Originally posted by Garygeneric
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Tzimisce added all manner of twisted body horror monsters; from twisted animals and ghouls to multi-ghouls melted together into engines of death, to Blood Brothers and Revenants; to the mix along with being able to pull a Final Boss One-Winged Angel transformation on themselves.
Each of the add-on clans has its own shtick; assassins, illusions, necromancy, shadow, snake cultists, body-horror monsters; that expands the variety of opponents available beyond the basic PCs while still keeping the focus on vampires and not werewolves or mages or faeries or demons.
The move with a lot of add-on clans seems to towards stripping away a lot of that uniqueness for something that’s practically just a variant or hybrid of one of the original clans... Ravnos are now a mix of the Tories (presence) and Nosferatu (outcasts), Tzmisce are hybrid Ventrue/Gangrel, Lasombra are hybrid Ventrue/Tremere. The Bloodlines are basically just gone entirely minus a loresheet entry.
Frankly, if I were writing V5 and just wanted to do away with the Sabbat, I would have had the Beckoning/Gehenna War basically shatter them and have the survivors (who’ve decided the whole thing was a fool’s crusade) slide right into the Anarchs and be largely responsible for why they’re now more organized and militant (they were the original anarchs after all) and why the Camarilla is so intent on kicking anarchs out of the group. They still hold onto their old customs and a lot of their beliefs (the anarchs don’t require adherence to humanity), they’ve just mostly given up on the idea that they’re part of some holy crusade to kill the Antediluvians for the glory of Caine (though a good chunk would still look at Caine as an exemplar to be emulated)... it’s all about your pack and what’s best for it now.
This would give you varying degrees of Sabbat; from “-in-name-only” to varying flavors of “reform”
to “true believers just using the cover to rebuild” that individual players/tables could choose from for their campaigns. I’d also give the Anarchs the Assamite Sorcerers-in-exile for access to blood magic.
With that in play there’s no reason to throw the Brujah and Gangrel out of the Camarilla (though they certainly would have Anarch members, just as all the clans do) or a need fo shatter the Pyramid so the Anarchs can blood magic via the Tremere (they have the Assamites for it).
The Ravnos, Giovanni/Hecata and Setites remain independent as before.
Yeah, it’s not as “dramatic” as “kill half of your already diminished clan to join”, but frankly, I think the most interesting things in the game should be what the players’ characters are doing, not what various NPCs are doing/have done. I feel that less grandiose (but still significant) changes can keep the setting from being too static without making the PCs into passive observers of “the real important story” that the NPCs are up to.
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