Showing posts with label V20. Show all posts
Showing posts with label V20. Show all posts

Friday, January 17, 2014

Simplifying Combat in Vampire the Masquerade


My V20 game that I'm currently running seems to be coming to a head. Multiple Sabbat packs will be attacking an ancient vampire and his minions, and a second ancient might join the fray. In the past, this has been the point where we have a whole session where two hours or more are all one fight.

One big culprit here is Celerity. Probably the biggest. Each round of combat involves multiple turns for a number of the characters. Not only does Celerity make it less fun to be in a fight when you don't have it, but there is more time spent as a player sitting on the sidelines messing with your smartphone or whatever while everyone else has multiple actions.

A second issue is that resolving a single attack requires at least four dice-rolls: the attack roll, a defense roll, damage roll and soak roll. One thing I really like about NWoD is that this is all simplified to one weighted roll per attack. I used to like the variability and flexibility of the OWoD system, but that was also back when I played with the same group every week, and we had tons of hours to devote to gaming minutiae.

Fix 1: Celerity
In the past I've adapted the LARP rules for Celerity, as I actually like them better than the V20 or previous rules, but in writing them up for this game, I realized they would just add another layer of complexity. We have two players who don't give a damn about the system and would rather it not get in the way, one who is in his very first tabletop RPG, and a fourth who is up for whatever, so I decided to go with simplification.

What I decided was that Celerity would simply add to all Dexterity rolls. I had changed initiative to Dexterity + Wits (rather than Wits + Alertness), so Celerity would also add to initiative rolls. This would be the equivalent of the LARP preempt ability that Celerity grants, and it just makes sense that characters with Celerity would act first. This would also add to pretty much all attack rolls, move around rolls, and so on. I decided Celerity would cost no blood, since frankly this is quite a nerf. I have also not been allowing split actions, and so the extra Celerity dice would not be useful for that either.

So far, the players seem to be happy with it, though one player moved her Celerity 3 point to become a Fortitude 4 point (from out of clan to in-clan), which was fine by me. When I make a change like this (and I don't seem to be able to resist) I always give players a chance to adjust accordingly.

Fix 2: Fortitude
I also wanted to nix the soak roll, and so I had to address Fortitude first. I decided that Stamina + Fortitude + Armor would be the difficult of damage rolls, but this meant that Fortitude would be less useful overall. (You still roll it to avoid fire and sunlight). So I decided that for a blood point, a character could add their Fortitude to their normal Health levels temporarily. These would be health levels that you couldn't heal, but would be a buffer between you and real damage.

Again, so far, so good.

Fix 3: Defense and Soak
As mentioned above, there is no longer a soak roll, but the difficulty of a damage roll is the target's Stamina + Fortitude + Armor. I also decided that the maximum for this difficulty would be a 9. Beyond that point, the extra health levels help, and you have dice to roll against fire and sunlight, but I found that my players had a lot more fun if they could at least bruise powerful NPCs in a fight.

Similarly, I got rid of the defense roll by simply having the difficulty of an attack roll be the target's Dexterity + Athletics + Celerity. Again, with a maximum of 9. This really short-changes my super-powerful Elders, but also makes dealing with those Elders a bit more fun in this game, at least so far. This could easily be adapted to another house rule (or is it a house rule?) that for difficulties over 9, you simply need more successes. So difficulty 12 = difficulty 9 with three successes required for the first success.

Problem: Stakes, and other attacks that are more difficult than normal. Not sure what to do with this, but it basically makes staking a bit more likely and common in the game, which frankly is not a problem so far.

Again, players are liking the rules change, I have to explain rules much less often during the game, and fights go a lot quicker overall.

Mass Combat
The next session of my game is going to be a big-ass combat, with more than 20 named NPCs. Obviously, this is nuts, but the players are feeling it and are excited about it, and it is kind of what has been set up to happen. They are attacking an ancient vampire and his minions, and have the assistance of a couple of NPCs in their pack as well as a Black Hand cell. Late in the fight, another ancient might jump in with her minions to try to diablerize the PCs target, her enemy for the last 3000 years.

So, cool stuff, if it goes quick enough to be at all interesting.

First thing, for the most part, I'm going to hand-wave NPC vs NPC parts of the combat. I have a very good idea of who would win in a given fight and how long it would take, leaving me to focus on the PCs. For the NPCs vs NPCs, I just note what the PCs would see (she tears him up with claws; he empties his clip into her, etc.) and move on. If they want to get detail, they have to go look. Otherwise, it's a mess, as fights should be.

Second, I have to have a way to keep track of NPC dots and numbers without having a fat stack of character sheets. Even the 3x5 cards I usually use for NPCs are a bit too large, as I want to have them out on the table so I can move them around. I decided to cut the 3x5s in half, and to have some notes for the combat only. What I have on the lined side of each card:

Name, Type (ghoul, clan, generation, etc.), Nature/Demeanor if they might come up in a fight
Physical, Social and Mental dice (these are just average pools for rolls of each type)
List of powers and level
Primary attack
Secondary attack
Special effect (if any - for example, Majesty with the Courage roll difficulty, an aura, etc.)
Path (if any) and Willpower
Blood pool total/Blood spent per round
Any other little note

Then, on the un-lined side of the card

Initiative number (I rolled ahead of time)
NAME
Boxes for the health levels, assuming that everyone has activated Fortitude who has it

And that's it. We'll see how it works on Sunday night.

Friday, May 20, 2011

Recent Developments in V20



I'm very excited about the release of Vampire: the Masquerade 20th Anniversary Edition - I've already ordered my own copy and it'll be a great early birthday gift when it comes out.  You can see the huge banner above.

I'm also following the open development process, reading and commenting in the few cases where I think I have something smart to say.  Here is some of what has been going on lately:

The Tzimisce Clan document is up, as well as the Gargoyles and Giovanni.  These have been out for a few days, but I was away at UnConference11 and didn't have time to do much reading while I was getting ready and certainly not while I was there.

I'm currently working on a one-shot to possibly run with friends while on vacation in a couple of weeks.  I actually don't expect us to have the time, nor for enough people to have the inclination, but it takes my mind off work.

With any luck, when my V20 book arrives in October, I'll have figured out the basics of keeping a human larva alive and will be able to have some bitey adventures.

Monday, March 21, 2011

V20: Vampire the Masquerade 20th Anniversary Edition

Vampire20Logo.png

Not too long ago, White Wolf announced that they would be releasing a 20th Anniversary Edition of Vampire the Masquerade.  20 years ago, VtM's huge impact on the gaming industry and overall geek culture began.  In terms of system mechanics, Vampire was a hymn to Shadowrun and others before it, but there was some kind of sweet spot that was waiting for something like Vampire the Masquerade to strike home.

According to demographic research done for Wizards of the Coast, Vampire is responsible for bringing in a huge number of women into the gaming hobby, what was up to that point apparently the purview of war-gaming grognards...or something.  I didn't start gaming until around 1991, and I started with Mythus and then GURPS, but one can imagine what a hobby with even fewer women would have been like.

From their official comments, it would appear that V20, as they are calling the anniversary edition, would only be available to those who are attending the Grand Masquerade in New Orleans this year.  Fortunately, I am pretty sure this is not true.  I asked the question via Twitter, using their preferred hashtag #v20, and got a quick response that the book (which is going to be around 400 pages) is going to be available apart from the Masquerade - they just aren't sure about the details yet.

I like how White Wolf is going about this process.  They are actively soliciting and responding on a forum devoted to the topic of the new edition, and they are also posting drafts of the rules and text that will go into the final book.  The book is going to have new, full-color artwork from 'classic' Masquerade artists, and will not be a new edition, nor will it be the beginning of a new round of book releases for Masquerade.  They are saying that it is simply something for those who have been playing Vampire since it was released 20 years ago.

That's what they're saying now anyway.  As always, we'll see.

I've been following the hashtag #v20 on Twitter, and that is where I am getting most of my information and updates, apart from the documents they release and the forums, where I am participating as time allows.

I can honestly say that this announcement has re-ignited my desire to play Vampire the Masquerade.  I started in 1998, my first year of college, and I played in games for the next 7 or 8 years with the same group of great people who are still some of my closest friends.  Before I played VtM, I was actually kind of contemptuous of a game that seemed to be all about being goth and bemoaning one's fate and blood fetishism.  And yeah, there's some of that.  What I got was a fantastic game and great memories and friends.  I'm not really a fan of vampire fiction or movies; I've never been even remotely goth; but VtM is still one of my favorite games out there.  I'm really excited about the new edition, and will definitely get myself a copy when it is available.

In the meantime, for any other fans, I recommend checking out the open development documents and blog, the forums, and also following the news as it comes out.  You ask questions and much of the time, one of the guys working on the book answer you.  That's one thing I really like about our little hobby - the people at the very top are not so high up as to not be accessible to even casual fans.

Updates: