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Cake day: August 6th, 2024

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  • Vampire: The Masquerade is the OG vampire game though, a tabletop RPG written in the 90s that actually does and considers who and what a vampire is. The problem it’s all the knockoffs that spawned because of it. You get it all with VTM: politics, intrigue, personal horror, millennia old monsters farming humans, vampires so old that they saw the fall of Babel, biblical myths and Occult lore intertwined, modern world fiction where the darkness runs deeper than you’d think, government agencies that hunt down vampires and other monsters, their very own world-ending myth, and many different kinds of Vampires, from ones so ugly they have to live in the sewers and learn invisibility, from ones so rich and powerful they control mega corporations from behind the scenes. So it’s not just a sequel, it’s a sequel to THE Vampire game. But they butchered it.





  • I couldn’t have said it better. This is it. Yes, you as a player might be someone who is more rational than emotional, but the vast majority of people living in the world in the 21st century are religious to some degree at least, and more sensitive than sensible. Let’s not forget that Catherine is not from the 21st century either, she is, from Simon’s perspective, from far in the future. Mind cloning for us today is impossible, not real, just a thought experiment. For Catherine, it was reality. Thinking that Simon is just “a big baby” is quite a wrong interpretation of the person he is supposed to be. He is not you, he is the 90%, a dude living a normal life in the 21st century, that, after going to get a brain scanner, wakes up in an abandoned underwater facility full of man-created horrors far into the future. He is not your self-insert. In a way, he is also a kind of empathy test for the audience, which the devs very much knew would be more on the rational side for this kind of game. Can you empathize with this “dumb” dude and understand his struggle? Can you understand his views and partake in his personal horror?



  • Fairly interesting read, but I think it has missed potential. It fails to consider the effects magic would have on the laws of a society, and also the impact that monsters abound would have over the common folk. In a world where monsters do exist, the likely scenario would be one where small villages or settlements wouldn’t exist, and people would flock together to bigger towns or cities, behind the protection of walls. With crowds, comes business, and then the need to travel through dangerous wilderness, and with it, the job of a sword-for-hire, and, the ubiquitous presence of fortune-seekers, adventurers, lacking a place of presence or belonging. And then it would all depend on how the population of a certain place sees these adventurers, trust or distrust built upon decades of dealings and the actions of such people (adventurers).

    Another point to consider, is how magic could develop to aid in judicial matters, maybe spells specifically crafted to tell lies from truth, or to trace the scents left on a dead person to their killer…

    And I guess this is why most editions of D&D do not really concern themselves with this topic, it’s a bit too hard to point out exactly what would be the laws and such. However, I do like the thought exercise, and you can take it a step further, and write down a small set of simple laws and societal taboos for each region that could be relevant and meaningful for your game.









  • It’s complicated, but I think no. But maybe they could have certain maps where it’s PVE. I’ve recently played the pve only fork of The Cycle Frontier, another pvevp extraction shooter that got shut down a few years ago, and the pve only mode is considerably easier, to the point where the tension from the full game is not present. So a game designed to be PvEvP would probably feel soulless without part of its intended game design.