![]() You see, the Malkavian might be hard to understand (to the point where a lot of the stuff they say makes very little sense unless you've laready played the game, and have a rough idea of what certain lines will result in) but they KNOW things, even if they don't understand the full implications involved. (I got the impression that they were speaking through a heavy filter.) However, the Malkavian possesses insight and oracular powers, and this is the main reason why it is considered vital to play this clan on your SECOND playthrough! (In other words, Fishmalks are players who have their Malks smack people with fish just for giggles.) The player character Malkavian leans strongly towards this their dialogue is bizarre and comedically poetic, with wildly changing register and poetic phrasing so dense that most people they speak to don't understand what they're saying, and neither does the Malkavian. The Malkavians are further infamous for players interpreting 'madness' as 'wacky comedy times' and played their characters as doing weird and goofy things for no reason, a playstyle that came to be known as Fishmalks after a famous illustration of a malkavian with a big fish for. Needless to say, this IS 90s era White Wolf we're talking about its not a stretch to say it wasn't handled particularly gracefully, even at the best of times. In the lore, all Malkavians are afflicted with madness once they are turned the exact reason varies a lot, whether its the collective insight and minds of the entire clan being forced into your brain until something breaks, a curse of madness carried on the blood, and so on. They're rather notorious in player experience, for a lot of reasons. I play with a particular variant called Clan Quest Mod (which mainly offers much of an experience of the game as it was intended, reusing dummied out content, but also trying to make the gameplay more similar in some ways to the tabletop game it was based on, and most signficantly, reworks the power to heal faster and temporary enhance physical abilities into new Disciplines common to all clans), but to my knowledge, its close enough to normal gameplay that i could probably compare notes with friends and not lose any experience. You can choose to play as one of several clans, and each one has broadly the same skills, with a notable exception: each vampire clan gets three unique Disciplines of vampire powers (supernatural abilities, which vary hugely from clan to clan), a clan weakness and a clan strength, and these can all create very different gameplay experiences. ![]() To explain, perhaps for those not used to the specifics of how this works, here's the specifics: in Bloodlines, you play as the Fledgeling, the recently sired vampire whose sire was killed as a result of fierce politicking between the rival vampire factions of the Camarilla (the leading power and authority in vampire society, though with a very unsafe position in the areas the game takes place in) and the rebellious Anarch faction, who until recently were the primary power.
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