Thebian:Why do you refuse to accept my explanation that I read the OWoD and NWoD books and found the former to have lighter rules than the latter?
Dreaminggod:I, however, took the third option...using the New WoD rules, and the OWoD metaplot...
Thebian: NWoD is certainly friendlier to crossover games.
Possessed:This comment is one of those that I never quite understood.
Zeev: Possessed:This comment is one of those that I never quite understood. While the cosmology thing is often part of it, most people are usually talking about the rules. In the oWOD, each game-line uses slightly different variations on the core rules, meaning you're often stuck with differences in core mechanics (if you re-roll a 10 from a specialty, do you re-roll 10s it rolls?) and powers that don't interact with the other groups well (My Discipline uses Humanity as a difficulty, what's your mage's Humanty?). Then you get weird things like how in WtA, spirits do Agg damage, but in MtA they do Lethal. Combine this with the effort it takes to mix the cosmologies and you get a lot of people turned off by the approach.
Thebian:Yeah, I see what you're saying there. NWoD is certainly friendlier to crossover games. I think for the creation of any individual character, there are a few more rules to deal with in NWoD. But when it comes to moving between gamelines, it's a far smoother ride at the core level. Of course, as an Ascension player crossovers aren't something I have to deal with very often :-). I like the idea that vampires that crop up in Ascension don't need to bear any mechanical resemblance to those that you might play in Masquerade. Or that mages in Masquerade need have nothing to do with mages from Ascension. NWoD covers that approach very well also in its supplements. The variant magic system in Witch Finders, for example, is fantastic - almost worth using as a core system for mages in its own right.
Zeev:Mr. Gone, First if this crossed the line in retreading, sorry.
Zeev:As to your point, I actually disagree. The existence of the WOD core book tends to increase the number of rules present in the supernatural core books, precisely because they have more space. Almost all of them invariably have rules that, in the oWOD would end up in supplements rather than core books.
Zeev: I would personally attribute the primary difference to core dice mechanics vs. secondary system mechanics. The oWOD has a much more complicate base dice scheme, by having variable modifiers to target number, total dice and total successes needed for the action, where in the nWOD everything goes into dice modifiers for the base dice scheme. The oWOD approach allows more simplicity in secondary systems (like say, combat or supernatural powers). Since you already have a good supply of variables to play with, you write up powers and tweak them simply by manipulating the basic dice system. Called shots in the oWOD are a simple trade off of one penalty modifier for bonus modifier on a different variable. The nWOD approach shifts the complexity more towards the secondary systems. There's only one variable to play around with. The more in-depth a given secondary system is, the more you see unique rules variations. Called shots in the nWOD are a penalty that can result in a selection of possible situational effects, rather than a simple trade off.