Justin Achilli

Month: September, 2011

The Grand Masquerade: Succubus Club Playlist

Hey, gang:

Here’s a list of the tracks I played at the Succubus Club at the Grand Masquerade this year. It’s in alphabetical order instead of chronological, because I didn’t have enough room at my table to keep a list. I simply used the awesome power of my mind to remember what I played (okay, okay, my mind power isn’t so awesome that I remembered what I played in sequential relation to what else), so I just alphabetized the whole thing. I was specifically going for a “classic” Vampire sound to commemorate the 20th Anniversary Edition, but I mixed a few newer pieces into the set. Enjoy!

  • A Flock of Seagulls, “Wishing”
  • Aiboforcen, “Twilight World”
  • And One, “Body Company”
  • Apoptygma Berzerk, “Burning Heretics” (Gothic Version)
  • Apoptygma Berzerk, “Kathy’s Song” (Beborn Beton Remix)
  • Bigod 20, “Like a Prayer”
  • Bigod 20, “The Bog”
  • Bruderschaft, “Forever” (Kombinat Remix)
  • Combichrist, “Get Your Body Beat”
  • Covenant, “Dead Stars” (Club Mix)
  • Crystal Castles f/ Robert Smith, “Not In Love”
  • Dave Gold, “Enjoy the Silence”
  • David Guetta f/ Nicki Minaj & Flo Rida, “Where Them Girls At”
  • Deadmau5, “Moar Ghosts n Stuff”
  • Echo and the Bunnymen, “Lips Like Sugar” (Way Out West Remix)
  • Eric Prydz, “Pjanoo” (Afterlife Remix)
  • Eurythmics, “Sweet Dreams” (Steve Angello Bootleg)
  • Fischerspooner, “Infidels of the World Unite”
  • Front Line Assembly, “Mindphaser”
  • Gerard McMann, “Cry Little Sister”
  • Godhead, “Bela Lugosi’s Dead”
  • Good Charlotte, “I Just Wanna Live”
  • Icon of Coil, “Pursuit”
  • Imperative Reaction, “Surface” (Shok’s Zeitmahl Remix)
  • In the Nursery, “A Rebours (Against Nature)”
Rotersand & Kamara, “Social Distortion”
  • Javi Reina & Alex Guererro f/ Sandra Criado, “Running Up That Hill”
  • Joy Division, “Love Will Tear Us Apart Again”
  • Lady Gaga, “Judas” (Hurts Remix)
  • Lady Gaga, “Judas” (R3HAB Remix)
  • Ladytron, “Black Cat”
  • Ladytron, “Destroy Everything You Touch”
  • Linus Loves f/ Sam Obernik, “Stand Back”
  • LMFAO, “Party Rock Anthem” (Kim Fai Remix)
  • Martin Solveig f/ Dragonette, “Boys & Girls” (Extended Mix)
  • Martin Solveig f/ Dragonette, “Hello” (Bassjackers Remix)
  • Metallica, “Enter Sandman” (Dirty Funker Vocal Mix)
  • MGMT, “Kids” (Soulwax Remix)
  • Mr. SOS, “Welcome to the Future” (Chew Fu’s Bionic Remix)
  • Neon Trees, “Animal” (Smash Mode Remix)
  • New Order, “Blue Monday” (’88 12″ Version)
  • Nine Inch Nails, “Closer”
  • Nitzer Ebb, “Shame” (Flood 12″ Mix)
  • Revenge, “Pineapple Face”
  • Sisters of Mercy, “Lucretia My Reflection”
  • SITD, “Hurt”
  • Skinny Puppy, “PolitikiL”
  • Sohodolls, “My Vampire”
  • The Cult, “She Sells Sanctuary”
  • The Smiths, “How Soon Is Now?”
  • The Sounds, “Tony the Beat”
  • The Vampire Orchestra of New Orleans, “Bad Things” (String Arrangement)
  • VNV Nation, “Chrome”
  • VNV Nation, “Verum Aeternus”
  • Wolfsheim, “Once in a Lifetime” (Extended Mix)
  • Woodkid, “Iron” (Gucci Vump Remix)
  • Xymox, “Obession”
  • Yaz, “Situation” (Richard X Remix)
  • Yeah Yeah Yeahs, “Heads Will Roll” (A-Trak Club Mix)
  • LAST SONG: Queen f/ David Bowie, “Under Pressure”

Gameplay: Proactive and Reactive

I have long maintained that Vampire is a proactive game, as opposed to a reactive game. In a reactive game, the GM pits the players against a specific situation. The old man comes to the tavern, gives the PCs a map, and off they go to plumb its depths. In a proactive game, however, the players’ characters have their own goals, and much of the game tale revolves around their seeking to accomplish their agenda. Certainly, there’s room (and some would argue necessity) for a Storyteller to interject defining thematic moments and events, but much of the play is directed by the wiles of the character. It’s reasonable, in Vampire, to say, “The Prince wants to know who strangled his ghouls during the Michaelmas riots? I don’t care. My Brujah union delegate would rather continue undermining the Ventrue power-grab happening at Tammany Hall.”

That’s a great recipe for creativity, especially for those troupes that understand that gameplay is a shared creative experience. When the players and the Storyteller work together to create a compelling chronicle, the results are engaging for both sides of the ST screen.

In practice, though, I’ve observed that sometimes a player needs a bit of a “push” in order to start forming an agenda for her character. Many games tout a wholly open-ended experience. “You can do whatever you want!” seems like a great pitch, but in reality, it often confounds the player with the paradox of choice. If I can really do anything I want, how do I narrow down my options to refine my character concept?

(The other side of the paradox of choice, of course, is the illusion of choice. I still have a dismissive opinion of Aion, for example, because I watched one of their web videos that told me I could do whatever I wanted in the world and then promptly couched my opportunity in the terms of the DPS-Tank-Healer paradigm used by every other MMO. And you can’t change any of the world through your actions, so provided your definition of “do whatever you want!” is do what you can already do in every other game and have none of it result in anything of significance, well, you’re golden.)

Gaining control of an abstracted resource — becoming Prince or Primogen or acquiring Influence in Vampire — is a game objective that becomes more valuable as the context of the game and story develops.

This is where I think the roles of the clans has been one of Vampire’s greatest assets. This past weekend at the Grand Masquerade, my table at the Antediluvian dinner spoke a bit about this very concept. The clans are like social classes: They help define what I’ll be doing in the game, but they’re defined by the Kindred who constitute them, not their role in a gamist party dynamic. They’re families, not occupations. I can play them to type or against type and always use them as a sort of template, but I never have to be defined by the template. They’re character shorthand, and I can play my entire unlife as a clan member in the terms they present, or I can individualize and characterize beyond them if I choose.

Compare this to, say, the first edition of Wraith, which didn’t provide a role or concept for characters to adopt. It did so very broadly: You can belong to the Hierarchy, Renegades, or Heretics, but those are purely social constructs and more setting elements than direct objectives. When Rich Dansky did his revision work for the second edition of Wraith, he turned up the importance of the guilds, which provided a much-needed sense of direction for the players. It helped define what the game was about. It provided and extremely important context and a statement of the game’s essential experience.

Big score is an easily understood reactive model, since the players are in direct competition. Each reacts to the other's degree of success by trying to trump it.

In the transition to video games, this is still a critical piece of gameplay. In many games, it’s absent because the player’s role is wholly defined. You don’t need a guild or clan in Words With Friends, for example, because that’s not what the game’s about. The choice is moot in World of Warcraft, by comparison. Whether Alliance or Horde, you can still be a warlock or rogue and you’re only picking avatar options as a subset of team. WoW defines the gameplay experience by class, however, and likewise doesn’t allow actions to affect the world, which makes the essential experience how you’re killing the monsters, not whether you’re killing the monsters or to what end. WoW and Words with Friends and D&D are reactive — here’s what you’re going to do. Here are your letters or your quest, now hop to it! It’s a directed gameplay in which the essential experience is immediately available to the player, and “figuring out the world” isn’t part of the loop.

When you play Vampire, though, “figuring out the world” is part of the game, as is figuring out how to leave your character’s signature mark on it. It’s a good dovetail of gameplay and setting, since there’s a lot the player doesn’t know at the beginning of a chronicle and horror as a genre thrives on the unknown.

It’s also interesting to note there that the reactive games mentioned above are industry leaders in their comparative segments. By comparison, Vampire has always represented itself as an alternative to the mainstream type of game in its medium — and it maintained an impressive second-place position based on that variant in the essential tabletop roleplaying game experience.

In contrast, casual and social games thrive on reactive designs, because by not forcing the player to make those decisions, they can get directly into the objective-driven play. Play a round, take your turn, have a ten-minute session and you’re done until you choose to return. It’s the play transaction that partially defines the success of the model.

First Level Deserves to Be Cool

You know what I want to fight at first level? This:

 

Stalinist Ethernaut Nosferatu Space Heretic Tyrant Demon whatever, she has four hit points.

There’s no reason this shouldn’t be an exciting encounter. As I’m learning to use the UI or as I’m climbing the bildungsroman ladder or as I’m using the “lite” version of the system, it should be just as exciting as consuming the top-tier content or playing the advanced rules.

Where did the idea take root that low-level play has to be lopsided, stupid, or insulting? At what point was it decided that killing a rat was an adequate challenge for a hero in the early stages of his legend? Why do I have frayed pants?

Players deserve better. A game should consist of concentrated kick-ass at every point of entry and participation. There’s no benefit to parceling it out only for the elite or accomplished, and you’re less likely to retain the average player if you treat him like a rat-thwacking farmbound hobo numbskull.

This is class warfare! First level belongs to the people.

Usage Patterns Change

Blood Botch

One of the development principles that I’ve always held close to my keyboard is the idea that a setting and system are like peanut butter and jelly. You can have one without the other, but when they blend, the result is unique. When I had the chance to get my hands dirty with the 20th Anniversary Edition of Vampire: The Masquerade, that was the guiding beacon for the systems development.

Storyteller has never been a flawless system, certainly. Its strengths were that it was easy to learn, easy to use, and gave lots of room for fiat decisions that let the story return to the fore. To that end, it really is an ideal system for Vampire and the other World of Darkness games. With all of the emphasis the World of Darkness places on the story, having a system that’s easy to use and discard is a very string symbiosis between setting and rules.

"You definitely see something up there. Probably some kids going camping for the weekend." Welcome to Botchville, population: You.

That’s why, when working on system revisions, the point was to clean up and streamline the existing rules rather than to “fix” anything or rewrite it wholesale. As I was watching the feedback form the open development process, I saw a lot of very interesting comments, many of which were along the lines of (paraphrased), “Weird an fluky results belong in Vampire and are part of the classic experience.” That was remarkable to see, but the more I worked on the systems, the more I agreed. Storyteller is a mostly smoothly curved system, with occasional probability spikes that make for high likelihood of the dice causing an unanticipated result. The botch rules are a prime example of this — so I kept them. I talked to Ethan, Eddy, a few other developers, Rich, and of course the players’ community and we were all in general agreement. For V20 to evince the “classic” play experience, I could tune the botch rules a bit, but I couldn’t replace or rewrite them.

Listen to any troupe tell tales of its past chronicles and you’ll inevitable have a handful of “…and I rolled a botch and it all went to hell from there.” The bum was a werewolf, the gun went off in the Kindred’s face, the Tremere went catatonic as something nether scourged his soul, or the Nosferatu drank the Prince’s ghoul dry.

Awesome! That’s the stuff that throws a Coen brothers-like wrench into a coterie’s plans. Those are the points where the expected course of play swerves wildly. And, for a horror game, what better way to cause a thrilling feel than to upset the tipping point of what these entitled vampires expect to have happen? Sure, they sometimes got goofy, but some troupes like that. At that point, it’s a Storyteller call whether to bring a bit of levity by playing to the laugh, or to have the botch signify a truly awful development. After all, “You regain your senses only to find the walls streaked with blood, the broken body of the senator’s eldest son crushed in your rigid embrace” is one of the hallmarks of the genre and game. The math behind the dice might not be the expected curve, but when have then Kindred been able to rely on what’s expected?

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