Ahh that explains that, my players and I were a bit confused about the differences between oWoD (which we're mostly playing, though a lot of the hacks I've put in to streamline combat seem to have made their way into nWoD/CoD), nWoD (which seemed to be a distinct thing though it appears it's not actually) and CoD.
Thanks for the unexpected detailed writeup XD
I haven't read either of the Vampire sourcebooks yet (and really should as I currently have two VtM characters in one game and have been told by one of the players I was testing CoD with that he's going to reuse the VtR vampire he made because he liked playing it in the test) so I don't know what the "sensitive content" you're talking about is but given the nature of the game I can guess.
I kind of wanted the dice system to be easy for beginners to learn (I have a vague goal of I should be able to teach it to children in 1-2 sessions) but also open enough for GMs to be able to shoehorn into whatever they wanted. It's currently so open it's going to frustrate anyone who prefers having hard and fast rules to look up for easy arbitration ^_^;
So far it's had two combat playtests (first one worked out a LOT of bugs, second one went a lot better) and now needs a one shot playtest to check the other mechanics.
I've been thinking about blogging about development but as I'm prioritising the projects that are in my weekly progblog, updates on it would be extremely sparse. I think after I've taken it through a couple of playtests I might just throw an "alpha version" type thing online and let other people mess about with it and see what bugs they find. Maybe XD