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(VTM 1E) A Crossover of Vampire and Grand Theft Auto: San Andreas?

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  • (VTM 1E) A Crossover of Vampire and Grand Theft Auto: San Andreas?

    Alright, I had a strange yet compelling idea for a potential long-running sandbox campaign for Vampire: The Masquerade, done in the old-school style of First Edition, complete with the setting assumptions and aesthetics of First Edition (No Metaplot, Gothic-Punk atmosphere, Elders vs. Anarchs as the main focus, etc.) that is set in the same place and time as the classic 2004 video game Grand Theft Auto: San Andreas which is set in the fictional American state of San Andreas in the year 1992 (1992 also coincides with the heyday of V1) and while this may seem unusual, there is a reason for why I think it would work.

    The State of San Andreas has a lot of interesting locations including the three cities of Los Santos, San Fierro, and Las Venturas (based on Los Angeles, San Francisco, and Las Vegas respectively) and a lot of open rural countryside. Also, more than any other video game of its time, GTA: San Andreas has a lot of myths, weird rumors, and urban legends attached to it, including Bigfoot, UFO's, ghosts, Leatherface, and a lot of other paranormal and supernatural strangeness.

    Most of the so-called myths surrounding San Andreas were later proved to be false (though a small handful such as ghost cars and the mass grave in the desert turned out to be real) but if one were to set a Vampire: The Masquerade game in San Andreas, you could make some of those myths and urban legends a reality within your chronicle's story and setting. Especially if you follow the styles and setting assumptions of 1E, which was a lot more open, mysterious, and downright weird than the later editions. 1E and its supplements were more of a toolkit and a sandbox than later editions of Vampire (especially Revised and the upcoming V5) due to its noted lack of metaplot, especially when compared to the later versions of the game. So, naturally this could allow for the inclusion of many of these myths and legends surrounding GTA: SA.

    Some things that I would include in a potential VTM 1E/GTA: San Andreas crossover that are worth noting would be the following....

    1. The setting of the chronicle would explicitly be 1992 CE. That way, you can avoid the worst of the metaplot while pacifying the more hardcore metaplot purists by ostensibly setting the game before a lot of major and potentially off-putting metaplot events (Gangrel going Independent, Week of Nightmares, Ur-Shulgi, etc.)

    2. Only the core seven Camarilla clans would be playable (Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue) and the Gangrel are explicitly stated to be in the Camarilla (while the Assamites and Setites are explicitly stated to NOT be in it). The Sabbat and Independent clans would exist, but would be rare and reserved only for NPC's. And yes, the Ravnos are a full clan in this one.

    3. The other denizens of the World of Darkness would be less defined and a lot closer to their depictions and descriptions in the 1E corebook's Antagonist section and other 1E books (such as Mummy and The Hunters Hunted) than how they would later turn out in their own gamelines. So rather than dealing with Garou and Awakened, you'd have more mechanically compatible Lupines and Magi. There would be no Kuei-Jin or Fallen (you had East Asian Cainites in 1E such as the Gaki, while the only demon in V1 that I can think of is Gulfora from Chicago By Night) and there is the potential of other monsters and strange creatures outside of the usual WoD roster that could show up (such as Bigfoot)

    4. The setting would be a lot more vague and mysterious, and your ties to the mortal world would be emphasized a lot more, especially if you are a Neonate or Anarch.

    5. At the beginning of the campaign, only Mortals and Vampires are playable. I may allow more experienced players play as Lupines, Magi, Ghosts, Faeries, Mummies, or Sailor Scouts if the chronicle advances far enough, but that would be a rare occurrence and on a case-by-case basis. Most of the other supernatural beings in this iteration of the setting would be NPC-only.

    6. The campaign would start out as a very decentralized sandbox campaign focusing on player-driven individual narratives, but an over-arching and central "Myth Arc" could develop over time.

    7. The chronicle would incorporate multiple themes based on player choices, and would not be dominated by one specific theme. At least not at first, anyway.

  • Camilla
    replied
    Originally posted by JezMiller View Post
    1992... the year I discovered Masquerade in a shop on... Corrine Drive, I think it was... in Orlando, when I was on vacation in America. They'd just published the second edition. Within three months of getting it I'd hoovered up every Masquerade supplement I could lay my hands on - there were still RPG stores in Southampton back then.

    I prefer V20 as a rule set because of things like the Gangrel and Tremere weaknesses, but I much prefer the 1st/2nd edition setting. This sounds very interesting! Are you going to issue character creation guidelines, apart from the 7-core-clans etc?

    I'm just going to keep the players limited to the core seven clans and have them be Neonates (they cannot be embraced prior to 1950) but otherwise allow for unique concepts even if they don't fit the conventional clan stereotypes.

    Leave a comment:


  • JezMiller
    replied
    1992... the year I discovered Masquerade in a shop on... Corrine Drive, I think it was... in Orlando, when I was on vacation in America. They'd just published the second edition. Within three months of getting it I'd hoovered up every Masquerade supplement I could lay my hands on - there were still RPG stores in Southampton back then.

    I prefer V20 as a rule set because of things like the Gangrel and Tremere weaknesses, but I much prefer the 1st/2nd edition setting. This sounds very interesting! Are you going to issue character creation guidelines, apart from the 7-core-clans etc?

    Leave a comment:


  • nunboi
    replied
    That's the one! I tried to do the Montreal thread but life ruined that

    Leave a comment:


  • Camilla
    replied
    Originally posted by nunboi View Post
    Oh also, some years back there was a great deep dive into the 1st ed setting, via it's By Night's book, over on the rpg.net forums. If you're looking for ideas or a great read, I'd def check it out.

    I've read that thread, it is awesome. If I remember correctly, it's "Let's Read Chicago By Night" and it was awesome.

    One of the few good things to come out of RPG.net in a long time.

    Leave a comment:


  • nunboi
    replied
    Oh also, some years back there was a great deep dive into the 1st ed setting, via it's By Night's book, over on the rpg.net forums. If you're looking for ideas or a great read, I'd def check it out.

    Leave a comment:


  • Camilla
    replied
    Originally posted by nunboi View Post
    This is an awesome concept. While I'm not down to play, I'm totally interested in discussing it - I LOVE the purity of vision in 1st ed; hell the Chicago style leadership structure wasn't even a given, let alone how rigid it would get in Revised.

    If I have one suggestion, it's to use the original system but remove variable target numbers + numbers of success as your success metric and go with a static target of 7 and difficulty being an increase in the number of successes needed (ie the Aeonverse style), it's the smoothest way to run things,

    I could totally work with that modification to the rules.

    Leave a comment:


  • nunboi
    replied
    This is an awesome concept. While I'm not down to play, I'm totally interested in discussing it - I LOVE the purity of vision in 1st ed; hell the Chicago style leadership structure wasn't even a given, let alone how rigid it would get in Revised.

    If I have one suggestion, it's to use the original system but remove variable target numbers + numbers of success as your success metric and go with a static target of 7 and difficulty being an increase in the number of successes needed (ie the Aeonverse style), it's the smoothest way to run things,

    Leave a comment:


  • Camilla
    replied
    I am leaning more towards 1e mechanics solely because I've been reading up on them more.

    Leave a comment:


  • Nicolas Milioni
    replied
    It's your decision,i'm fine with both

    Leave a comment:


  • Boneguard
    replied
    1st ed mechanic had a few things that got lost over the years, especially how some discipline work, I wouldn't mind using those for nostalgia sakes.

    Leave a comment:


  • Nicolas Milioni
    replied
    Originally posted by Camilla View Post


    I was thinking of using V1's rules, but I am open to the idea of using the more accessible V20 rules with V1 fluff.
    Using v20 rules would be more pratical i think,just to mend some things

    Leave a comment:


  • Camilla
    replied
    Originally posted by Nicolas Milioni View Post
    Are we using 1e mechanics as well as the setting,or are we using the most complete mechanics of future editions?

    I was thinking of using V1's rules, but I am open to the idea of using the more accessible V20 rules with V1 fluff.

    Leave a comment:


  • Nicolas Milioni
    replied
    Are we using 1e mechanics as well as the setting,or are we using the most complete mechanics of future editions?

    Leave a comment:


  • Camilla
    replied
    Originally posted by Boneguard View Post

    Now to remember what was around in 1992 when I was 16-17 years old (grade 11 was such an interesting year).

    I was born in 1993, so I'm just going on what I have read about those days or what I learned from my parents and uncle.

    Leave a comment:

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