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Succulenti "novità" nel mondo ruoludico

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Luca Veluttini:
Ecco qua la nuova frontiera del gioco:

http://www.vampirethemasquerade.com/

Finalmente un gdr con un "original setting"!!!

giullina:
Devo ammettere che sto seguendo la cosa con una certa curiosità (di tipo, come dire, naturalistico).
In particolare, lo sviluppo pubblico delle regole, che potete leggere a questo link.

Alcuni estratti che potrebbero ricordarvi qualcosa:

il testo inizia con:

--- Citazione ---It may seem odd for a "storytelling game" to have a specific set of rules that govern how the story plays out, but remember that the "game" portion of the hobby shares equal billing with the "storytelling" aspect.
Game rules exist to impart a sense of fairness among the story participants. When two players attempt to have an interaction with the world, they know they're doing it with the same opportunity, if not the same chances of success. They may have different dice pools, for example, or different modifiers affecting what they're trying to accomplish, but ultimately, they're interacting with the world on consistent terms they know will be consistent.
The dice, then, are the agents of chance and fate, not an arbitrary rules system that changes depending on who's adjudicating the action. Dramatic fear and uncertainty come from using the rules wisely in conjunction with the situations created by the Storyteller.
--- Termina citazione ---

poco dopo, dice:

--- Citazione ---You roll dice whenever the outcome of an action is in doubt or the Storyteller thinks there’s a chance your character might fail. Your character’s strengths and weaknesses affect the number of dice you roll, and thus directly affect your chances of success. While the dice are present to give a sense of chance or destiny to a situation that calls for a roll, they do so objectively for everyone, so that every player has a fair shake to succeed at her character's actions, or to fail interestingly.
That last bit is important. If the potential for failure isn't interesting, the Storyteller should question whether a roll is even necessary. Calling for a roll slows down the pace of the game session. Moderating the pace of the story can be one of the Storyteller's best techniques, but Storytellers shouldn't just toss a die roll into the proceedings to alter the tempo. If a roll of the dice doesn't create multiple possible interesting outcomes, there's not much benefit in calling for one. At the Storyteller's discretion, a situation might not need a roll to proceed with a reasonable outcome.
Consider the use of dice rolls in the following examples.
The characters find themselves in the back room of a nightclub where an unmarked envelope contains a clue critical to the plot: Initially, this seems like a situation that would require, say, a Wits + Investigation roll, but with further consideration, the characters should probably ultimately find the envelope without the Storyteller necessitating a dice roll. If the characters don't find the critical clue, after all, the story can't progress. Does the Storyteller really want to trust the entire future of the storyline to whether or not the dice turn up in the players' favor? In fact, with a little different planning, the Storyteller could probably have avoided this situation altogether, perhaps rewarding the players' characters with the envelope-clue at the conclusion of some other challenge — say, among the belongings of a ghoul they overpower or in the library of the Primogen while they're snooping around her haven.
--- Termina citazione ---

e poi, come poteva mancare:

--- Citazione ---The Golden Rule
This is the most important rule of all, and the only real rule worth following: The rules are what you make of them. This game should be whatever you want it to be, whether that’s a nearly diceless chronicle of in-character socialization or a long-running tactical campaign with each player controlling a small coterie of vampires. If the rules in this book interfere with your enjoyment of the game, change them. The world is far too big — it can’t be reflected accurately in any set of inflexible rules. Think of this book as a collection of guidelines, suggested but not mandatory ways of capturing the World of Darkness in the format of a game. You’re the arbiter of what works best in your game — mutually determined in play with the storyteller and other players — and you’re free to use, alter, abuse or ignore these rules at your leisure.
--- Termina citazione ---

aguzzate l'occhio per trovare le differenze con la versione di vent'anni fa...


(grazie Vellu per aver aperto il post, era una segnalazione che volevo fare anche io)

Mattia Bulgarelli:
[Korin facepalma e passa oltre]

Simone Micucci:
mmm...sbaglio o non dice che è lo storyteller a poter cambiare a piacimento le regole?
Altrimenti davvero non riesco a cogliere le differenze con il vampire masquerade che comprammo svariati anni fa...

Davide Losito - ( Khana ):

The dice, then, are the agents of chance and fate, not an arbitrary rules system that changes depending on who's adjudicating the action. Dramatic fear and uncertainty come from using the rules wisely in conjunction with the situations created by the Storyteller.


the Storyteller could […] rewarding the players' characters with the envelope-clue at the conclusion of some other challenge — say, among the belongings of a ghoul they overpower or in the library of the Primogen while they're snooping around her haven.


You’re the arbiter of what works best in your game — mutually determined in play with the storyteller and other players — and you’re free to use, alter, abuse or ignore these rules at your leisure.

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