Subtitle: "Wait, the World of Darkness isn't touchy-feely?"
Weird thing is, the way you're describing the DI mechanics and mood is the way I've always run the World of Darkness. To take the primary example, in Changeling I took away the idea of Glamour as generic "power points" and made the players really earn their Glamour according to their emotional paradigm.
Maybe it's what you cite about the WoD in your review, the presence of "resisted" or "bad" stats in WoD games (Humanity, Banality, Rage, Pathos, Paradox) where the price of power is failing in that effort to "be good." Ideally. But you know how this works in WoD games: you can spend Rage to kick Wyrm-ass, and a high Paradox means you've been slinging l33t haxx0r katana fireballz.
You're right that the World of Darkness has always tried very hard to make you think about your character through introducing game mechanics for emotions, but that these mechanics end up making the process of emotional investigation hopelessly reductive. I guess in my Changeling game I was just a kick-ass GM. :)
By the way, I guess it goes without saying that I heartily endorse the use of random WKRP quotes in such a manner.
<lj user=chadu> vs. the WoD, best of three falls
Date: 2004-02-05 09:10 am (UTC)Weird thing is, the way you're describing the DI mechanics and mood is the way I've always run the World of Darkness. To take the primary example, in Changeling I took away the idea of Glamour as generic "power points" and made the players really earn their Glamour according to their emotional paradigm.
Maybe it's what you cite about the WoD in your review, the presence of "resisted" or "bad" stats in WoD games (Humanity, Banality, Rage, Pathos, Paradox) where the price of power is failing in that effort to "be good." Ideally. But you know how this works in WoD games: you can spend Rage to kick Wyrm-ass, and a high Paradox means you've been slinging l33t haxx0r katana fireballz.
You're right that the World of Darkness has always tried very hard to make you think about your character through introducing game mechanics for emotions, but that these mechanics end up making the process of emotional investigation hopelessly reductive. I guess in my Changeling game I was just a kick-ass GM. :)
By the way, I guess it goes without saying that I heartily endorse the use of random WKRP quotes in such a manner.