Paradox Interactive aquires White Wolf Publishing (One year ago. I smart)

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Erttheking

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https://www.paradoxplaza.com/news/Paradox-White-Wolf-Publishing/

So apparently Paradox bought the company that brought us the World of Darkess and with it, Vampire Masquerade Bloodlines. Paradox has said that they intent to let the studio operate independently. I have to say, I don't actually know much about White Wolf Publishing. How do you guys feel about this? I like Paradox so I have to say my hopes are high (Provided they stay under control with the DLC)
 

Here Comes Tomorrow

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I genuinely don't know what to think of this.

I guess I'll look forward to Vampire: The Masquerade: Grand Strategy?

I could see it work. You're a high ranking member and have to take over managing the vampires of a city. Keeping the Masquerade up, deciding on who gets to become a vampire, choosing a council, sending people off to deal with hunters, that kind of thing.
 

TheMysteriousGX

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I'm kinda wondering what White Wolf actually does these days. Onyx Path is still publishing either updated versions of White Wolf games and straight up owns the rights to others, and I haven't heard anything about new stuff in the workings in the eleven months since the purchase.

White Wolf, what are you up to?
 

happyninja42

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Didn't they buy them like years ago? Or am I thinking of the previous time White Wolf was bought out, by Onyx Publishing or something? This doesn't seem like new territory to me.
 

DoPo

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That...is from last year. Well, almost exactly that - 11 months ago. There was even a news article on this website [http://www.escapistmagazine.com/news/view/161229-Paradox-Acquires-White-Wolf-Publishing] at the time.
 

Erttheking

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DoPo said:
That...is from last year. Well, almost exactly that - 11 months ago. There was even a news article on this website [http://www.escapistmagazine.com/news/view/161229-Paradox-Acquires-White-Wolf-Publishing] at the time.
Whoops. Guess this is what happens when I repost links without checking dates.
 

DoPo

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bastardofmelbourne said:
White Wolf has been getting passed around like a bong at a party for a few years now.
Erm, CCP bought them about a decade ago. They wanted to make an MMO with WW's help but...well, they didn't really want it bad enough, let's say.

Paradox Interactive bought White Wolf last year.

And...that's it. I suppose I could pad the list with Onyx Path being formed while CCP was in charge. That was done for some internal reasons but basically, OP was formed of WW members and associates and it exists to publish WW properties because there was a bit of a problem in the face of CCP. Still, OP doesn't own WW. They do own, one franchise (Scion, I believe, maybe Exalted or both?) but all other WW products stay with WW and OP are merely granted a license.

Am I missing something?
 

Imperioratorex Caprae

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TBH, I've not been a WW fan since they redid the whole World of Darkness thing (Vampire: Requiem just left a bad taste in my mouth). I got to know some of the original creators at a DragonCon back in the day, and it felt like the whole team I respected and enjoyed work from left the company at that point (remaking WoD) so... It isn't a big deal to me. Sure, old news is old news, but maybe they'll do something better with the IPs than let it sit...
 

Smygskytt

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I highly doubt that PDX will make grand strategy out of Vampire, it's much more likely that they will contract the game out to Obsidian, seeing as how they have gotten increasingly coosy over these years. They would then create a classic RPGs set in the Vampire universe. It would obviously take a while since Obsidian is currently developing the RPG Tyranny for none other than Paradox Interactive, but if anyone understands how to make a Vampire RPG, Obsidian is that team.
 

DoPo

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Imperioratorex Caprae said:
maybe they'll do something better with the IPs than let it sit...
Old World of Darkness is actively being worked on, you know. They are calling it classic World of Darkness but there are supplements that come out for it. All of them are currently related to 20th Anniversary Edition material but there is also a next edition in the works. They are calling it 5th edition right now.

As for nWoD - I agree it had a somewhat rocky start. Or maybe not "rocky" as much as exceedingly bland. It's still a very good game underneath it, especially after they stopped trying to do "old WoD but...new" which Vampire and Werewolf were for the most part - mechanical changes and some cosmetic changes but very clearly the same core games underneath. Mage was so-so because it followed the same pattern as the latter two, however, it required a relatively (in-game) metaphysical shift and (out-of-game) mechanics change to make it fit the new paradigm. Hunter is where nWoD started to do something fresher. The game itself was not that huge a deal but the three tier system[footnote]basically, tier 1 chronicles are very local - few hunters who are active in a city block, for example. Or maybe limited to one city. No big advantages over normal guys, either, though they might have access to a bit more restricted or resouces (guns, some occult texts, etc.). Tier 2 is larger - either city-wide where the PCs are not the only hunters around or it might span in an area. Power level is a bit above mortals in terms that characters have access to more exotic equipment and boosts, sometimes quasi-supernatural but not overtly or excessively so. Tier 3 is all out global conspiracies. The characters will be members of multi-national world-spanning secret organisations and will have access to powers and items that few mortals would even believe exists.[/footnote] started adopting and backporting it. Which, to be honest, makes perfect sense. It was present in various degrees up to that point anyway but it was finally codified.

After that, the real cool stuff started coming out. Even though I don't really like Promethian it's definitely a different flavour off the beat that nWoD had established at that point. Geist I'm really conflicted about (love the mechanics. Don't really like the setting portrayed) but it was definitely venturing out there. Mummy was a big change of pace. In a lot of respects I feel it's close to Promethean (seems to be better suited to either 1-on-1s or very, very small groups) but I'd argue it does pretty much everything better. Probably because it flips a lot of mechanics on their head, but still.

And then...there was Demon. I friggin' loved Demon partly because of the game but partly because it ushered the new new World of Darkness.

Enter nWoD 2nd edition. This, I feel, was the single most important step that they did with the entire setting. In fact, it is the thing that nWoD was always missing. Being different. For, like, half its lifespan nWoD was just following the footsteps of its predecessor thus always implicitly in its shadow. Yet 2nd edition re-does the entire setting and all the gamelines. All of them retain the spirit of their respective franchise but are quite changed on both macro and micro scale. It all fits A LOT better and it all serves to differentiate them from their predecessors. I feel VtR would have been quite better received if it didn't have that constant whiff of "well, here is the same thing as before but, hey, we slightly changed this and tweaked that a bit".

When comparing nWoD 1st and 2nd edition, I can't help but feel that 1st edition was more like "oWoD: Next" with a bunch of meta-story stripped out. The 2nd edition does have that minty new feel and even when it does something similar to before, it feels different enough to stand up by itself.

Anyway, to backtrack a bit to 1st edition - it wasn't all that bad (or "bland", if you will). Even if we take the first game lines that were release, the supplements that came out definitely managed to take the building blocks laid down initially and use them to good effect. They could have helped for nWoD to feel more "meaty" if they were released sooner, at a faster rate, or otherwise their schedule was altered to enhance the setting more. Yet, at the same time, some of the first supplements felt sloppy and rushed, too. It was especially apparent in supplements that had very inconsistent formatting - as if several different people wrote them then just stitched them together. Which, is pretty much what happened, as far as I'm aware.

Overall, nWoD did have its share of trouble. Yet it was clear that White Wolf started it with the best of intentions, however, they struggled until they found their footing. That seemed to happen right around the CCP acquisition, however, how much, if at all, of an influence did the merger make, I don't know.
 

Gethsemani_v1legacy

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DoPo said:
As for nWoD - I agree it had a somewhat rocky start. Or maybe not "rocky" as much as exceedingly bland. It's still a very good game underneath it, especially after they stopped trying to do "old WoD but...new" which Vampire and Werewolf were for the most part - mechanical changes and some cosmetic changes but very clearly the same core games underneath.
I always felt that Vampire: The Requiem played out much differently than Vampire: The Masquerade (can't speak for Werewolf since I never really got into it), at least if your ST understood the differences and embraced them. Undoubtedly V:tR didn't try hard enough to differentiate in several respects (like several clans and disciplines being the very same, the Beast being exactly the same etc.) but in an actual chronicle some of the differences would be very noticeable. The lack of millenia old vampires with obscene power levels being the most obvious, because V:tR made it very hard to go over BP 7 (at that point you started needing vampire blood for sustenance, which would make you a walking Diablerie-in-the-Making) and since BP rose automatically every 25 years or so, you'd be hitting barely 200 hundred and become an active danger to the rest of the vampires around, which meant most vampires went into extended torpor around that age and arising a few decades/centuries later... with BP 1. It meant that younger characters had a role to play that wasn't just "meat shield for the 3 centennials" and along with the removal of the incredibly broken Generation system you could no longer begin the game as a Neonate Powerhouse due to being a lower generation than some of the centuries old vampires.

The ditching of the convoluted meta and its' obtuse disregard for player characters that weren't in a "2 millenia old Elders"-chronicle and the increased focus on local power dynamics certainly helped too. But then again, I always liked the concept of Masquerade but never its' execution, so I am quite biased in this regard.
 

DoPo

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Gethsemani said:
I always felt that Vampire: The Requiem played out much differently than Vampire: The Masquerade [...], at least if your ST understood the differences and embraced them.
The thing is that, as you said, the differences were never communicated clearly to begin with. At least in terms of people who were coming from the oWoD. If one had background in the previous game and they opened the new rulebook they'd find that it's mostly the same thing. Sure, now everything is diff 8 and you have some stats changed, but overall? There is still a Prince, there is still the Masquerade, vampires are still just manipulating things from the backrounds, they still have the same powers, sometimes exactly the same[footnote]Dominate: almost no difference - you just roll different stats and you can also affect higher BP vampires. Auspex very slightly more difference - you roll different stats and level 3 can also be used on people. Protean - one power was changed and two were swapped, and so on[/footnote]. Few different factions, yes, but the Invictus look pretty much like the Camarilla with the difference that you now have to actively apply for a job, you're not automatically enlisted. Clan-wise, there's been some reshuffling too, but it's the same things in new clothing.

Again, that would be the perspective when one initially comes in. Now, each change individually looks rather small - say, some clans were dropped, or Discipline Presence was renamed to Majesty and had one power changed and so on and so forth. Taken as a whole they do make a significant impact. Yet, that is the curse of familiarity - it makes it harder to see the whole thing sometimes. Which does make sense in terms of how people's minds work - when we encounter a new concept we build a mental map and when we find something similar, we re-use that map and examine differences, if applicable. It's a shortcut to understanding new things but it's also a hindrance if a new concept only looks like an old one but it shouldn't be considered the same.

Hence how VtR had some troubles - it does look a lot like the old game but it...isn't. This is where a new person would have had a way easier time appreciating the game for what it is.

And I do agree with you - there has been a marked improvement when nWoD came around. I can honestly say that it addressed A LOT of problems that the old one had and that people had been openly critical of. Only, since it did it without much fanfare, it flew past a lot of people's radars. The issue with generations as you described was corrected with the Blood Potency system, as was the thing about ancient vampires that invalidated others just by existing.

I'll add that the reduced number of clans makes complete sense - after all, the difference between Lasombra and Ventrue was fairly minimal in the end - one are the "bad guys" and can play with shadows, and...erm, that's mostly it. Heck, the Tzimisce were also a flavour of that, although with more radical power to re-shape themselves (and others) so they'd look weird. The Requiem Ventrue encompass all three of these because they are a core stereotype, as opposed to specific variations of one. The Requiem Bloodlines address the need for special snowflake characters and even specific variations of a stereotypes. This was shown off in the core book by re-implementing some of the missing clans as bloodlines but...it just felt artificial. Also, the Malkovians were bloody awfully presented. Few supplements down the line the Ventrue clanbook introduced Malkavia which is a contagious mental disease spreading through vampires in general but Ventrue were more susceptible to it. That was quite amazing and is only cheapened by the Malkovians already existing.

Anyway, with that said, I like how 2nd edition approached things because it does not work the same as before. Only on very, very superficial level it does but looking at any of the details reveals them to be sufficiently different to not just re-use the same mental model that one might have from either of the previous two games. So, yes, in the grand scheme of things,
- vampires are still nocturnal creatures who hide from they still hide from humanity
- they still have access to supernatural powers called Disciplines and can roughly be described the same as before
-- Dominate will subjucate somebody's mind
-- Animalism will do that for beasts
-- Obfuscate hides you and so on.

Yet each one of these is different from before
- vampires are not as vulnerable from the sun. Not as long as they maintain their Humanity[footnote]and that was COMPLETELY reworked.[/footnote]
- all Disciplines were changed to be an expression of the Beast, rather than "Cool, I get this magical power now"
-- Dominate imposes the Beast's will on lower creatures
-- Animalism works explicitly through appealing to the animal's bestial nature and at higher levels - other vampires'
-- Obfuscate is the prowling hunter aspect of the Beast. Also, it's fucking amazing now - instead of merely being a hiding mechanic, now it's more. I'll quite the new description because I like it so much

The Beast is a hidden killer. It lurks just below the surface, unnoticed by its prey until it's too late. Just another man in the street, no different from anyone else. Just another woman passing by. Why can't you remember what they looked like? One of them turns, and you can't quite see his face, but he's walking towards you. Another second and he's grabbed you. His teeth sink into your neck and all you can think is "why won't anyone do anything? Why won't they help me?"

Obfuscate is the reason you'll never be sure that you're alone again.

I like it because it allows you to do that "feed in the crowd" thing which sounds scary as hell (if you're the one being fed on) and fiendishly potent (if you're the one doing the feeding).
 

Gethsemani_v1legacy

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DoPo said:
Hence how VtR had some troubles - it does look a lot like the old game but it...isn't. This is where a new person would have had a way easier time appreciating the game for what it is.
Totally. I and my group came in from some 2 years of on and off VtM (aside several other RPGs like D&D) and only two of us were into the whole meta-narrative of VtM, one of which refused to play VtR for that reason. So we saw VtR as a game that kept most of what we recognized but did away with all that terrible stuffed that had simply been in the way of our fun. The whole Generations and Elder Vampire thing was especially obvious once we joined a Mind's Eye Theater LARP group and quickly realized that we were fucked from the start because our characters would have to be in play for years before we could make a difference on anything due to the power level of longer lasting characters and NPCs. A power level that was rather timid when compared to what some splats mandated for, say, the California Free State.

Sadly I never got around to playing 2nd edition NWOD, as life moved on and I took a long break from traditional RPGs, that only ended last year and I am none to thrilled about the prospect of getting PDFs.