Originally posted by Spencer from The Hills
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You're right that there's a difference but it's not practically as big of a difference in the context of the games as much as how much WtA tended to put everything spirit related as Theurge business. Even though nothing says that Ragabash aren't supposed to trick spirits, and Ahrouns aren't supposed to fight them, the Auspice Gift lists in WtA have always defaulted to "spirit = Theurge Gift" over what the Gift actually does. If you want a Ragabash that has any special edges in stealth or trickery against spirits, you better hope your Breed or Tribe list helps. Etc.
Originally posted by Nicolas Milioni
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Originally posted by Nicolas Milioni
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If you're the owner of your own RPG company, and you're working on your own personally owned RPG, and you're taking the role of creative lead? Have a blast and do whatever you want.
If you're an employee of a company... you have to keep your bosses happy with what you're doing (Justin does, in fact have a greater-than-zero obligation on this). If your employers don't think what you're doing is best for the product, they can fire you. A creative lead is also a leadership position, which requires constructive work with other members of the W5 team and the ability to take in input from them that sometimes they might come up with something that's better than what you initially thought would be best. Treating your team - who are generally going to be creative people in their own right - like they only exist to put your ideas to the page is not a good thing for a management position.
If you're working on an established IP, especially an RPG where you're stuck with a mechanical framework that you didn't help design, you have all sorts of forces pushing and pulling you in different directions; and many of them will have a valid point. While a creative lead needs to be able to endure this and fight for their vision, they ultimately need to also have a vision that can sell to an audience that has strong preconceptions about the game.
Lots of RPG designers in Justin's position have talked (generally well after a game was published) about the compromises they made over what might have been their personal desires for a game, vs. what they felt was the best thing to do for the game within a larger context (being a later edition of a long running franchise, making sure there's consistency between the mechanical core basis of different games in the same line, etc.). So yeah, if I was in Justin's shoes, I would think it would be extremely important to balance my personal feelings for what's best for the game, what my bosses think, my coworkers think, and what the existing fans think.
Originally posted by Nicolas Milioni
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Justin's job is to make me want to buy this game (which I admit, after V5 Sabbat and H5, he has made the bar for me wanting to read a WoD5 book let alone buy one very high). "Justin's vision for WtA," is not something I actually value on its face. I say this as someone that's had extensive public and private conversations about the WoD with him back in the early WW Internet days.
In the early 00s, Justin was super unpopular with the WtA fans (and not just on things like the forums, the big WtA LARP groups regularly derided him for things he said about WtA). While he didn't earn the same animus with the CofD fans, he's associated with the weakest era of the CofD books, because he wanted the CofD to be more of a direct reboot of the WoD. A lot of CofD fans credit Ethan Skemp (yes that public rivalry continued on after the ToJ books) with saving the CofD because he was the one that shepherded in Changeling the Lost 1e and massive sway people towards seeing the CofD as a parallel thing to the WoD instead of a replacement. That was when the CofD, seeing how wildly successful CtL was, shifted gears from "reboot the WoD" to "do something different with the same core premise."
I'm willing to be open minded. But I can also only react to the information I have. I have my experiences as a consumer of Justin's older work, my direct interactions with him, and what he's posted on the WoD blog and his social media.
So far we have seen nothing that's designed to excite people that want to hear more than "WtA but on the V5 rules engine." He's also said a lot of things that feel like red flags to those of us that had negative experiences with his work while having a leadership role in the oWW and CCP days.
If my open mind gets filled with negative impressions... that's what my responses are going to be. If Justin, and this is part of his job, wants to see more positive discussion of the game, he should be releasing more information that's, well, something to get excited about. The previews so far have been very light on context or examples. If Justin posts something with some actual meat to it, and I can say, "I might not buy W5, but that looks like it'll be good for people that do," I'll say it. If he's going to post about how happy he is to get a fart joke out of the game... well I've said how I feel about that.
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