Posted: 17 Apr 2004, 13:04
Hier habt ihr:
Quelle: White Wolf Quarterly, Vol. 2.2 (Spring 2004, April to June)
Gehenna Is In The Cards
By L. Scott Johnson, VTES Developer
You've witnessed the end of the World of Darkness in White Wolf's Storyteller games. Now witness it in trading-card format, in the new Gehenna set for Vampire: The Eternal Struggle.
The end of the World of Darkness is an exciting and daunting undertaking. Fortunately, since VTES doesn't follow a linear timeline format (the card sets aren't phased out as new sets are introduced; all cards are always legal for play), the end of the World of Darkness doesn't mean the end of the card game.
The core premise of the Gehenna set is to give you ways to experience the end of the world in each game. That means Marcus Vitel can meet Final Death in one game and survive to fight again in another. Or the Antediluvians can rise to consume their childer in one game, yet remain dormant while their childer quarrel in another. There isn't a distinction between a gehenna game and aregular round of Vampire. A match plays out like always until one Methuselah is left standing. A regular game becomes a Gehenna game, however, when certain events come to pass (that is, when certain cards from the Gehenna set are played). Until that point, players don't necessarily know they're playing an apocalyptic match.
Actually, this will not be my first effort at making an Armageddon expansion. Well before becoming VTES developer, even before becoming net.rep for the game for Wizards of the Coast, I had created a small Gehenna expansion of a dozen cards. With so few cards, and since I had no experience on designing such things, the cards were Big Bangs. Sledgehammers for thumb tacks. That expansion was never more than a mental exercise, but it was a useful one. I even wound up modifying the mechanics from one of those cards for use in the Week of Nightmares card for the Final Nights set. I a sense, that made it the first "Gehenna" card. (That may also explain why that card's text is so long.)
I envision Gehenna in the Eternal Struggle as a process that builds gradually over multiple turns and cards played, rather than as a Big Bang card effect or two. It will be akin to the appoach the Anarch Movement usus in the card game. In the Anarchs expansion, no vampire starts out as a rebel. Rather, in a deck built to use the anarchs, it is process that build momentum as more and more vampires become revolutionaries through actions and card play. In Gehenna, some cards are signs and portents of the end times. Others symbolize the effects of the end times, the repercussions that occur as destiny catches up with the progeny of Caine. Still others directly represent a rising Antediluvian. Hopefully the unfolding process captures the feel of the building end that storytellers and players achieve in their chronicles.
Of course, it isn't all doom and gloom. With a whole expansion to work with (rather than just a dozen cards), there's room for cards to represent key players in the end times, from advanced versions of important signature characters to the newly embraced thin bloods who may be the very face of the end... assuming the prophecies are true.
Quelle: White Wolf Quarterly, Vol. 2.2 (Spring 2004, April to June)
Gehenna Is In The Cards
By L. Scott Johnson, VTES Developer
You've witnessed the end of the World of Darkness in White Wolf's Storyteller games. Now witness it in trading-card format, in the new Gehenna set for Vampire: The Eternal Struggle.
The end of the World of Darkness is an exciting and daunting undertaking. Fortunately, since VTES doesn't follow a linear timeline format (the card sets aren't phased out as new sets are introduced; all cards are always legal for play), the end of the World of Darkness doesn't mean the end of the card game.
The core premise of the Gehenna set is to give you ways to experience the end of the world in each game. That means Marcus Vitel can meet Final Death in one game and survive to fight again in another. Or the Antediluvians can rise to consume their childer in one game, yet remain dormant while their childer quarrel in another. There isn't a distinction between a gehenna game and aregular round of Vampire. A match plays out like always until one Methuselah is left standing. A regular game becomes a Gehenna game, however, when certain events come to pass (that is, when certain cards from the Gehenna set are played). Until that point, players don't necessarily know they're playing an apocalyptic match.
Actually, this will not be my first effort at making an Armageddon expansion. Well before becoming VTES developer, even before becoming net.rep for the game for Wizards of the Coast, I had created a small Gehenna expansion of a dozen cards. With so few cards, and since I had no experience on designing such things, the cards were Big Bangs. Sledgehammers for thumb tacks. That expansion was never more than a mental exercise, but it was a useful one. I even wound up modifying the mechanics from one of those cards for use in the Week of Nightmares card for the Final Nights set. I a sense, that made it the first "Gehenna" card. (That may also explain why that card's text is so long.)
I envision Gehenna in the Eternal Struggle as a process that builds gradually over multiple turns and cards played, rather than as a Big Bang card effect or two. It will be akin to the appoach the Anarch Movement usus in the card game. In the Anarchs expansion, no vampire starts out as a rebel. Rather, in a deck built to use the anarchs, it is process that build momentum as more and more vampires become revolutionaries through actions and card play. In Gehenna, some cards are signs and portents of the end times. Others symbolize the effects of the end times, the repercussions that occur as destiny catches up with the progeny of Caine. Still others directly represent a rising Antediluvian. Hopefully the unfolding process captures the feel of the building end that storytellers and players achieve in their chronicles.
Of course, it isn't all doom and gloom. With a whole expansion to work with (rather than just a dozen cards), there's room for cards to represent key players in the end times, from advanced versions of important signature characters to the newly embraced thin bloods who may be the very face of the end... assuming the prophecies are true.