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Indeed. The problem with NPC generated conflict is its inherent predictability and the fact that NPCs don't log off, get tired, run out of resources or otherwise get discouraged.
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Well I can confirm in all my NWoD gaming I have only ever seen 1 dramatic failure. This way of doing things gives the player agency over their own mishaps and bad choices.
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I like the fact that Dramatic Failures are now the players going 'Well, that roll failed. This looks like a nice dramatically appropriate time to turn it into a big moment' instead of just the Random
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I think what we will see is that Requiem will be distilled down and have newer systems that make it more distinct. Rules wise this shifts NWoD, away from more classic old school rpgs into the realm of
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I totally agree there is a happy middle ground to be found. To 'easy' or lack of conflict and it looses interest. Everyone killing everyone else with no rhyme or reason and the entire game is nothing
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My reply to this is simply "about time". I never felt nwod was it's own entity but a spin off of owod for the fact it recycled far to many concepts and names for the original. Even Russel Baily
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Yeah, that's not the kind of powergaming I worry about. It's the “Ha! SUK IT!! I hav 16 moar bl00dz thn U!” variety. And that goes double in tabletop games...
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This is a link for photoalbum from fanfest. One or two of the pictures shows "combo moves" in the big screen. https://picasaweb.google.com/104768265135219212499/WorldOfDarkness
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