I'm in the midst of a new Brujah playthrough with the 8.6 UP.
First of all, I've waited long enough since the last time I fired up VtMB that everything is novel again. It's not the same as a first-time experience, of course, but it's still pretty good. My opinion is that if you've become so calloused to this game that you spend all your time running instead of walking, you ought to give it a rest for at least a few months. Brujah is the only clan I hadn't really tried before, and it's pretty fun. Not my favorite, but good. It's geared much more toward a "punch people in the face first and ask questions later" style of play, and that's not the way I normally go, but it's still likable. You're the same clan as Jack so it can't be all bad, know what I mean?
Right from the start I made the decision never to spend character points until confronted by a situation where I
need to spend them. Often this has meant buying skills to be able to use books for more points, and has led me toward a less violent, more sneaky Brujah. I've barely touched my disciplines.
Another thing I did was to replace the background music in Santa Monica, Downtown, Hollywood, and Chinatown with silence. It's one of the strangest things about VtMB that the music (which I heartily approve of in almost all cases) is almost all too loud and there's no way to reduce the volume. No music in the hub areas improves the drama of the environment a great deal, since in the places that
have music, it is much more noticeable and emotionally effective. As an experiment I also swapped the music in the Last Round from "Lecher Bitch" by Genitorturers (which is so loud it makes it hard to hear the conversations, doesn't seem to fit the character of the anarchs who hang out there, and I simply don't like), to an old instrumental Jimi Hendrix song called "Oddball." I think this fits the scene much better:
http://www.youtube.com/watch?v=DTi5lgkkByk
And it gives the Last Round a unique flavor.
I think there are several things I haven't figured out about the Elizabeth Dane mission. What exactly is the intended purpose of the cargo crane and the container? I played around with that for a long time, dropping the container in various places, but I never came up with a result that was all that spectacular. The best I got was cutting off the bridge area from the sarcophagus area so the cop patrollers wouldn't move between them. Also, is there anything particularly interesting that can be done by turning on the engines and blowing the horn? I've never noticed.
I haven't made it into the new library level yet, but I'll say something about that when I do.