance to call them incoherent at first before examining the game text a little more. I can say that I think the game is an improvment over its predecessor. I'm aware that the terms incoherent and dysfunctional get bandied about a bit loosley sometimes and that's not what I'm intending to do. At least in that particular instance, the issue of Humanity that I discussed earlier, a certain amount of incoherence is demonstrated. All this said, I think I could have a good time playing it. Because, damn it, I like the World of Darkness. At least I did when I first bought Vampire. It all got a little silly after that. This feels like I felt when I bought first edition Vampire back in 91. I have an unfortunate suspicion that I will end up tweaking things, but I plan to give it a go without changing anything first.

I want to add an interesting note to this. I"ve been playing with a group all of which had never played before they played with me. Most of them aren't into reading gamebooks, they just like to play. We've played a LOT of indie games since we've been together and no Big press games I can think of. (Well we played Witchcraft, but we just used the setting, we used the Pool for the system.) The production values for the new Vampire book are fantastic, the book is a work of art and oozes atmosphere. It's sexy. All my players got excited about it just looking at the cover. I don't want them to be disappointed by bad gameplay due to rules not delivering on that promise. I've talked to them some about my past experiences with the game's previous incarnations (I played WoD for 8 years.) So we'll try to avoid the pitfalls.

Marco, I'd be very interested to hear your analysis. In fact I'd be intersted to hear anyone else's analysis who has read or played the game under the new rules.

best,

Trevis

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On 11/12/2004 at 1:13pm, Marco wrote:
RE: New World of Darkness, GNS analysis?

Trevis Martin wrote:
Marco, I'd be very interested to hear your analysis. In fact I'd be intersted to hear anyone else's analysis who has read or played the game under the new rules.

best,

Trevis


I haven't read the game much less played it so I can't do any analysis save for looking at what I've read here which is certainly going to be incomplete. My observations are only that. I have two:

1. Very few games "say what their objectives are" in the sense of a real design specification. When designer's notes are read on that matter, even if the designers employ Forge specific terminology there's plenty of room for more than one interpertation or outright disagreement.

2. The fact that one can't lose one's PC to humanity doesn't seem to, IMO, preclude one making a choice concerning one's animal nature. The fact that one could get limitations put on their character's portrayal doesn't, IMO, preclude Narrativist choice either--not in a meaingful way across a spectrum of possible Premises.

This is especially true, IMO, if one risks acquiring such defects during the game. The lack of a terminal condition might even be a bonus for some people.* Caveat: I don't know what the effects are or how severely they circumscribe roleplaying so I'd need to see the book to really have a good idea of what they're doing there.

But the idea that any game-effect on character choice precludes Narrativist play--or even doesn't facilitate it--seems like synechdote to me. It simply removes choice in one potential area on one particular topic. I believe that the presence of mechanical-force, if know to exist by the player (i.e. the player isn't surprised by the GM invoking the rule but rather plays consciously knowing it) could be a powerful aid to raising the stakes against a given premise.

-Marco
* When we play, mostly, if you die, you are out of the game for quite some time. This is because there are priority issues over how new characters are introduced and how time will be split (it isn't out of meanness--everyone is working to get you back in--but it could take like 40min to 4 hours). The presence of terminal conditions against that social contact takes a lot of the 'choice' out of play. I wouldn't risk that last point of humanity unless I was ready to be done with the game. That's something I bring to the table apart from any rules but it certianly has a powerful impact on play.

Secondly, for example, many of the games I play are structured as one-story-games. Although it's not like none of our players care about XP, in 50% of our gaming it isn't relevant (Xp is 'given out' at the end of the scenario as per the rules--but the characters will never be played again)

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On 11/12/2004 at 1:45pm, RobNJ wrote:
RE: New World of Darkness, GNS analysis?

Marco wrote: Caveat: I don't know what the effects are or how severely they circumscribe roleplaying so I'd need to see the book to really have a good idea of what they're doing there.

Most of the effects are on the order of losing a die or two for social interactions and being asked to play a certain mental illness that is known in the real world.

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On 11/12/2004 at 8:21pm, Valamir wrote:
RE: New World of Darkness, GNS analysis?

Couple of points.

1) I agree that from what I've heard of the new edition that I get much more of a First Edition vibe from it. I was a First Edition whore. I had every Vampire book up until they ruined it (an even I peg chronologically at about the time Mage was first released). I may actually consider picking this up.


2) From what I've heard so far the folks at WW still don't have the cahones to take the plunge and actually make the game they really want. Case in point, the text on awarding the "roleplaying bonus" above.

Sure its a trivial matter to change or ignore it, but embedded in those few lines are some SERIOUSLY major insights into the sort of thought process that went into the game's development.

Consider "Nothing was out of character" combine this with the text listing the range of behavior relative to different humanity levels and you pretty much have a clear indication that the designers vision is to keep characters in a pretty tight box. You may have more control in this edition over the shape and size of that box but there is still the assumption that these parameters are necessary (or even helpful) for good play.

Consider further that both this and the restriction on out of character information are required to earn the "roleplaying bonus". In other words, this is their definition of "good roleplaying". They are coming right out and saying that using OOC information is bad roleplaying and if you do it you don't get this bonus...this bonus is reserved only for good roleplayers. That highlights pretty dramatically the extremely narrow range of behaviors that the designers of this game consider to constitute desireable play, and those fundamental assumptions...regardless of how easy it is to throw out this particular rule...will continue to pervade their entire design.


This quote kills me:

So how can a Kindred survive the Requiem? How can he preserve some shred of Human conscience when the Beast never tires? What limit can he set to his own monstrosity?

The characters must answer that question for themselves. That's what Vampire: The Requiem is all about. (p185)


What a potentially amazing mission statement. Until you get to the part about "characters".

The characters decide for themselves? Characters can decide nothing for themselves. Characters can decide only what their players decide for them. Yet they don't have the cohones to put the word players there. They can't bring themselves to actually say "The players must answer that question for themselves". Because if they said that they'd have to throw out all of that nonsense they wrote in the Roleplaying bonus about OOC knowledge and playing "in character".

Yet that's what they REALLY want. The game they REALLY want to play is the game that puts "PLAYER" into that sentence in big capital letters (like Sorcerer does). It what they've wanted since the beginning. Its what all of their pompous meanderings about "story telling" have been despirately seeking. But they can't get past their antiquated roleplaying dogma long enough to see it. Until they do their games will continue to be written incoherently.

WW designers are wise in many ways. But where they have failed from the beginning and continue to fail today is that they can't recognize that you can never (save by happy accident) get the sort of gut wrenching "fight the beast" stories they want consistantly until you turn control over to the players. And turning control over to the players is what they fear most (even the "golden rule" is about GM control in the end).

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On 11/12/2004 at 8:55pm, RobNJ wrote:
RE: New World of Darkness, GNS analysis?

Valamir wrote: Consider "Nothing was out of character" combine this with the text listing the range of behavior relative to different humanity levels and you pretty much have a clear indication that the designers vision is to keep characters in a pretty tight box. You may have more control in this edition over the shape and size of that box but there is still the assumption that these parameters are necessary (or even helpful) for good play.

Ethan Skemp, the Werewolf: The Forsaken developer has had some stuff to say about the Morality system that leads me to believe he doesn't intend it to be proscriptive, but they do want it to model some of the elements in horror fiction.
Ethan Skemp on another forum wrote: (in reply to the question: if you had a Humanity of, say, 3, doesn't that mean that your character wouldn't plausably return a lost baby to her mother? Wouldn't it be more "in-character" (as humanity dictates) for the Vamp to eat said baby?)

Depends. Do you need to get something out of the mother? (Am I honestly making a fetch-quest reference here?) Are you the sort of creature that's amused by outbursts of emotion, and therefore are somewhat curious to see just how worked up the mother might be? Humanity determines the level of your moral degradation, but it doesn't define your personality beyond that. It would even be possible to have a low-Humanity monster who is really trying to be virtuous, but who doesn't really understand how to do it right — maybe he really wants to take the baby back, but winds up shaking it violently so that it's nice and quiet when it's returned to the mother, so she doesn't have to worry any more. Your Humanity trait can be interpreted into different personalities, just as a high Stamina can equally mean a big Brock Lesnar-sized slab of beef or a lean and wiry outdoorsman who is just plain tough as nails.

On the apparent rigidity of a heirarchy of sins, Ethan Skemp on another forum wrote: Actually, as far as "absolute" goes, the level of crime is detailed, but not the specifics. For example, if you kill someone in self-defense, is that an "impassioned crime?" The Storyteller has all reason to rule otherwise, as befits his interpretation of what "impassioned crime" means.

3. The rewards for being good are miniscule and fleeting,

Whether this is factual or not, it is probably worth remembering that in a World of Darkness, presumably there aren't many rewards for being good. Otherwise, more people would be good.

See also: Real life.

On the apparently simulationist intent of the humanity/morality system, Ethan Skemp on another forum wrote: The greater point here is that one of the major tropes of a horror setting or horror literature is degeneration — experiencing terrible things doesn't make you more badass, it tends to make you worse off than you were. The "I'm evil, I shouldn't be subject to any degeneration rules" defense is more appropriate to an action game with horror motifs, something like Blade or Van Helsing. Now, admittedly that's how a lot of people like to play World of Darkness games — but we try to build the rules so that there's more to it than that.

I realize "more to it than that" is a value-judging statement, but I think that's a knowing indication of bias rather than "this is what's right."
on how to play evil in this system, Ethan Skemp on another forum wrote: If it were me, and a player really wanted to play an evil character, I'd let him start with a lower Morality than usual; just make a few degeneration rolls, and we'll get started. Vito isn't a character who is morally upstanding according to the morality system of his peers (though he might have the mobster equivalent of Status or Renown); he's an experienced character who has already undergone the loss of Morality so that he is hardened enough to accept that he kills and brutalizes people for money. Maybe Vito has a mild derangement when he begins play; it'd be appropriate. (I like Suspicious for a potential mobster character.) A low-Morality made man is interesting, and a mild derangement doesn't destroy the character's functionality or plausibility. If anything, it makes Vito more interesting than Generic Lawful Evil Antihero #652.

Valimir wrote: Consider further that both this and the restriction on out of character information are required to earn the "roleplaying bonus". In other words, this is their definition of "good roleplaying". They are coming right out and saying that using OOC information is bad roleplaying and if you do it you don't get this bonus...this bonus is reserved only for good roleplayers.

That "good" and "bad" stuff is certainly non-GNS talk, but don't you think it could be interpreted to be a character-stance (if memory serves and that is the antonym of actor-stance), simulationist focus?
Valimir wrote: The characters decide for themselves? Characters can decide nothing for themselves. Characters can decide only what their players decide for them.

Couldn't that be an artifact of not paying as close attention to the difference between character and player? A difference that is underlined by the GNS philosophy? And betraying a simulationist stance?

I seem to remember reading that it is considered non-destructive/dysfunctional to try to incorporate more than one play style in a game. That is, what if this makes narrativist-type statements, but functionally is a Narrativist/Simulationist game?

I will also note that they changed the name of their game from the Storyteller system to the Storytelling system. They explicitly state that they've done this to encourage the view of the game as participatory Storytelling by the entire group, rather than one person telling a story to a passive table.

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On 11/12/2004 at 9:55pm, Marco wrote:
RE: New World of Darkness, GNS analysis?

RobNJ wrote:
Couldn't that be an artifact of not paying as close attention to the difference between character and player? A difference that is underlined by the GNS philosophy? And betraying a simulationist stance?


I would say more "Immersive" than "simulationist." Specifically, I'd guess Actor Stance. From a certain standpoint characters do indeed make decisions all the time and, in fact, play can be designed to 'create the story' wherein the decision the character makes is important.

This is an immersive playstyle and could be Narrativist, Sim, or Gamist depending on how the player relates to the decisions he has his characters make.

-Marco

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On 11/12/2004 at 9:58pm, RobNJ wrote:
RE: New World of Darkness, GNS analysis?

Marco wrote:
RobNJ wrote:
Couldn't that be an artifact of not paying as close attention to the difference between character and player? A difference that is underlined by the GNS philosophy? And betraying a simulationist stance?


I would say more "Immersive" than "simulationist." Specifically, I'd guess Actor Stance. From a certain standpoint characters do indeed make decisions all the time and, in fact, play can be designed to 'create the story' wherein the decision the character makes is important.

This is an immersive playstyle and could be Narrativist, Sim, or Gamist depending on how the player relates to the decisions he has his characters make.

Understood. Except I thought that the Actor Stance was acknowledging the player as the primary issue in decisions made by the character. I thought there was a name for that other stance, the one that involves thinking character-first.

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On 11/12/2004 at 10:04pm, Marco wrote:
RE: New World of Darkness, GNS analysis?

RobNJ wrote:
Understood. Except I thought that the Actor Stance was acknowledging the player as the primary issue in decisions made by the character. I thought there was a name for that other stance, the one that involves thinking character-first.


Unless I am making mistakes here, Actor is an immersive stance and Author is the player-first stance.

-Marco

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On 11/12/2004 at 10:07pm, RobNJ wrote:
RE: New World of Darkness, GNS analysis?

Marco wrote:
RobNJ wrote:
Understood. Except I thought that the Actor Stance was acknowledging the player as the primary issue in decisions made by the character. I thought there was a name for that other stance, the one that involves thinking character-first.

Unless I am making mistakes here, Actor is an immersive stance and Author is the player-first stance.

I think you're right.

I want to thank everyone for being patient with my shakiness on the terminology here.

Is an Actor stance considered to be more illegitimate or dysfunctional? Or was Valimar expressing his/her opinion?

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On 11/12/2004 at 10:14pm, Marco wrote:
RE: New World of Darkness, GNS analysis?

RobNJ wrote:

Is an Actor stance considered to be more illegitimate or dysfunctional? Or was Valimar expressing his/her opinion?


No. And I don't think that's what Ralph was saying at all (although I did feel that his assessment of the game was a bit of a personal point of view stated as an objective measurement).

What commonly happens (although not, I think, with Ralph) is that immersive play is seen as being non-narrativist or maybe weakly narrativist. This isn't anywhere in the definition or essay unless you decide Story Now is 'Story on Purpose' and 'On Purpose' means Actor or Director stance.

But that's an interpertation that, IMO, gets pretty far away from the core issue of Premise which is as powefully addressed from any of those three stances.

-Marco

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On 11/12/2004 at 10:19pm, RobNJ wrote:
RE: New World of Darkness, GNS analysis?

So then the root of the problem is it's coming back to "claiming" to be a narrativist game but having too much simulationist "noise" to make that claim credible?

What about the issue of games that try and use more than one play style? Would it be most accurate to define World of Darkness 2.0 as a simulationist game with Narrativist color? Is that a problem?

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On 11/12/2004 at 10:32pm, Eero Tuovinen wrote:
RE: New World of Darkness, GNS analysis?

[edited to note the crossposting]

RobNJ wrote: Is an Actor stance considered to be more illegitimate or dysfunctional? Or was Valimar expressing his/her opinion?


No, he was saying that in his opinion the WW folks really try to make a nar game, but due to historical reasons are stuck with only sim-inducive tools. The issue of stance was used only as an indicator and example; what Valamir meant was that the way they come back to Actor stance indicates their confusion about how to go about in pursuing their design goals.

Actor stance is a valid and powerful tool, but like all tools, it's only suitable for certain kinds of game. It doesn't entail narrativism, but neither is it completely agenda neutral: historically the breadth of games designed have tended to use Actor stance for sim and gam, and the other stances solely for narrativistic play (and GMs, of course). There is, however, plenty of counterexamples that prove that ultimately you can use any stances in combination to pursue any agenda.

Anyway, that's another discussion. From what's been said in the thread the WW rpg paradigm hasn't really moved anywhere since the last round of updating; the stuff I've read from them has always been a confused mismash of legacy system stuff combined with genre-emulative sim priorities with no real sense about how to apply system to achieve the desired goals. Apparently the new game's not an exception, not that I expected it to be.

That being the case, I find evaluating WW stuff GNS-wise somewhat useless; as the system and paradigm are organically developed, it's much more illuminative to recognize and classify the notions of Storyteller system in a historical manner: track the individual impulses and their origins, and therefore understand why the system is what it is.

GNS analysis of systems outside play is rarely useful, as most systems still are not simple and unambiguous enough to really force any agendas or deal with them in any way. A statistical analysis would conseivably be possible if one were inclined to analyze enough individual groups to find out how the system is applied in average. But asking about the Storyteller system in abstract, the best answer I can give is that it's an incoherent design: different people drift it in different ways to come to a working compromise, and that might well be under any of the agendas.

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On 11/12/2004 at 10:44pm, Marco wrote:
RE: New World of Darkness, GNS analysis?

RobNJ wrote: So then the root of the problem is it's coming back to "claiming" to be a narrativist game but having too much simulationist "noise" to make that claim credible?

What about the issue of games that try and use more than one play style? Would it be most accurate to define World of Darkness 2.0 as a simulationist game with Narrativist color? Is that a problem?


I don't like the descriptor of "Simulationist with Narrativist Color." I think that making statements like that boarders on one-true-wayism and doesn't hold up to analysis when the set of players and player priorities are changed (i.e. that's a vaild descrition as to how group A interacts with the ruleset but not group B).

Basically there has been an observation that some rulesets cause problems for some people in ways that follow a trend. That's the phenomena that is described as Incoherent.

The usual rejoiner from the group that the ruleset does not cause problems for is "you don't get it." (I speak historically here from posts on The Forge and RPG.net and my own experience--not from any greater breadth of knowledge).

I suspect that for a group that 'gets it' the game will play coherently.* For a group that doesn't like the way mechanics intersect with themes it'll cause problems--but that's a group thing, IMO.

-Marco
* The possiblity of drift does make this cloudy. I think that as soon as characters and a situation are created with a traditional system the game has been in some sense 'drifted.' There's clearly some room for discussion there.

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On 11/13/2004 at 9:56am, Erling Rognli wrote:
RE: New World of Darkness, GNS analysis?

Looking back at the published scenarios White Wolf made for the old World of Darkness it's really quite apparent, at least to me, that the storytelling they envision is actually illusionism with players providing color. The GM's supposed to make things happen, in more or less the right order, and sometimes there are two or three alternative endings. Which in a sense does sound like storytelling to me; in that a story is told. Some of the game texts claim that cooperative storytelling is the actual goal, but as a whole this does not seem to mean cooperative story development, and adressing premise, but illusionism or participationism.

When I read the new game text I could not see this perspective on what storytelling games are having changed. Some mechanics are improved, and there is luckily no published metaplot yet, but many of the improvements seem to be aimed primarily at making gamist player priorities compatible with illusionist gamemastering, and when it concerns published metaplot this is only a matter of time, I'm afraid. A great example is the rule of giving bonus dice for "good descriptions" of actions. The net effect of this rule is pushing the resolution into fortune-at-the-end, though. This works great for making a gamist player provide color in an illusionist context, but it's no good for narrativism.

To me WW come across as having a specific idea about what storytelling in roleplaying games is; the illusionistic telling of stories by the GM with player-provided color and dramatic execution. They are making games that work out from this perspective, aiming for arty GM's who need a low-threshold medium for their stories and a system to accomplish this even if they have players with gamist priorities or gamist habits. In that sense, it should work great in it's undrifted form.

Also, there are some good ideas in their settings, and the rules are quite driftable, so with a bit of insight in the relationship between rules and actual play it should be possible to make the game work out as a narrativistic storytelling game too, if that's what you want.

-E

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On 11/13/2004 at 2:27pm, Marco wrote:
RE: New World of Darkness, GNS analysis?

I can say that module-analysis is, IMO, tricky business. When I set out to write modules they came out railroaded (this is before I got to The Forge). Why was that?

It was because when I based my module on a game I'd run, I wanted to enforce exactly the same experience on the people who played it--since, in my games, which (IMO) were highly fluid, things had developed in a player-driven or even 'random' way, when it came to make a module I put in controls to provide the same thing.

In other cases, I simplified things greatly in order to provide a "complete" document (i.e. to avoid the charges of 'it's not finished'). In one case, I had NPC's doing a lot of the leading simply because they were the characters I had to work with--I had no idea who the players or characters would be in someone else's hands. In other words, with no actual "group" to address, I fell back putting direction in the text in order to link concepts together.

In some cases things explicitly *were* railroaded because the module was some kind of experiment that was entirely unlike the way I ran normal RPG's.

So I'd be careful about judging a game by its modules. I think the expectation for modules is (mostly) what's condsidered here to be railroaded.

Now:

1. My original assumptions were flawed--there are ways to write modules that aren't that deterministic. Of course this is potentially more work for the GM but that's okay. Ron's Sorceror's Scroll is a good way to approach this. A second way is to simply put a detailed starting situation together and then not care or guide the experience any further.

2. Metaplot is something else entirely. I never got into V:tM's meta-plot but having characters show up who are untouchable for reasons not integrated into the game system is, IMO, a kind of explicit illusionism.

What I don't think is that metaplot precludes narrativism. Not by itself (although the way White Wolf may have done it could've--I'm not certain because I haven't looked closely). If the metaplot simply provides background color and the player's play addresses unrelated premises then it shouldn't interfere.

Even if you meet an untouchable character, there's nothing that says it'll be "within your premise" to kill him, for example (and even if it was, I think its an extreme take on Narrativism that any rules-legitimate action must be feasible--I think there are degrees of Narrativism and small blips of meta-plot showing up, even if somewhat theme-related, wouldn't otherwise derail the game).

None of this is to say you're wrong: I haven't read those modules and your analysis may be spot-on. I'm just pointing out that my experience with modules is that the ones I wrote didn't reflect my playstyle--and I wasn't even aware of it until it was pointed out to me.

-Marco

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On 11/15/2004 at 10:02pm, John Kim wrote:
RE: New World of Darkness, GNS analysis?

Erling Rognli wrote: Looking back at the published scenarios White Wolf made for the old World of Darkness it's really quite apparent, at least to me, that the storytelling they envision is actually illusionism with players providing color. The GM's supposed to make things happen, in more or less the right order, and sometimes there are two or three alternative endings. Which in a sense does sound like storytelling to me; in that a story is told. Some of the game texts claim that cooperative storytelling is the actual goal, but as a whole this does not seem to mean cooperative story development, and adressing premise, but illusionism or participationism.

I agree with Marco that looking at published modules is tricky. On the one hand, I agree with you. Modules made by the game publishers are very enlightening regarding their views. However, linearly-plotted modules are very common -- including for games which have been cited as Narrativist, like Over the Edge or Everway. Many modern indie games sidestep this by simply not publishing modules (i.e. Universalis, My Life With Master, etc.). While there is definite logic to this, I don't think that they should be considered more flexible just for not publishing something.

I guess the gist of this is that I agree that V:tR should be judged harshly for its modules -- but other games need to be judged just as harshly on the same standards. Adventure modules in general can roughly be broken up into plot-based and location-based. Location-based will describe a place and characters, and usually have some sketchy "adventure seeds" for use in that place. Plot-based adventures are usually linear collections of scenes, though there are some notable exceptions.

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