@surreality said:
(I need to stop agreeing with you, @Derp, really this is getting weird!)
I know, right? Spooky.
@Alzie said:
WoD is unique in that it's the only game system where people actively attempt to separate out the different types of character templates.
When you look at Fading Suns, you don't say that Merchants, Priests, Nobles and Aliens are separate spheres. Nobody does that. They're just different things players can play. It's all one large game world.
When you look at shadowrun, you don't say that Deckers, Mages, Shamans, Riggers, Street Samurai and the numerous other professions are all separate spheres. No, you just say they're all different types of people you can play. It's still one large game world.
The same way with the world of darkness. Supernatural is just a type of thing you can play, but it doesn't mean werewolves are somehow part of some different game world than mages are. I think that's one of the biggest problems in sphere games like the reach. They segregate everyone based on splat and pretend we're all playing in a separate game, then act surprised when people get pissed off at any attempt to re-integrate other 'spheres' into their sphere.
But among those, WoD is the only one of those games wherein each of those has a specific focus point in that game world, which I brought up earlier, that doesn't often connect with others in the 'fundamental raison d'etre' sort of way that the focus provides for those other things. Vampires are creatures of social manipulation and scheming that can rage over centuries. Mages, likewise, can be social manipulators, but their stuff is much faster, and is not their primary focus -- solving certain Supernal Mysteries is. Werewolves are almost wholly focused on the balance of the Shadow, which others can interact with tangentially, but rarely have as much focus in. And while the God Machine has the capability to touch everything around it, few of those others are as informed about its nature as Demons are, who are the only ones actively rebelling against it, even if others occasionally muddle its plans.
So while you're right that they do interact occasionally, they're also prone to high levels of distrust, and often tend to keep to themselves, either because their foci do not cross or because they design it to be that way whenever possible. Just because they can interact now doesn't mean that it happens all the time. The games are still insular by nature. It's why there are separate game lines for them, each unified by the world they inhabit but otherwise completely different from each other.
So comparing them to the other games, wherein all of those things are all straight from the core and lumped together in one big category, is drawing a false comparison. One of these things is not like the other. Ergo, it's wholly reasonable that the insularity found in one is not a fluke, even if the others don't have it.
Thus why it's important to have people who are focused on those aspects of those game lines that help to define their reason for being, even if you don't organize it into sphere staff. The game itself will organize itself into spheres just because of the nature of the creatures that inhabit it and their individual missions. To pretend otherwise is to do a disservice to those game lines and the players who play within them. They expect to play something within that game line, which means that focus has to be respected, even if you don't have traditional sphere staff.