Yes, there’s a new-ish version of Vampire: The Masquerade coming out. I won’t talk about what this means to CCP/White Wolf as I doubt I really know one way or the other, but the chance to say something about how Masquerade might be perfected is too sweet to pass up. It’s an open design process, so I guess I should break out headers and bolded text and tell Justin Achilli and co. how they ought to do it.
The Storyteller System
You’ll need to be gentle about the system because changing the base too much multiplies the effort by the number of child items. Still:
Do Something About Four Roll Combat: Attack, Parry/Dodge, Damage and Soak. Christ. Adopt Aeonverse Storyteller’s option for soak (and use the “heroic” mode for ½ lethal; aggravated damage needs more differentiation). Leave in a defense roll – otherwise, you end up with all kinds of wacky revisions. Damage is the other item you can get rid of a roll for, but purists will hate that, so leave it as an option, with a list of suggested base damage ratings that you add successes to in order to get a final total. I ran Mage like this for years and it was buttery smooth.
Multiple Action Rules Are Terrible: Easily the worst permutation in the system – worse than pre-Revised 1s wonkiness, even. The split action rules require you to pre-plan something the narrative treats as spontaneous, and makes players calculate a variable penalty – and doing even simple math to screw yourself sucks. I ran it where I just asked players to determine if they were taking full, split or total defensive actions. If it was a split the first action was -3, the second, -5, with a cumulative -2. I’d limit the total number of actions you can get this way to your Wits. Total defense is a cumulative -1 to parry/block/dodge starting from the first attack. A full action has no penalty.
Bottom at 3, Top at 9, Please: Get rid of difficulty 10 or 1-2 rolls. They don’t work. Mage Revised modified total dice if a difficulty went higher or lower. Use that rule. It’s better.
Make Health Easier to Track: Right now it’s a pain in all iterations of Storyteller/ing. Have I taken slashy, X-y or starry damage? I suggest you break it into separate bashing/lethal/agg tracks, where less severe damage rolls over to more, and the most severe damage type automatically fills boxes in less severe types. I can diagram this if anyone wants to know more.
Do Not Get Suckered into a Combat Framework for All Social Stuff: Only losers think picking up ladies and gents is like punching people in the face. Romance and many other tasks should be teamwork oriented, where characters combine successes to meet a threshold. Vampire bitchiness is combative, but it should be viewed as part of a different social framework.
Vampire Systems
Don’t You Touch Humanity: It’s a classic system. Do not apologize for it. Make it a bit more user friendly, maybe. I think the theft sin is poorly contextualized (“bread I steal lest jerk I become!”) but that’s it.
Differentiate Between “Extra,” “Important,” and “Supernatural” Humans: Some Disciplines automatically do things to humans, leading to arguments over para-human characters and other PC types versus the shmoes we know they’re supposed to affect. Serpentis should paralyze the average guy with no roll, but exceptional types need rules, too. This also gives you the ability to be more liberal with no-roll effects versus Extras.
The Celerity Issue: We all know Celerity is overpowered, and the Dark Ages solution of upping the blood cost doesn’t work. At the same time, I know people miss multiple actions. I suggest leaving the system as is with a sidebar with an alternate system that reduces multiple action penalties for physical actions and increases the maximum number of actions you can take. This engages the system through its “currency” of dice in the pool. For example, if Celerity 2 gave you 4 dice to put toward penalized actions you know where it stands compared to other systems.
Fortitude and What I Said Earlier about Goddamn Soak: Fortitude doesn’t work with static soak, so maybe you should just let it grant bonus Health Levels if you use a fixed soak rating, as you certainly should.
Watch Power Interaction: One of the great things about LARP by Laws of the Night (not Revised, which emulates tabletop too much) is the practical interaction between Disciplines and how they affect culture. You needed a Tremere to wake torpored vampires up. Auspex provided a disincentive for diablerie – until you got Soul Mask. This gave Obfuscate-bearing clans a certain reputation. Setites always pretended to be Toreador.
Vampire’s Setting and Other Stuff
World of Tripwires: Exalted does a great job mapping potential conflicts without letting them happen. I think this is a great model to go with. Provide access to all the major, smart metaplot conflicts as if they were current events and not “Year of,” remnants. Leave room for metaplot, however, since you may wish to execute it in various ways if this takes off – such as through an adventure path style chronicle.
Keep Uber-NPCs – and Make Them Useful: Yeah, fuck all those guys who feel the existence of powerful characters out there makes them unimportant. I’m pretty sure I don’t do public speaking like Barack Obama, but it doesn’t make me want to slit my wrists or anything. At the same time, Barry doesn’t fly up here and speechify my wife into leaving me. This is basically what bad storytellers use NPCs for in Vampire. NPCs need a “role” section that tells you what to do with them, and despite the current fashion, those things need not variations on “Give smooth handjobs to PCs to preserve their feelings.” STs should feel empowered to be fair or unfair in ways that help the group care about the story.
Create Signature PCs, Just like Scion: Scion’s ready to play signature PCs should be emulated in every game. I’d suggest an adventure series too, but you have limited space. Instead, you should revise the Transylvania Chronicles into a huge softback with significant rewrites.
Make Crossover Option-Heavy, Not Uselessly Vague: There’s no need for every line to fight for its interests/fans/pies, so instead of worrying that ghoul mages would be Far Too Powerful introduce multiple plot-hooky options for each collision. Nevertheless, you should identify the preferred option as far as Vampire is concerned for the sake of LARPers and other extended gamer communities.
Step into First Person: The game is 20 years old, so it’s time to introduce some straight talk about your experience with Vampire. Just keep it functional, so that we know what you were going for with such and such a thing, but don’t reveal everything. That would be no fun.
Timbrook is the Classic Vampire Artist: It’s true. The clanbook interiors are awesome. I guess Tim Bradstreet is famous, but Josh Timbrook is the artist I associate with Vampire: The Masquerade.
The Biggie
Respect Vampire: The Masquerade’s Game Design and Setting Design Merits: The reason Vampire: The Masquerade endures isn’t because It Was the 90s, or any of the other common wisdom that clusters around the false notion of TRPG design as an objectively improvable technology. It’s because it’s a genuinely good game that exceeded its predecessors in setting, presentation and even game systems. It didn’t invent dice pools and tiered powers, but it made them intuitive to use. Vampire’s character creation system is still one of the best in terms of sheer user-friendliness considering the detail you get out of it. The clans added social roles to character classes in a way that no prior game had succeeded in doing. V20 should feel like a vital game we want to play now.
Oh Yeah
If You Do This for Mage . . . well, I’m the best at Mage.