@magee101 said in Vampire Requiem 2nd Edition Bloodlines Question:
I have no idea how bloodlines are proposed to function in 2e, because some of what I've read in this thread suggests they work differently than they do in 1e, but that's my two cents on why I would want bloodlines.
As stated above, Vampire 2E seems to like to do away with the 'unique discipline' that some (but not all) of the bloodlines got, and replace that with a Bloodline Boon and a set of bloodline-specific devotions (which is how they re-made the Khaibit). The Kerberoi have access to a set of 'unique' Merits, but those are horridly overpowered in use.
Otherwise, everything you said is why I like bloodlines.
So bloodlines allow you to add another dimension to a character, be it a sickness like Malkovians, that mark them so differently from their base clan, to an extreme burden to all of Kindred society (some of the Mekhet bloodlines come to mind here). It adds more flavor, adds more variety in mechanics and combinations.
Right, so, when making The Descent's bloodlines, I added a thought: how does this bloodline fit into the setting? For The Descent, the setting was post-apocalyptic, spiritual, and otherworldly: there was less emphasis on the First Tradition because there were spirits, ghosts, and monsters prowling about in public (like The Witcher). I crafted each of them to fit into some relevant niche:
Adroanzi: The post-apocalyptic world is being overrun by nature, and these vampires have mastered nature.
Ahrimanes: Vampires that live in and watch the spirit world, who have emerged to preserve the boundaries between worlds.
Alucinor: Shadows that dwelled too far into the realm of dreams, they manipulate and control their herds in their sleep.
Azerkatil: Vampires are monsters too; the Azerkatil hunt them down and destroy them on contract.
Blood Brothers: Wasteland-dwelling survivors that use their group strength to protect themselves from predation.
Dragolescu: Ghosts are not always bad; these vampires have learned to deal with them for fame and fortune.
Galloi: Self-appointed Lords and Ladies of civilization whose twisted, vice-ridden predilections turn their herds into harems.
Khaibit: The world's historical defense against the Strix and other Horrors.
Icarians: PURGE THE UNCLEAN. These monster-hunters live for battle, and are sworn to rid the world of Horrors.
Myrmex: Hive-mind evangelical apocalyptic cult members that all march to the same beat.
Nelapsi: Lords over the herds that steal from others that have mastered their supernatural hunger.
Oberlochs: Savage warlords that fiercely protect their herds like alpha dogs.
Septimi: Humanists sworn to protect humanity and exorcise the evil that preys upon it.
Shepherds: Conservationists that follow the Fourth Tradition.
Sta-Au: Predators from the Land of Worms, these vampires feed on and slay the ghosts that stray into the real world.
What a lot of 1E games lack is focus or direction for their bloodlines. It's not enough to just be flavor; if bloodlines are to be meaningful, they have to be acknowledged and affixed within the setting somehow. So, in my opinion, game designers need to pay heed to what they want to do with the bloodlines, and not be afraid to reject requests to add more.