[UA] Albino Love (OT)
Tom Lynch
kal.jerico at lineone.net
Mon Apr 15 16:09:12 PDT 2002
> I find White Wolf games very stifling. There is a
> huge and overly detailed backstory, there are tons of
> rules, and alot of the rules tell your character what
> emotions to feel. I like role-playing to be a
> creative experience, and its hard to be creative when
> people are spouting trivia or I'm trying to remember
> how to run some challenge.
There's a guy at Uni who's tried GMing once, and he ran a Werewolf Dark Ages
game. We played Black Spiral Dancers with the basic objective of starting as
many wars between the other tribes as possible while hiding our own
involvement, skipped the social-interaction rules in favour of socially
interacting, and played Evil Dead-style (any particularly gory concepts were
played to the hilt. At one point my Crinos managed to hold a frenzied Fenrir
in place with one hand dug deep into his back... before reaching in further
and setting fire to his heart.)
Turns out the guy's a good GM, and we're doing a campaign set in the ensuing
mess. My particular view of White Wolf is that you chargen as normal and if
you've got social interaction skills high, you play them high, and the GM
decides rather than roll. Stats are taken into account but subject to story
rather than random chance - and the guy agreed with me. I like White Wolf
played this way, same way I like d20 products if the GM plays the background
rather than the ruleset, if you get me - put me on Ravenloft by all means,
but let me talk with the NPCs rather than roll to intimidate.
(Cutting their toes off one by one is much more effective than rolling a
die, anyway).
But I'll agree - if UA should go d20, I walk.
Thank God it won't.
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