The last time we talked about Vampire, we talked about clans. The interesting aspect of clans is that they hit a very important note in Vampire: the idea of the sins of the father being visited upon the child, the very gothic (and Biblical) concept that you may well be damned by a decision you didn't even make. Your sire belonged to organization X, and now so do you.
That's great, and it makes for a nice blog entry, but let's move on to another concept. Let's talk about the social aspect of himself that a vampire can choose.
Let me put this up front. I thought covenants were one of the great breakthroughs in Requiem. I know people disagree, and some people find the covenants as presented a bit bland. FWIW, YMMV and all that, but what they provided that was somewhat absent from Masquerade was the ability to, well, choose one's social network. The covenants provided a great dynamism that the Camarilla vs. Sabbat conflict in Masquerade lacked.
That last bit is important. Even though social structures in the form of sects existed in Masquerade, often the choice of clan made the decision of sect for you. Sure, you could be a Camarilla Lasombra, but the setting implied that you'd be spending a lot of time explaining or getting your ass kicked. You could, if you wanted, stretch some definitions and some player expectations and portray a Ravnos antitribu who upheld Camarilla doctrine, or you could be a Sabbat Ventrue without buying into the ideas that supposedly shaped the antitribu of that clan.
But, come on. Who ever did this? In most cases, you picked your clan partially because of the sect connotations that came prepackaged with it. And that’s what I think the covenants fixed. They established another axis on which to make a meaningful choice for gameplay.
Now, I’m certainly not going to leak any untimely secrets, but this sort of meaningful choice is at the center of MMO gameplay. Given that “MM” means “massively multiplayer,” the sorts of present options that put players in contact with one another and build relationships, well, those are central to the multiplayer experience.
Choosing your affiliations has value to both PvE and P2P avenues of gameplay. From the PvE perspective, I could choose, say, to affiliate myself with a police faction, a church faction, a gang faction, a league of occultists, “the goblins,” some group of space aliens – whatever the context of the game is, I can find a group with which to align myself and thus procure new content. Similarly, for player-to-player to interactions, “covenants” are similar to guilds and other persistent entities. They’re the groups of common interest, playstyle, viewpoint, and activity.
That’s the key, “meaningful choice.” Requiem provides a diversity of choice, while Masquerade arguably makes the gravity of that choice greater, but the setting makes your decision for you. Thoughts?