Arguably, the most significant change made to the VtM setting by V5 is the new take on Thin Bloods.
In many ways, TBs could be read as an altogether new species of vampire.
Generation is irrelevant to them, as catenating blood allows theoretically infinite reproduction. Clan flaws, being based on blood potency, spare TBs. TBs, in some ways, have no disciplines. In other ways can adapt on the spot to have all of them, as they tailor their diet to the situation. Their building block mechanic (merits/flaws) allow some to walk in daylight, appear human, or use the altogether new power mechanic of alchemy.
As new supplements are released, and new merits, flaws, and alchemy powers are introduced, the distinctiveness of TBs seems likely to grow.
Given the recent announcement of VtMB2, and the spotlight it gives TBs, are we transitioning into a setting in which TBs are the default pcs? Is the traditional schema of clan/generation/sect being slowly replaced by a broader, vaguer, more adaptable species of vampire? If there is a V6, V7, V8, and so forth, will the whole idea of a "clan" be obsolete? Will "Toreador", "Brujah", and "Ventrue" be relegated to the dustbin of history, or to roles as npcs? As elders are nerfed in the game, will the old elder/fledgling split which so permeated early editions shift to a TB/clan split? Does this all lead to a game whose main goal is to diablerize a "clanned" vampire, in a retread of Highlander's "there can be only one" motif?
Is this a slow-motion retconning away of the concept of "clan"?
Also, what are the best ways to integrate the new concept of TBs into your games? I'm not so much asking whether the TB changes were a good idea or bad idea, or how you would have done it. I'm asking, given where we are now in the game's publishing history, what do we do with canon Thin Bloods in our games?
Have you found the introduction of TBs to create any odd loopholes or exploits? For example, a TB with the bloodhound trait or the herd background can fine tune their disciplines to every encounter. Has this been a bug or a feature? Do you find it confusing for new players, who now need familiarity with all the level one powers, rather than just the ones they chose for their clanned vampire? ("First, I feed on a socialite so I sparkle at Elysium. Then, I feed on a cop and go fight the sabbat. After that, a business executive so I can wipe witness memories.")
Does the inclusion of daywalkers split the party too often?
How do you plan to handle clans' reactions to a TB "stealing" membership in the clan from a legitimate member? Ever the social darwinists, Lasombra and Tzimisce might be impressed enough with a diablerist taking down a clanmate that they welcome the upstart into their midst. Do we expect the other clans will do the same, given the personal ties most maintain? Even if the victim was a bitter rival of the surviving clanmates, the victim was still "one of us", not some rando off the street who got lucky. Will clans grudgingly integrate the upstarts into their social structure, or will a new, parallel clan develop for each?
In many ways, TBs could be read as an altogether new species of vampire.
Generation is irrelevant to them, as catenating blood allows theoretically infinite reproduction. Clan flaws, being based on blood potency, spare TBs. TBs, in some ways, have no disciplines. In other ways can adapt on the spot to have all of them, as they tailor their diet to the situation. Their building block mechanic (merits/flaws) allow some to walk in daylight, appear human, or use the altogether new power mechanic of alchemy.
As new supplements are released, and new merits, flaws, and alchemy powers are introduced, the distinctiveness of TBs seems likely to grow.
Given the recent announcement of VtMB2, and the spotlight it gives TBs, are we transitioning into a setting in which TBs are the default pcs? Is the traditional schema of clan/generation/sect being slowly replaced by a broader, vaguer, more adaptable species of vampire? If there is a V6, V7, V8, and so forth, will the whole idea of a "clan" be obsolete? Will "Toreador", "Brujah", and "Ventrue" be relegated to the dustbin of history, or to roles as npcs? As elders are nerfed in the game, will the old elder/fledgling split which so permeated early editions shift to a TB/clan split? Does this all lead to a game whose main goal is to diablerize a "clanned" vampire, in a retread of Highlander's "there can be only one" motif?
Is this a slow-motion retconning away of the concept of "clan"?
Also, what are the best ways to integrate the new concept of TBs into your games? I'm not so much asking whether the TB changes were a good idea or bad idea, or how you would have done it. I'm asking, given where we are now in the game's publishing history, what do we do with canon Thin Bloods in our games?
Have you found the introduction of TBs to create any odd loopholes or exploits? For example, a TB with the bloodhound trait or the herd background can fine tune their disciplines to every encounter. Has this been a bug or a feature? Do you find it confusing for new players, who now need familiarity with all the level one powers, rather than just the ones they chose for their clanned vampire? ("First, I feed on a socialite so I sparkle at Elysium. Then, I feed on a cop and go fight the sabbat. After that, a business executive so I can wipe witness memories.")
Does the inclusion of daywalkers split the party too often?
How do you plan to handle clans' reactions to a TB "stealing" membership in the clan from a legitimate member? Ever the social darwinists, Lasombra and Tzimisce might be impressed enough with a diablerist taking down a clanmate that they welcome the upstart into their midst. Do we expect the other clans will do the same, given the personal ties most maintain? Even if the victim was a bitter rival of the surviving clanmates, the victim was still "one of us", not some rando off the street who got lucky. Will clans grudgingly integrate the upstarts into their social structure, or will a new, parallel clan develop for each?
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