J1M
Arcane
- Joined
- May 14, 2008
- Messages
- 14,737
Was reading parts of the VTM V5 book the other day, which reminded me how much I dislike thin bloods as a concept. Thematically, they are part of the half-vampire family, which always feels like a lack of imagination when it comes to how to handle the benefits and drawbacks of an undead character. And limited imagination when it comes to a bestiary.
In terms of game design though, here's why they are so awful.
1) The idea of the blood thinning over successive generations implies that eventually a vampire wouldn't be able to sire anymore. So it makes sense the last generation has a different rule or two. But the game already has this concept in the clanless Caitiff, those whose gifts are so weak they can learn any Discipline (slowly) and don't have a clan bane. A second set of special young vampire rules is redundant.
2) Since the designers want players to play as neonates, but players don't want to be the lamest vampire across all fiction, there's an absurd amount of design and book space dedicated to special thin blood rules. Special benefit and flaw tables, an entirely different magic system that can produce the effects of any other Discipline, story guidance about living among humans, and so on.
3) The greatest success a thin blood can accomplish is to commit the taboo of diablerie and graduate out of these rules into a standard character. The other obvious "thin blood win conditions" of reverting to human or banding together into an organization strong enough to petition for Camarilla clan recognition don't get any plot support.
4) The game presents the thin bloods as if they are a modern plague; a recent phenomenon. But under controlled ideal conditions, it should be possible for a 4th generation vampire to sire and subsequent 15th generation children to be sired in a few weeks. It's not a process that takes thousands of years. No historical thin blood event is lazy meta plot writing.
5) Official spelling is to hyphenate thin-blood. For a game so eager to smith new words, that should really be a compound word because "duskborn" is never going to catch on.
TLDR: Just say NO to half-vampires.
In terms of game design though, here's why they are so awful.
1) The idea of the blood thinning over successive generations implies that eventually a vampire wouldn't be able to sire anymore. So it makes sense the last generation has a different rule or two. But the game already has this concept in the clanless Caitiff, those whose gifts are so weak they can learn any Discipline (slowly) and don't have a clan bane. A second set of special young vampire rules is redundant.
2) Since the designers want players to play as neonates, but players don't want to be the lamest vampire across all fiction, there's an absurd amount of design and book space dedicated to special thin blood rules. Special benefit and flaw tables, an entirely different magic system that can produce the effects of any other Discipline, story guidance about living among humans, and so on.
3) The greatest success a thin blood can accomplish is to commit the taboo of diablerie and graduate out of these rules into a standard character. The other obvious "thin blood win conditions" of reverting to human or banding together into an organization strong enough to petition for Camarilla clan recognition don't get any plot support.
4) The game presents the thin bloods as if they are a modern plague; a recent phenomenon. But under controlled ideal conditions, it should be possible for a 4th generation vampire to sire and subsequent 15th generation children to be sired in a few weeks. It's not a process that takes thousands of years. No historical thin blood event is lazy meta plot writing.
5) Official spelling is to hyphenate thin-blood. For a game so eager to smith new words, that should really be a compound word because "duskborn" is never going to catch on.
TLDR: Just say NO to half-vampires.
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