![]() ![]() ![]() So, Sins of the Blood (2001) came out after The Cainite Heresy (1999) but before Road of the Beast (2002), the first of the Road books. These became popular enough that their use was generally expanded in Dark Ages and Revised, and that's where we get here. One of the "solutions" was Paths of Enlightenment, which at least offered different combinations of sins so that you could hopefully find some pseudo-philosophy that matched what you were going to do anyway. ![]() The fact that Humanity was pretty explicitly based on Christianity as understood by a bunch of Southern Baptists who discovered the local Hot Topic didn't help. On top of that, most of what you want to do as a vampire involves things that make your Humanity drop nobody wants to be the asshole that is 500 years old and survives off draining squirrels and worries that not paying taxes is equivalent to theft. Vampires basically have to kill something to survive most starting vampires don't have the right combination of powers or resources to get the nightly blood they need through non-violence. In practice, Humanity was a terrible idea from the get-go. The counter ticked down, and when it hit zero, you couldn't play anymore. It was, basically, a Sanity or Cyberpsychosis mechanic for vampires. Humanity as Vampire: the Masquerade conceived it was a finite resource that you had to deal with continually, a way to emulate the slow descent into inhumanity brought about by the Beast within, a ruler for which sins you could safely get away with. Jury's still out on the surviving hominids. ![]()
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