More Humane Than Human - Humanity as degeneration vs. Humanity as detachment
I wanted to repost the Requiem readthrough review before I got into this, because it started as one of those "Requiem vs. Masquerade which is better" conversations. In rules terms I think V5 has iterated successfully on Requiem - there's probably about the same density of actual rules there but V5 makes a better fist of hiving some of them off into advanced/optional/discretionary territory - but Requiem innovates hard in terms of ideas about how vampires and vampirism work, introducing things like the Predator's Taint and Lashing Out and, crucially, Touchstones.
Touchstones give the lie to the "V5 does rules better" claim. I have never liked how V5 does them. The notion of tying an individual vampire to a person, place or artefact is nothing new. Those of us who are Old, or retro-curious, may recall Vampire: the Masquerade - Redemption, in which Brujah himbo protagonist Christof is told he needs an "anchor" for his Humanity and selects Anezka, the nun who nursed him back to health and who he's been having less than holy thoughts about ever since he woke up. Christof is told, by his mentor Wilhelm, that choosing a person as his "anchor" is a dangerous call - but his mind is made up and, not to spoil a twenty-five-year-old game, it turns out to be for the best for both of them... as long as he's kept his Humanity up, anyway.
So, Touchstones in the context of Masquerade are nothing new to me - in fact I was quite surprised when the full TTRPG didn't have rules for them. But! Touchstones in V5 are a bit different. Instead of one, there are many: instead of humanity in general, each of the vampire's Convictions has a named person attached to it.
The problem - and this isn't just me, it's something that's come up in all the V5 games I've played or hosted - is that viable characters have two or three Convictions. Coming up with two or three Touchstones at character generation, before you have a feel for who this person is and how you're going to play them and what their routine looks like, has not worked for anyone I've played the game with. One might work - most of us can ideate a relationship with one other person before we start playing - but three seems to stretch the limited sense of a starting character's identity too thin.
Rules As Written, of course, a Touchstone doesn't have to be someone significant to the story. They can just be someone your character saw every day, or sees every night, or notices every time they pass by. But... that's bullshit. That is not a "hang a key element of your personal ethic and capacity for self care on this person" relationship. I can see the story beat of "this person isn't there any more and you're morally shook by it" working once, maybe, but still, permanently altering your character's relationship with the Beast is kind of an integral function of the game. It feels like that hat should be hung on a sturdier hook - a full-on fleshed-out SPC. Like in Requiem, where you get one Touchstone.
Also, Humanity works differently, at its most fundamental level, and this exposes a key difference between the two games - one where I think Requiem is strides ahead. @awakenedsalamander touched on this talking about the differences in the concept of the Masquerade between the two games, but I want to go deeper on it.
In Masquerade, Humanity is about degeneration - it's the Downward Spiral, an almost inevitable drift from Man to Beast with exceptions being so rare they're practically mythical. It's about becoming worse, with all the moral judgment that implies, about committing acts that appear on a Hierarchy of Sins.
(At least, it is in V20. V5 abolishing that in favour of chronicle specific Tenets and character specific Convictions is really smart. I didn't grasp how it was meant to work from the corebook - it took the Player's Guide to spell it out to me - but now that I grok it, I love the tension between the Tenets that forbid and govern a character's actions and the Convictions that excuse and forgive those actions.)
In Requiem, Humanity is detachment. It's about the state of being a vampire slowly and inexorably reminding you over and over that you're not human any more, drifting further and further away from what you were and into the all-night society of predators. It's quantified in terms of Breaking Points - roughly grouped by significance and severity, these experiences hammer home that you're dead, you're dead, you're dead and out of this world. It's less "I did a bad thing" and more "I experienced something that no human ever should" like walking off a stab wound or being reminded you're a hundred years old and still act like you're twenty. When you hit a Breaking Point, you roll a number of dice - how many is a function of how serious and hard to avoid confronting the Breaking Point is - to avoid losing Humanity.
Now. In the past I've met quite a few players who don't really want to engage with the morality play aspects of Masquerade. Whether that's "we want to speedrun to Humanity 4 so we can play the game 'properly' without having to pretend we regret doing all the things RPG protagonists do" or "we think it's kinda stupid the way low Humanity says you may no longer create art or have sex without 'faking it' and let's interrogate what the developers think 'sex' is, shall we?" doesn't really matter. Maybe you want to play on the theme of post-humanity rather than be wrist-slapped for trying to do main character stuff. I don't blame you.
I think it should be possible to wholesale lift the Requiem system of detachment, rolled for at Breaking Points and mitigated by a singular Touchstone who can be a more developed character, or a place, or an object, and slot that into V5 replacing Tenets, Convictions and Stains.
That gives you a version of Humanity that's more permissive and less frontloaded, allows you to go deep on one hook instead of ideating sets of pairs before you even know who your character is. It also divorces functions of sexuality and creativity from being a good person - in the Requiem model, vampires fuck, and make art, and low Humanity expresses more in how they do it than whether or not they can.
(Although - there'd need to be some finesse around Oblivion, since I think the Discipline's theme of entropy inducing personal decay still works in the detachment model - maybe keep Stains as an additional lever, a function of Messy Criticals and dangerous Disciplines, and have Breaking Points inflict Stains instead of automatically triggering rolls...)
Important note on this idea: this does NOT exempt you from having a conversation about what's off limits in Session 0. It's easy to miss this in the V5 core book, but Chronicle Tenets aren't a safety tool. Chronicle Tenets are the moral rules that are going to come up A LOT in play, they define what your coterie collectively accepts as Doing A Bad Thing, to be excused for personal reasons (i.e. Convictions). An actual out of character trigger, an aspect of the World of Darkness with which a real live person who exists does not wish to engage, is a line or a veil - something we either don't include, or don't narrate explicitly. It's not something we build into one of the game's mechanical loops and ensure will come up. That would be... the absolute opposite of safe.
Whadda we think?
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