#1 Why the New World of Darkness Sucks
Posted: Sun Jan 18, 2009 1:48 pm
First I'm going to talk about what they did right.
1) Harmonizing and streamlining game mechanics. All of the Old World of Darkness (Old) games were designed as separate games and as such, sometimes they didn't mesh well. An ability might target an attribute another game didn't use and the Storyteller would have to wing it on the spot. This isn't a problem with the New World of Darkness (New).
2) Better division of terminology. It doesn't take a genius to figure out that if White Wolf had been thinking ahead, they would have reserved the term Gnosis for Mage, not Werewolf. But Mage was the third game they did and Werewolf the second. So. . . . .
Okay, now we have praised Caesar. Time to bury the fucker.
1) Way to much emphasis on balancing the various character types. This among other things, involves nerfing them closer to the human edge of things because the ability for starting characters to call down lightning or get a whole bunch of multiple actions can be devastating in combat. In watering down a number of abilities and characters they made those characters less interesting by removing abilities that made such beings awe inspiring and unique. Fascinating and horrifying character archetypes were removed. Tremere are NPC only, blood magic does not have Thaumaturgy's dreadful power, and the Shadow Lords and Silver Fangs have been smashed together into one generic tribe of leadership. They became closer to human and less other.
2) Related to 1. It isn't the World of Darkness. The history, the back story, the secret wars, struggles, alliances, and betrayals are mostly gone. The slate is mostly blank and the world is less interesting. Vampire was a game of being initiated into darkness, with secret plots, ancient feuds, and even older monsters pulling the strings; where the path of least resistance is always waiting to drag down what is left of the character's damned soul. Werewolves were epic heroes, mighty and doomed, with the Last Battle looming in their future. Mages struggled to unlock the divinity within, the gain not merely knowledge and power, but enlightenment and to struggle over the destiny of all human souls. The Old was old and wicked and magnificent. The New keeps some of the Old's set dressing, but gives away its dark grandeur and flavor.
1) Harmonizing and streamlining game mechanics. All of the Old World of Darkness (Old) games were designed as separate games and as such, sometimes they didn't mesh well. An ability might target an attribute another game didn't use and the Storyteller would have to wing it on the spot. This isn't a problem with the New World of Darkness (New).
2) Better division of terminology. It doesn't take a genius to figure out that if White Wolf had been thinking ahead, they would have reserved the term Gnosis for Mage, not Werewolf. But Mage was the third game they did and Werewolf the second. So. . . . .
Okay, now we have praised Caesar. Time to bury the fucker.
1) Way to much emphasis on balancing the various character types. This among other things, involves nerfing them closer to the human edge of things because the ability for starting characters to call down lightning or get a whole bunch of multiple actions can be devastating in combat. In watering down a number of abilities and characters they made those characters less interesting by removing abilities that made such beings awe inspiring and unique. Fascinating and horrifying character archetypes were removed. Tremere are NPC only, blood magic does not have Thaumaturgy's dreadful power, and the Shadow Lords and Silver Fangs have been smashed together into one generic tribe of leadership. They became closer to human and less other.
2) Related to 1. It isn't the World of Darkness. The history, the back story, the secret wars, struggles, alliances, and betrayals are mostly gone. The slate is mostly blank and the world is less interesting. Vampire was a game of being initiated into darkness, with secret plots, ancient feuds, and even older monsters pulling the strings; where the path of least resistance is always waiting to drag down what is left of the character's damned soul. Werewolves were epic heroes, mighty and doomed, with the Last Battle looming in their future. Mages struggled to unlock the divinity within, the gain not merely knowledge and power, but enlightenment and to struggle over the destiny of all human souls. The Old was old and wicked and magnificent. The New keeps some of the Old's set dressing, but gives away its dark grandeur and flavor.