When the World of Darkness died …
A couple of years back I played in a lot of World of Darkness games. Everything started with “Vampire – The Masquerade”. The game was pretty new (at least to us) and in the beginning we had a small group of excellent roleplayers that enjoyed exploring the vampiric nature of their characters. We took great care in building atmosphere and everyone had a blast. When our GM opened the group for new players things started to go downhill. Especially when we had approx. 10 people sitting around the gaming table and when the player I always got in trouble with became Co-GM, I knew that the campaign had jumped the shark (at least for me).
Since I still enjoyed playing Vampire, I joined another gaming group and soon noticed that I jumped out of the frying pan into the fire. In my experience the old WoD games has always been prone to severe cases of Munchkinism but things get worse when the GM itself is a Munchkin. When every second NPC you meet is at least a couple of generations above you and either looks like the GM’s wet dream and/or what he/she would love to look herself, things get boring fast.
But the worst thing by far was, that in some campaigns I played in, there were more vampires in any given city than normal humans. *sigh*
Intrigue and politicking can be fun, but it definitely hurts the game when the party doesn’t get anything done because of the constant fighting between the group’s members.
I also played in a couple of Werewolf campaigns and a short-lived Mage campaign. But in the end I stopped playing World of Darkness games. It’s not that I didn’t like the premise of the world or the rules (although I think the current Storyteller rules are much better). Slowly I turned my back from World of Darkness games. In a way the WoD died for me a long time before White Wolf’s Time of Judgement.
Related posts:
You have a question about an existing or upcoming Stargazer Games product? Ask away! You want to know what we think about a recent development in the RPG industry? Send in your questions. You always wanted to know what we think about game X? Send us an email.


Thankfully we never really suffered to badly from that when we played WOD. We eventually got the to munchkin point in one campaign but we had been playing our characters for several years by that point so it was generally excepted that our characters would have been min-maxed by then. Thankfully the only time they seemed overpowered was when someone else played them in our absence. My vamp-blood loving 4th gen brujah was normally a geeky no friends computer hacker so it was very rare that his world ending combat skills got a run out. I miss that charater… It was always a good game when we helped out a vamp on a blood hunt and when he'd killed our target he didn't realise I'd already munched down on the target. I was really hard to kill thanks to some lucky lucky dice in those early games.
I always found the Werewolf games I played in to be very munchkiny though. Very little in the way of roleplay and a lot of combat junkies bent on getting the best attack dice pools.
<abbr><abbr>Bobs last blog post..March RPG Bloggers Carnival Roundup!</abbr></abbr>