I missed the Vampire phenomenon because I was out of the hobby when it was new and cool. So I'm curious: in terms of "illusionism" and GM as auteur and such, how much of that was really new to the hobby? How much of it was not already in, say, the James Bond 007 RPG, Dragonlance modules, the GM advice in Prince Valiant? Again, I was not around, so
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Paranoia was about creating a specific atmosphere, so was Call of Cthulhu. That, to my mind, was a strong component of what the GM was creating. It may not be a coincidence that these are horror genre games. They may be best suited to evoking an atmosphere by intentional group immersion.
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I don't feel like Vampire did anything "new", but it really cranked up the idea of GM as Auteur. Also, letting you play a "monster" and its sexy, subversive tones did a fantastic job of providing a stage for character/method roleplayers to really jump in and chew the scenery -- which had the bonus of your character flailing around and being all dramatic without actually changing a whole lot and letting the GM lead you around from dramatic set-piece to dramatic set-piece.
later
Tom
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Vampire (and at the same time, I think, but not in my circle, Amber) were games about relationships, and they were (certainly in the case of Vampire) more explicitly welcoming to women. It was such a huge thing to be explcitly welcomed instead of having female characters be explicitly less than male characters the way they had been in, say, first ed. AD&D.
It took a while to sink in especially since our college group didn't play Vampire, but it was easier to find and recruit female players in the early 90s. Before that women were like Highlanders: there could be only one, if that.
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