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Development Info Bloodlines 2 Dev Diary #3: Tabletop to Desktop - Vampire: The Masquerade V5 and Bloodlines 2

Infinitron

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Tags: Hardsuit Labs; Paradox Interactive; Rachel Leiker; Vampire: The Masquerade - Bloodlines 2

Paradox and Hardsuit have published another Vampire: The Masquerade - Bloodlines 2 dev diary over at the game's official forum, rather sooner than anticipated. This time the author is lead UI/UX designer Rachel Leiker, who describes how Hardsuit adapted certain aspects of the latest edition of the Vampire: The Masquerade tabletop ruleset. It's sort of a recap of some things she mentioned in an interview session with IGN last week, I think. Here's an excerpt:

Rachel Leiker from Hardsuit Labs here to bring you some tasty treats about the development of Vampire: The Masquerade - Bloodlines 2! Today I’d like to speak to something we get asked quite frequently – How do you translate a tabletop RPG into a first-person video game? Well, it takes a lot of blood, sweat, and tears. Mostly blood. Actually, it’s pretty much all blood.

When we first began work on Bloodlines 2, Vampire: the Masquerade Edition 5th (V5), the latest tabletop version of the game, was also in development. We were able to work closely with the V5 team to co-develop a lot of the systems you see in both games. The process was very interesting from a developer perspective because we wanted to maintain the tone and freeform nature of the TTRPG (tabletop RPG), but there were many challenges to get it to work on a digital platform.

The first Vampire the Masquerade: Bloodlines was a very true and accurate representation of the pen and paper version at that time. Many of the systems and designs were direct translations pulled from the core rulebook. For Bloodlines 2 we were less interested in a one-to-one implementation of systems in the tabletop version and more interested in what lies at the core of those mechanics – Being a Vampire.

Ka’ai outlined it perfectly in his previous post about the design pillars - there should always be a sense of supernatural power. How this is expressed mechanically is up for interpretation. We worked on really getting down to the nitty gritty of what that means and then set out to build it in a digital format.

One of the first things we worked on with the V5 team was Resonance, created to emphasize the “you are what you eat” part of feeding. Blood is great as a resource, but Resonance incentivizes feeding as more than just Hunger management and makes it more strategic.

Certain types of Resonance give certain benefits and buffs in both games and is a huge part of the hunting and feeding cycle. But finding and feeding on specific Resonances in V5 is a fundamentally different experience than in Bloodlines 2, and for very good reasons.

In the tabletop game, Resonance type can be determined by a skill check against a character Advantage or by physically tasting the blood. There are 4 types of Resonance (for humans...) and 3 levels of strength depending on the victim’s emotional state (Temperament). An amount of Resonance may be gained via feeding, in the cases where there is an extreme amount of Resonance, a Dyscrasia, or clot, is formed. This Dyscrasia acts as an immediate buff to the Vampire and is determined by the storyteller to serve specific needs (I’m simplifying a lot here, if you’d like more information, check out p.227 in the V5 corebook). There is a lot of flexibility and on-the-fly numbers rolling for the tabletop version, which works well for that format, but can be cumbersome when applied to a video game.

In Bloodlines 2, our Resonance system is expanded to 5 types and several different levels of strength. Delirium, Desire, Fear, Pain, and Rage are all emotions that can be discovered and devoured in the game and act as a secondary XP to unlock and activate Resonance-specific buffs, or Merits. The Resonance and Merits in Bloodlines 2 are more rigid in their implementation, but they allow players to quickly hunt for and manage the resource throughout the game.

Another example of applying tabletop systems in a video game world are the Thinblood disciplines developed for Bloodlines 2. We chose the playable Clans in the game because they most closely resembled typical player archetypes – Brujah = Fighter, Tremere = Warlock, Malkavian = Paladin (just kidding, Bard) - they are familiar enough that most players will immediately identify with one Clan based on their playstyle even if they are not familiar with Vampire: The Masquerade. Thinbloods were something of a challenge because at the beginning of the game players don’t choose to become a Thinblood, it is foisted upon them and discovering why is the crux of the story. We had to somehow give players some say in their situation in the form of Thinblood Disciplines.

The three Thinblood Disciplines – Chiropteran (Affinity to Bats), Nebulation (Mist Form), and Mentalism (Telekinesis) have mostly traversal and defensive applications. Thinblood Alchemy in V5 is much the same way – Thinbloods are at the very very bottom of the food chain, so survival is the number one priority. We maintain the core feeling of what it means to be a Thinblood and use those powers but make it more video game friendly by expressing it in familiar ways. Who doesn’t want to glide across the Seattle skyline, travel as mist with the wind, and move objects without touching them?
Next stop for Bloodlines 2 is Gamescom and PAX West, I guess.
 
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Not gonna lie, the more I read/see about this game, the least I can manage to pretend any optimism about it.

Also, I have to admit that despise my love for Bloodlines I've never been too familiar with the source material, so here comes the question: did Bloodlines give me the wrong impression about what "Thin-bloods" are actually capable of, or is it actually that these "basic" powers don't match the original lore at all?

EDIT- Infinitron, what do you need a "citation" about, exactly?
 
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Max Edge

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Tags: Hardsuit Labs; Paradox Interactive; Vampire: The Masquerade - Bloodlines 2

We chose the playable Clans in the game because they most closely resembled typical player archetypes – Brujah = Fighter, Tremere = Warlock, Malkavian = Paladin (just kidding, Bard) - they are familiar enough that most players will immediately identify with one Clan based on their playstyle even if they are not familiar with Vampire: The Masquerade.

Tremere are wizards (very elastic with magic), and Malkavian are warlocks (curses + physical traits).
 

KeighnMcDeath

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Not gonna lie, the more I read/see about this game, the least I can manage to pretend any optimism about it.

Also, I have to admit that despise my love for Bloodlines I've never been too familiar with the source material, so here comes the question: did Bloodlines give me the wrong impression about what "Thin-bloods" are actually capable of, or is it actually that these "basic" powers don't match the original lore at all?

EDIT- Infinitron, what do you need a "citation" about, exactly?
For the short just look at the fansite wiki.

I wasn't a big player of white wolfs stuff as i was into TSR and couldn't bump out extra cash.
 
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Not gonna lie, the more I read/see about this game, the least I can manage to pretend any optimism about it.

Also, I have to admit that despise my love for Bloodlines I've never been too familiar with the source material, so here comes the question: did Bloodlines give me the wrong impression about what "Thin-bloods" are actually capable of, or is it actually that these "basic" powers don't match the original lore at all?

EDIT- Infinitron, what do you need a "citation" about, exactly?
In VtM: Bloodlines you actually weren't a thinblood, I think you were a bog standard (with a twist, but still) 13 gen vamp. As for thinbloods, PC meets them at the beach at Santa Monica. The prophet girl, the surfer boy, and the stuttering guy. Thinbloods in the setting were one of the many signs of the upcoming Gehenna, and thus shunned and feared, but also despised, because generally they were very weak. But in the rulebook "Time of Thin Blood" authors gave munchkins quite a powerful ability - the ability to create their own disciplines. Which can led to quite OP characters, if coupled with a successful diablerie and a stupid Storyteller.
LkFMFup.png
 
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Joined
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In VtM: Bloodlines you actually weren't a thinblood, I think you were a bog standard (with a twist, but still) 13 gen vamp. As for thinbloods, PC meets them at the beach at Santa Monica.
I absolutely never suggested or implied you were. And yes, the second point is precisely what I was referring about.

Thin-Bloods were also described as extremely weak, sometimes to the point of barely qualifying as vampires at all. It is even said that some of them can have children or survive the sunlight. How it is that in this sequel they start by default with particularly fancy and mystical vampire powers? And three of them on top of that.
Seems like a slap in the face of their very own setting in term of internal coherence.
 
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In VtM: Bloodlines you actually weren't a thinblood, I think you were a bog standard (with a twist, but still) 13 gen vamp. As for thinbloods, PC meets them at the beach at Santa Monica.
I absolutely never suggested or implied you were. And yes, the second point is precisely what I was referring about.

Thin-Bloods were also described as extremely weak, sometimes to the point of barely qualifying as vampires at all. It is even said that some of them can have children or survive the sunlight. How it is that in this sequel they start by default with particularly fancy and mystical vampire powers? And three of them on top of that.
Seems like a slap in the face of their very own setting in term of internal coherence.
As I said, even in Revised edition they could make their own disciplines, in 5th edition they can do that and more.
vNFWTpK.png
IMO, the answer to your question is part 5th edition stupidity, and part artistic license nonsense, to make player feel good and relatively powerful from the beginning.
 

Tao

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And "special" per se. You are just not a Vampire but an even more rare snowflake: a thinblood. (even tho they are supose to be a lot of them now(?))
 

Max Edge

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And "special" per se. You are just not a Vampire but an even more rare snowflake: a thinblood. (even tho they are supose to be a lot of them now(?))

Acording to math? Yes. Acording to feels-mary sue-vapire-emo creators and core players? No.
 
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Thin bloods can have unique disciplines, so there's nothing wrong with the PC gaining unusual powers. The real issue is how they handle the diluted blood pool a thin blood has. In any brute strength contest, a proper vampire would mop the floor with a thin blood, since the thin blood simply cannot afford multiple uses of their super special powers, no matter how great they are. That's not even considering the harsh power cap placed on all thin blood disciplines, which I don't think the game considers at all.
 

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Thin bloods can have unique disciplines, so there's nothing wrong with the PC gaining unusual powers. The real issue is how they handle the diluted blood pool a thin blood has. In any brute strength contest, a proper vampire would mop the floor with a thin blood, since the thin blood simply cannot afford multiple uses of their super special powers, no matter how great they are. That's not even considering the harsh power cap placed on all thin blood disciplines, which I don't think the game considers at all.

They'll probably just have Caine show up and use some of his "plot device" disciplines to make you stronger.

That or a spot of diablerie.
 

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