Vampire 30 Day Challenge Day 8: Favored Edition
1st Edition
Generally when I run Vampire, I prefer to use the 2nd
Edition base book with 1st Edition supplements, if any. The
differences between the 1st and 2nd Ed base are
relatively minor, and pretty much amount to different opening fiction,
different example of play, and some editing. The basic theme, tone, art, and
rules are identical. So, when I refer to
“1st Edition rules,” I’m really referring to the 2nd
Edition base book, as the mechanics are identical. Hopefully this will become
clearer as I describe my thoughts, especially when I finally work my way around
to the supplements.
Part of my affection for this edition can be explained as
this was the first version of Vampire I ever read or played. So, this
preference could be explained away as simple nostalgia, as if that were
necessarily a bad thing. Since my most recent experiences with Vampire have
been with new players, another element is a desire to share my passion for the
game, which was first flamed with these rules. Now, it is true that one of the
main appeals to this version of the game is the way it brings me back to where
I was when I was a teenager, and the game held seemingly limitless promise.
Even today, flipping through the base book gets me excited and ready to play in
a way that none of the other editions have ever matched.
But it’s more than just wanting to relive my youth when I
look at these rules. I think my affection for these rules can be summed up as
the tone and information in the basic book, the rules of the edition, the
artwork, and finally the supplements themselves. My most recent experiences with Vampire have
tended to involve either primarily or solely groups of players new to
role-playing, and as such I look for a game that caters to them, and is
something they can understand and enjoy without needless additional complexity.
First off, is tone and information. The 1st and 2nd
Edition books seem to me to be the only Vampire rule books that are explicitly
designed for people who have never played Vampire before. Later editions have
an element of “preaching to the choir” and seem to be focused on clarifying and
cleaning up various legacy rules, as well as explaining a world where the “meta-plot”
is in full swing. 1st certainly gave plenty of information about the
larger world, and hinted about some of the grand elements of the game, but it
certainly wasn't a major factor. Since I tend to adapt a “ignore, use, or abuse”
mentality to the meta-plot, I prefer if it is downplayed in the basic rules. I
managed to pick a number of the basic books through used book stores and eBay
over the years, and I feel comfortable lending these out to my players without
needing to explain things I've changed or ignored.
So, that’s information. By tone I mean a greater focus on
the local city and individual characters. Later editions seemed to get more
wrapped up in the great struggle, and I feel the elements of “personal horror”
or at least personal struggle got sidelined. I like to keep things focused on
the local setting and the nearby characters, without worrying about what’s
going on in the greater World of Darkness (unless of course, I think it would
be nifty to bring it in later). Also, I like my “harpies” to be an insult to
the partying class, and Sheriff is a specific dude in Chicago, not a generic
term for “Prince’s Enforcer.”
More importantly, though, are the rules themselves. I like
running Vampire for new players for two reasons. One, the basic concept is easy
to “get” and the world is something that they can readily relate too (at least
in comparison to D&D and other games (“what’s the difference between an Orc
and a Goblin again?”)). Secondly, the rules are strong enough to effectively
simulate reality, without being so crunchy that they get in the way of the game
for new players. I find most new players don’t really care about the rules, and
the less they need to look up or carefully think about, the better.
In Revised, by comparison, they added in a significantly
more “crunch” to the rules. Things like, changing initiative from Wits +
Alertness to 1d10 + [sum of Dexterity and Wits], or dividing normal damage
between Bashing and Lethal, or requiring 1 blood point spent per dot of
Celerity. Now, all of these may be fine changes and fix certain parts of the
game. I assume that Revised initiative is more “balanced,” that the
Bashing/Lethal split is more realistic, and the changes to Celerity keep it
from being an “I win” disciple.
Personally, I don’t care. The basic mechanic of Vampire is
Attribute + Ability, with certain things (virtues, backgrounds) being rolled on
their own. By making initiative into something weird, I feel that they increased
the complexity for very little gain. Sure, veteran players can make the change
with little difficulty, but I've always seen players stumble and forget how initiative
works. A similar thing happens with the Soak changes.
A short while ago, Anthony Jennings posted a very insightful
article about role-playing and combat; specifically, about how “role-playing”
tends to go out the window and players become hyper-competent killing machines once initiative is rolled.
He raised a number of good points, but one thing I felt he underplayed was the
issue of “crunch.” As you add more numbers to the combat portion of the game,
fighting can quickly resemble a math equation, where this is a “correct” or “optimized”
solution. And when combat feels like an exception to the normal rules, it ends
up feeling like a different game. It reminds me of the Final Fantasy computer
games, where you have one sent of “rules” or interface for running around the
world, exploring the setting, and talking to NPC’s. When you start a battle,
however, all that gets changed. Suddenly the game is about two groups on
different sides of the screen swapping turns and trying to hurt each other.
Obviously, experienced or veteran players can overcome this
change, but I find for new players having suddenly new mechanics takes them out
of the game. I prefer to keep the switch from “role-playing” to “combat” as seamless
as possible. I also don’t want to punish players for making the “wrong” choices
(like using a baseball bat instead of a knife), if it’s based on their
character and role-playing. In fact, I've started using an even more stripped
down version of the rules, and it has worked pretty well.
The other issue is that, no matter how much “crunch” you add
to it, the Storyteller system just doesn't do combat well. It is, however,
brilliant at short, violent, and deadly bursts of action. My rule of thumb is
that it is horrible as a combat engine, but brilliant as a murder simulator.
And that’s the thing—when I run fights, they tend to be rare
and nasty, and often in the form of ambushes setup by someone you thought was
your friend and ally, rather than two vamps meeting at the park at midnight. As
such, a lot of the fixes don’t really apply to the games I run.
Also, I’ll admit, I LIKE having Bureaucracy as a skill. It
got swapped out later for Academics, which is fine, I suppose. But I like
having it in my games. I’m not sure if it’s the presence of the skill, the way
I run my games, or the players I have, but I see players in my 1st Ed
games doing a lot more “making false ID’s with paper trails” or “manipulating
HR so I can work from home/at nights” or “tracking down campaign contributions.”
In Revised and later, you can do this with, I suppose, Law or Finance skills, but
I think Bureaucracy is much more useful of a skill than Academics, especially
since you shouldn't need to be a lawyer to know how to work the Country Clerks
office.
Next, I love the art in 1st. A lot of it got
reused in later version, but some of the art in Revised just turns me off. A
good example is the images of the Brujah in the 2nd Vs. Revised.
Brujah, 2nd Edition base book
Bruah, Revised base book
Brujah tend to be a pretty popular clan in 2nd. I’ve
never seen a new player choose to play one with Revised. I think the art work
is to blame.
Finally, is the supplements themselves. I missed out of most
of these when the game was first released. I had the Storytellers Guide, and
books like Hunters Hunted and Mummy, but that was it. Most of the By Night books
and others I had were 2nd Ed. They were ok, but I was never a huge
fan of them.
In the later 90’s though, White Wolf republished a number of
the old supplements under names like “Chicago Chronicles” and “Cities of
Darkness” and I was able to round out my collection. And I was amazed. Most of
my issues with the 2nd and Revised were answered by 1st.
I loved 1st edition Chicago by Night and Milwaukee by Night. Ashes
to Ashes, Succubus Club, Blood Bond—all of these seemed to not only be alive
with options, but also to really encourage the players to handle things their
way, and not just follow the plot from one meeting with a powerful NPC to the
next.
And that’s why I call myself a 1st Ed player
rather than 2nd. You can keep your DC by Night, or Dark Colony, I’ll
take Chicago or Alien Hunger. I don’t care for the narrative style of Giovanni Chronicles;
I’d rather have the open ended adventures of Succubus Club. And I want my hunters to be desperate, alone,
and possibly mad—those who are doing what they must, not chosen ones. I want
the freedom and ease of the 1st Edition, where things were still
undefined and uncodified, and the world was what you and your group make of it.
Now, having said all that, I certainly don’t HATE later
editions, and I’d play or run just about anything Vampire. I do like in Revised
how they redid some of the Paths to make them more “mystical”, and I like how
Requiem handled Age and jettisoned the meta-plot to the eternal fires of Hell
(also, Requiem has some of my favorite supplements of all time—Damnation City,
Mythologies, VII). But, push comes to shove, I’ll run with 1st, and
borrow and steal from the best of the rest.
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