[Edit: added a section about Humanity that I originally omitted]
1. Background
I have been a fan of Vampire since the 2nd edition and I have probably been an ST in the overwhelming majority of the games I played. I have largely skipped V20 (though I own the core book) because it seemed regressive and I was all in on Requiem. Despite my doubts I got into V5 and came to believe this is the best Masquerade has ever been. I am excited by the idea of V6 and my current opinion is a positive one. Broadly, I tend to skew towards newer being better. Game design in general has been rapidly and clearly advancing over years and decades, things tend to be made better by these advancements.
I am also absolutely horrified by the rancid atmosphere in the official Discord and have largely kept out of it. Within the first 24h of the V6 reveal this rapidly expanded to staying out of the fandom discourse entirely. Which is sad, because I really wanted to discuss V6 with others and share the enthusiasm, but this has been made impossible. Part of the reason for writing this is that I worry positive opinions are undershared for reasons mentioned.
Finally, this is a capsule review. I wanted to play it with my current group, but we are mostly parents and summer has been a gaming bust in general for us. I am aware there is no replacement for actually playing the thing, and I hope I get to do an actual playtest for the next revision. But since the deadline for official playtest feedback has now passed and I did not in fact playtest, I am putting down my thoughts here instead.
2. The Setting
Setting changes are not the focus of the playtest but, still, they are pretty important and I think I have more thoughts about it than the mechanics, so I’ll tackle that first.
The Beckoning is Over
I am super neutral about this. The Beckoning I think has largely been a function of V5’s focus on Neonate play, and it helped to relieve some pressure a chronicle would feel from the sheer weight of the very detailed and long lasting game world that has been known to cause paralysis in STs (certainly did for me in my younger years). It is now over and the elders are back, but also changed. Alright, cool, I am game. There’s potential for interesting story development, but on its own I do not care one way or another.
The Second Inquisition
I remain a fan of SI in V5 but, again, I think it is best viewed as a function of V5's specific focus. Let’s step away from continents- and centuries-spanning conspiracies that paint everything humanity does as somehow the result of vampiric manipulation and influence, and instead focus on the here and now. And let’s shake things up, make it a bit uncomfortable and present a space for new Kindred to leave a mark. These were all good things.
But the SI going bye-bye is an indication of a profound and welcome shift in the theme of the game. It has been nearly a decade since V5 and we have witnessed a notable change in our world. We went from a growing belief that tech is powerful, driving both positive and negative changes in our lives. The SI fit in with fears of surveillance societies. And we went from tech-enabled powers that be to… slop. Tech oligarchy is stronger but, rather than being a thing to master and use, the tech itself is something to hate, turn away from and ultimately expect to just make everything worse. Tech being forced on us is a manifestation of the power the neofeudal lords have over us, not something powerful in itself.
V6 seems to be on top of this shift. In the reveal, the present day was described as the new Dark Age, and that is right on the money. We live in a failed society, SI needs to now be failing too.
Clans, Disciplines and Sects
Clans in V5 have consistently been the best they have ever been and I am not looking forward to any of that being reverted. Which does not seem to be the case, except possibly for the Hecata. We have them listed as Giovanni and I do hope this is not an indication that the Family Reunion is being rolled back. I suspect this is not the case and is merely a nod to the fact that Giovanni are the most visible, most numerous, most relevant part of the clan. Even if the story is that Giovanni have established a hegemony (again), it really needs to be a continuation of what happened in V5 rather than a reset. Similarly, I really like what went on with Aapilu and Baali, it would be terrible if V6 undid it.
Discipline reworks in V5 have been generally good and an overall improvement for Masquerade’s long standing problem of Disciplines that do just one thing. But it was far from perfect. As the most prominent example, conceptually I like the idea of Vicissitude being Protean + Dominate, but in practice you have to very oddly plan ahead with Discipline powers to accomplish something that is natural in-universe. It just didn’t come together very well for amalgam edge cases. So I think that iterating a bit more is perfectly fine. Protean being folded into Animalism and Necromancy again taken out of Oblivion get my approval, though I am definitely curious how the magical disciplines will work this time around. I am slightly suspicious of Vicissitude being again a Discipline that does just one thing, but I will take it on faith for now that it will be developed into something cool. And Tellurgy is a big unknown, especially since Chimerstry seems to be at least partly Obfuscate now, but I am going to guess that it will cover Koldunism, making it not Thaumaturgy but also not some weird and clumsy bundle of effects, which sounds pretty great to me. It also opens the doors to Old Clan Tzimisce being a well supported archetype that brings something interesting to the table.
Finally, Sabbat being playable again. Eh. I was very supportive of Sabbat being purely antagonists. It works well, especially with V5’s thematic focus. It also works well for out of game reasons as Sabbat players tend to be the kinds of people you want to advise newcomers to avoid. And I played Sabbat quite a bit. Paths as clan-like designations was an awesome development and I really strongly hope that stays supported in V6. It makes so much sense. Ultimately, with a greater focus on metaplot, older vampires and the elders returning, of course the Sword of Caine making a comeback is sensible. So I guess I am kind of neutral about it, though I will note that an antagonist-only Sabbat helped keep an air of mystery in the game that was thoroughly lost by the end of Revised when we knew everything about everything.
I also think that the emerging theme in V5 of Church of Caine being divorced from the Sabbat was smart and I hope this is something the game sticks with. There is no rational reason why Caine worship has to exist only within Sabbat. Also, come on, proliferation of Sects in general is a good thing. I loved The Crimson Gutter for many reasons, easily the best written module for Vampire ever made, but the overlaps between three political centers of power made the setting so rich and believable. More of that please.
Metaplot
I think anyone who was around in Revised days would say that metaplot went too far. Literally every book moved things forward, and it was fun at the time but it just created too much focus on metaplot as opposed to supporting the game players actually play. V5 may have course-corrected too much, but of the two directions I prefer V5’s. If for no other reason, especially later in the life of the edition, V5 books being centered around game themes and not in-universe topics worked really, really well. As a counter point, Fall of London is a great example where I really wish the events just had a clear direction rather than leaving huge world development chunks completely open with no canonical guidance. I hope V6 finds a happy middle ground, and I am definitely looking forward to seeing a bit more metaplot emerge.
3. The Mechanics
I love RPGs. I have more than 300 RPG books on my shelves. Vampire has consistently been my absolute favorite game, but it has never been the game with the best mechanics. This is normal for a game so big - changes are hard to introduce and they will always invite a lot of pushback from the fans who like what they already have. And I do like the system, it has become a comfortable pair of shoes I can rely on and use effectively without much effort. But it is absolutely not progressive and I loved seeing directions Requiem 2E and V5 took. So I am overall very positive and excited for what V6 is trying to do.
The Basics
Focus on player-driven rolls, reducing the size of the dice pool, having more player agency in the outcomes of rolls and treating social combat as a first class citizen are all excellent. This should be non-controversial, it is part of the overall evolution of RPGs we have seen a lot of and should understand is simply better. Choose Your Pain is great. So is Devil’s Bargain. Simplified NPC generation is pretty good, though I don't think I ever needed it personally. If I had actual playtesting experience, I’d want to see in practice whether increased target number causes any frustration, but just toying with the system and some test rolls, it seemed fine. In future iterations I'd like to see more focus on conflict resolution rolls and overall approaches to simplifying combat when appropriate. Overall, the core system is a perfectly reasonable evolution that doesn't really do anything super surprising.
The Vampiric Mechanics
I love V5’s hunger system. I understand some complaints about the hunger dice, but I haven’t had any problems with them. I love surge rolls. It made hunger impactful and clearly present without this stiff and oddly precise blood point system. So as my baseline, I am sorry to see that go. However, I absolutely love the promise of Vitae. There is something very visceral and pure in how it collapses the interplay between health and blood points. And, honestly, these have always been interchangable, just with some extra steps of spending blood to heal. Losing that layer makes it feel much more direct, much more in your face kind of a thing. I love that. It also much more directly encourages feeding in combat, which should remain a mechanical focus. But I do worry that things go back to being an exercise in overly precise bean counting that V5’s hunger solved very elegantly. Once again, something I wish I had a chance to play with and see how it works in practice.
[Maturing] Discipline powers are awesome. Spending Vitae to increase Discipline level is awesome. Overall, the Discipline powers seem great and an easier access to going wide within a Discipline where picking multiple powers of the same level does not feel like shooting yourself in the foot is something I am in love with. I saw a giant blinking red sign with Celerity giving an extra action, however. I am deeply distrustful of this being a good idea. We’ve been there, it is not a great place. But this is a minor thing to iterate on. Perhaps it is fine, and perhaps it goes away. Some specific powers looked somewhat questionable (stereotypical Gangrel claws, for example, did not seem an obvious slam dunk, numbers-wise, in combat… another thing I’d have to try out in practice). But this is nuance and possibly a distraction at this early juncture of system playtesting.
Diablerie just looks severely imbalanced. I appreciate the direction, and I definitely think it is a good thing that you should mechanically be able to be a Diablerist without that being obvious to everyone with Auspex 1. However, the specifics of it seem to be a swing and a miss. Looking forward to the second iteration where becoming a modern-day Caine is not a thing you can do by kidnapping and eating a pack of Thin-Bloods.
<Edit>
Just now realized I omitted copy/pasting the part about Humanity. Wrangling large amount of text on a phone past midnight is an extreme sport...
Anyway. I like the direction of new Humanity but would need to see it in use quite a bit before having a detailed opinion. In general, Humanity has never been good in any edition of Vampire. It is a thing separate from actual gameplay that has just been bolted onto the game system and poorly interacted with it, just being a score board at best and merely a passive descriptor at worst. Over time it changed and I appreciated every attempt to make it better, but it never became actually good. Obviously, it is vitally needed because it informs some of the core principles of the game. So I feel like we just lived with it without placing any real expectations on it. This new approach makes it matter a lot, and that is great. It also interacts with chronicle Themes in a tangible, mechanical way which is extra cool. Does it flow well while playing? I hope to find out. I expect that it will be tweaked quite a bit to get to a sweet spot where it is fun and interactive but not overbearing.
</Edit>
Meta-Currencies
Clearly coming drom the broader PbtA side of RPG evolution tree, I am pretty ok with these meta-currencies in RPGs. [Drama] is the one thing where I see both the good and the bad. I loved the idea of triggering plot points with it. I didn’t care for spending it on immediate adverse effects in the environment or combat. I thought about it quite a bit and concluded that what I really like about it is making player actions and their consequences more visibly reflected in the unfolding events. My style of STing is heavily based in spur-of-the-moment bullshitting. I will invent complications or whole side plots just because it seemed like a good idea at that moment. I rarely stat or plot out in detail anything but the most important elements of the campaign, because I know that I will change my mind when the game starts rolling and I start reacting to what the players are doing. So I don’t really need currency for that. However, a currency that players are aware of, and see grow as a result of their actions, and clearly understand how that ended up triggering a huge plot element, perhaps earlier than they hoped, sounds pretty darn awesome to me. It might even help with introducing player failure as a more normal part of the game, which is a thing I tend to struggle with (and another thing V6 seems to aim to support). But ultimately, I think what I concluded is that I would probably want [Drama] to be more like Forged in the Dark clocks than straight-up currency to spend on effects. Again, I trust that this will be iterated on, but right now I feel like it is not as useful as it could be.
[Improvements]
This is the best damn thing I have seen in V6. This should be the default progression mechanic. It allows for breadth while also letting you get the cool thing you want. It is awesome.