@thenomain said in Repurposing a Tabletop RPG for MU* Play:
My general coder response to that is: You worry what's best for the game, let me worry about how possible it is.
The danger with that is if someone else has to maintain your code after you're gone. Lots of exceptions can make that difficult.
Honestly though, while I emphasized issues with coding I think it is only a small portion of the problem. Nearly always when you start doing things like saying 'well, this Bloodline is special and the only people who get access to the supa-sektrit Discipline it's because in the back of your brain you don't want everyone running around with it and the reason for that is because deep down you know it is unbalanced or broken (again, this doesn't really apply in a situation where you decide every single Bloodline gets an exclusive Discipline. In that case you are probably more interested in making sure each Bloodline feels unique).
Even speshul Disciplines aren't really the issue, however. The area you get into big trouble is when, as happens with WoD, you have one system by which the Vampires build their magical items, a second system by which the Werewolves build their magical items, and a third system by which Mages build their magical items. I'm not really referring to the specific rolls or conditions that have to be met to create the items but simply the mechanism that determines 'this is a 1 point magic item' and 'this is a 2 point magic item'.
When you do that you end up with one group that makes items far stronger than another, usually. Now this can be all right if that's the plan (e.g. You want Mages making more powerful magic items because that's their thang) but that usually isn't what happens. Instead the group that makes the strongest item is whatever group has the poorest written rules and there's no intent to who actually makes the strongest items. Instead, if you want mages to make stronger items then just give them some extra points to work with or something, but use the same system.
This is good for a variety of reasons. A) it is way easier to code since you only need to write the code once. B) It's one system with modifications so it balances against itself. Trying to balance three disparate systems against one another is a nightmare. C) Players who move from one sphere to another don't have to completely relearn the system.
Are these things 'simple'? No, not really. In fact I wrote up a magical item system for Fear and Loathing that people pretty much both Feared and Loathed and I'm sorry about that. I thought it was the best way to keep things balanced but I really was never able to find that sweet spot of design that people seemed to enjoy while providing what I thought was a good balance.
So instead I would call the principle K.I.C.K. (for Keep It Consistent, Knucklehead). If I had to 'redesign' WoD for a MU* I would probably do something like pick Vampire and then make the other spheres work in more or less similar fashion. Roughly the same number of 'Disciplines' for each sphere and the abilities of the respective 'Disciplines' would probably equate across the board (meaning that if the Mages have the ability to gain Roteskill on their rolls because of one of their 'Disciplines' then the Vampires would probably have some 'Discipline' that provides roughly the same thing. It doesn't mean everything is exactly identical. Werewolves don't need to steal Rage from humans. Mages don't frenzy. However there should be enough similarity that while someone in the Vampire sphere might wish they had some ability that only Mages get there won't be any feeling that 'Well, yeah, of course she threw 30 dice. She's a Sin-Eater'.