I have to admit I’m also slightly disappointed by the uncoordinated, disjointed nature of what we’ve seen so far. It has the loose, “toolkit” feel of the early first edition CoD games. I prefer the tighter, more focused feel of the 2e revisions, so this feels like a step backwards. Beast had the same problem. (It’s not the ONLY problem Beast had, but let’s not get into that right now.)
I realize the dilemma the designers were in — they have twelve different game lines to coordinate, and finite time and resources (and page count!) with which to do so. Not to mention that each game has its own distinct themes and its own perspective on the common setting. It’s very difficult to do full justice to all of them without someone feeling left out. “Mage Supremecy” (or whatever) works for a book in the Mage line or a campaign where most PCs are mages, but if you try to apply it on a larger scale... well, there’s a reason why WoD fandom at its height was so prone to crossover-related flame wars, and why earlier CoD development took such a cautious attitude towards the issue. But you can’t be all things to all people, and at some point you’ve got to decide where to focus your attention.
I may be too pessemistic. We’ve still only seen a few short previews of the book, and it’s quite possible things will really start to click when we get more context. Even in the worst-case scenario, I’m sure there’ll be plenty of interesting material to borrow or adapt to my own games. But what we’ve seen so far doesn’t grab me quite as hard as I was expecting.
(I was harping about the Introduction earlier because, in my experience, that’s the best place for the “elevator pitch.” You know — “He’s a vampire, she’s a werewolf, they fight Cronenbergian mutants created by a mysterious virus!” Not necessarily a detailed summary, but something that gives first time readers a concrete idea of what to expect. Right now, the Contagion Chronicle doesn’t really HAVE that. I’d be a lot more confident if it did,)
I realize the dilemma the designers were in — they have twelve different game lines to coordinate, and finite time and resources (and page count!) with which to do so. Not to mention that each game has its own distinct themes and its own perspective on the common setting. It’s very difficult to do full justice to all of them without someone feeling left out. “Mage Supremecy” (or whatever) works for a book in the Mage line or a campaign where most PCs are mages, but if you try to apply it on a larger scale... well, there’s a reason why WoD fandom at its height was so prone to crossover-related flame wars, and why earlier CoD development took such a cautious attitude towards the issue. But you can’t be all things to all people, and at some point you’ve got to decide where to focus your attention.
I may be too pessemistic. We’ve still only seen a few short previews of the book, and it’s quite possible things will really start to click when we get more context. Even in the worst-case scenario, I’m sure there’ll be plenty of interesting material to borrow or adapt to my own games. But what we’ve seen so far doesn’t grab me quite as hard as I was expecting.
(I was harping about the Introduction earlier because, in my experience, that’s the best place for the “elevator pitch.” You know — “He’s a vampire, she’s a werewolf, they fight Cronenbergian mutants created by a mysterious virus!” Not necessarily a detailed summary, but something that gives first time readers a concrete idea of what to expect. Right now, the Contagion Chronicle doesn’t really HAVE that. I’d be a lot more confident if it did,)
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