Keevan_Colton wrote:Iceberg wrote:Of course, the White Wolf system has its own class structure, which is actually far more restrictive in terms of character conceptualization and development than the job-based class system of D&D3E/Star Wars d20, and light-years more restrictive than the attribute-based class system of d20 Modern (wherin "classes" are more like loose descriptors of a character - like Strong Hero, Fast Hero, Smart Hero).
Meanwhile, White Wolf games have class descriptors like "Brujah are rebels," "Malkavians are insane," "Ventrue are politicians," "Tremere are duplicitous," "Cultists of Ecstasy are pleasure freaks" (you get the idea).
Of course, the Cult of Ecstasy got a bit more depth in Mage Revised. Now they can be pleasure freaks or pain freaks.
Though these are general archetypes, they are not rules....want me to start quoting some of the books? You've a lot more freedom than in the WotC systems to create the particular character you want,
A few lines in the fat book, compared to an entire skinny book devoted to how to properly play a member of X splat.
I kind of prefer the "here's what you can do, now show me who you are" approach.
you could be completely different from the sterotypical member of a particular clan, or if you wish have no clan at all.....
In which game? Certainly not in Vampire (you must be of either a clan or Caitiff). Definitely not in Changeling (EVERY Changeling is a member of some Kith). Sometimes in Mage. Not in Wraith. I don't have enough experience with Werewolf or Hunter to say for sure in those games, but I doubt it there, too.
BTW, I enjoyed Changeling. It was the one WoD game I thought didn't utterly suck. So of course, White Wolf deep-sixed it.
the clan sterotypes are just suggestions aimed as much at the person running the game for figuring out the world as for the players to use.
The archetype is put in the book in very explicit terms. Do you want
me to start quoting some of the books? The splatbooks, even? White Wolf splats are laid out with very explicit expectations as to how a character made from that splat "should" be played, and while it's certainly possible to play a character in that splat who's atypical (I once played a very sophisticated Brujah whose willpower was high enough that he never,
ever Frenzied), the level to which the two-page writeups and splatbooks explicate the typical behavior of a character makes it unnecessarily difficult to define a character in contraposition to the splat's desired archetype.
Clans in Vampire are even more heavily archetype-dependent than is typical for a splat.
All that a D&D class really tells you is a character's job. A "4th level fighter" tells you that the character is an experienced adventurer who is an expert with weapons. But which weapons? What does that say about his (or her) personality? Why did he (or she) become a fighter, as opposed to a rogue or a wizard? These are questions that you can't answer from just knowing the character's class. But in White Wolf, you DO know a great deal about a character's personality by asking which splat he/she belongs to.
Telling you that I'm a computer engineer tells you absolutely nothing about my personality. All it tells you is what I do for a living. That's what a class should be - it's what you do, not who you are.
*mutters a bit* Its only since 3rd Ed, where they've moved to a hybrid skills/class system that this has begun to be addressed.
Actually, 2nd edition + Player's Option was far more flexible than you seem to think. Confusing as fuck when you were starting out with it, but quite flexible once you got used to it.
Your comparision of clans to classes is flawed...a better comparison would be to races......lets see....
Elves are nimble
Dwarves are tough
Halflings are happy
Favoured classes anyone?
I'm talking of splats in general (and don't get snippy with me, I've played Vampire, Mage, Changeling and Wraith, I know enough about White Wolf to know what I'm talking about). In general, splats tend to be a bizarre cross of class and race. And almost always couched heavily in terms of "X nearly always possesses trait Y."
As for the job thing....that's just it.....a person isnt thier job....your character should be a reflection of thier intrests, personality etc....otherwise it isnt roleplaying its a war game of some sort.......
No, a person ISN'T their job. And that's an argument against
Storyteller (where to a great degree, your personality IS dictated by your splat, either by agreement with or contradiction from the established sterotype), not against D&D (where there very explicitly
is no stereotypical personality associated with a given class).
White Wolf: To Pretentiously Do What Many Have Done Before.