| It s been a strange and invigorating experience watching Vain.pire: The Masquerade, a project to which I ve devoted the lastthree years of my life, become JyhadTM, Of course, every garnetwho uses a Vampire product makes changes and adjustments, butJyhadrM became an especially odd mix of old and new. The game took alot of the most exciting elements of Vampire--the fascinating characters, inspiring powers and deadly situations --and made them even more exciting. One of my favorite parts ofworking on Vampire has been thinking about the characters we vecreated, but the ones for JyhadTM are at least as intriguing and evenmore enigmatic. Why is Sheldon the "Lord of the Clog? Whatmakes Igo so hungry? Did Duck get his name because of his nose, hisfeet, his voice or his habit of constantly bobbing and weaving? When Richard GarfieH first began telling me about his plansfor the game, I saw it much as I saw MagicTM -- a strategy gamewith some storytelling potential. The more he told me aboutJghadTM, however, the more 1 began to realize just what a wonder-ful storytelling vehicle it could be. Playing the game only confirmed this. Almc6t no one just playsthis game to win. Gamcrs turn each session into its own tale, intheir own heads if not aloud. When a Methuselah gives Basilia alaptop computer, and Dasilia then sneaks into the enemy s campvia the backways, the player has no problem iinagining her vam-pire skulking through alleys, finding the secured modem line andthen wreaking havoc on the other Methuselah s camfnlly devel-oped plans. This feature of JyhadTM took center stage during the design dthis book. It was a pleasant realization that Richard Garfield,Pete Adkison, Matt Burke and the rest of the crew at Wiz-ards of the CoastTM shared this idea. It was a pleasure to workwith designers equally as imaginative as they were adept atgame design. We all hope that this book will help make yourgames of JyhadTM both enjoyable and memorable. |
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