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WORLD OF DARKNESS BOOKS

Posted in World of Darkness (Tuesday, October 7, 2008)

Written by Will Hindmarch and Chuck Wendig and Russell Bailey. By White Wolf Publishing. The regular list price is $19.99. Sells new for $12.62. There are some available for $12.84.
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5 comments about Ventrue: Lords Over the Damned (Vampire the Requiem).
  1. I just got Ventrue: Lords Over the Damned in the mail. I haven't had time to read it yet, but I have flipped through it and the production values for the book are out of sight. It's very nice. I'm glad I pre-ordered the others in the series.


  2. Maybe it's because it's a paperback that I thought this would be some cool text maybe a black and white drawing or two inside, but mostly just something interesting to have. I was totally blown away with the product. The premise is that's a journal of someone trying to put down some history of the Clan Venture. What they get is a lot of interviews from various vampires, including a very, very old one, very young ones, trailer park Ventrue and a dominatrix. Each has a different story to tell and all these stories end up painting a fascinating picture of the clan. And there's a murder mystery wove through the book to keep it feeling fresh, like you're reading something that is happening now. And I can't say enough about the artwork. All full color, beautiful paintings of old and young vampires. My only complaint is that it should be hard cover! I think I'll buy another one, so I use the heck out of this one and keep the other one pristine!


  3. The White Wolf writers are fond of pointing out the characters haven't read the books. With this, that is no longer true. Apart from the appendix, this is written completely in-game. There is no prologue fiction. There is a brief introduction from the in-game author to the mysterious person who decided to compile it. The first chapter is on the origins of the Ventrue. On the one hand, it gives essentially one, clear explanation for the origin of the Clan, how it differed and separated from Rome and the Julii, and the origin of the name Ventrue. On the other hand, the origin is firmly encased in human mythology. It is an explanation the Ventrue can and do believe, teach their neonates, and use to explain various aspects of the Clan. But gamers that wanted an explanation that can stand without mythology don't get one.

    The second, much larger chapter is about the culture of the Clan, from a wide variety of angles and without exactly clear and concise descriptions. It is a collection of stories from Ventrue about the Clan, interviews with Ventrue that do, do not and really do not fit the stereotype of Lords. There are a couple of mad conspiracy theories and a contribution from a would-be saboteur dealing with Ventrue that drag the nickname Lord in the mud. There is an excellent essay on how the Ventrue manipulate the mortal world. The arrogance and madness of the Clan really comes through. They claim to have stood behind every successful ruler in Europe. It also explains Malkavia, which takes the idea of a sub-group of Ventrue that are mad but still operational and gives it a unique spin.

    The technical stuff is covered in a short appendix. It introduces a new Bloodline and provides rules for using the Discipline that Malkavia allows access to. There are also some new merits and Devotions that fit the Ventrue. You don't need any book besides Requiem to understand this, but reading Damnation City's Lexicon and description of the neo-feudal system do come close to being required. There are references to many other Vampire books. Outside Vampire, World of Darkness: Asylum is a great fit with this book. The final technical aspect is the artwork. A White Wolf staffer commented on their forum that the artwork is the same, just in colour. He's wrong. Colour allows things that cannot be done in black and white, and the artists have taken full advantage.

    From a Storyteller perspective, I think the contents are mostly for roleplaying and character providing. It should provide more depth no matter how well the Ventrue have been played. Also, there are stacks of in-game characters that the PCs now know by reputation. In fact, there are several systems explained in the book for Ventrue being known by various aliases, so the PCs may later learn that their allies or mentors are mentioned or even interviewed in it. Obviously, as an in-game document, there are no plot hook sidebars. Personally the information seems too vague to use as plot hooks without considerable development.

    It's the book itself, as an in-game artifact, that provides stacks of options for the improvising Storyteller. After a player mentions it at the table, have his character dragged before some notable city figure. "This was distributed exclusively for Ventrue elders, how did YOU get it?" This book really emphasises the paranoid nature of vampires and specifically Ventrue, and what better way to bring in that theme than by the in-game reactions to the book? The political firestorm in the city should be massive - and probably way out of proportion to whatever was said about or by a prominent city figure in the book.


  4. I find myself wondering where I should start the review for this product. Do I talk about the amazing art and the sudden change to color or do I discuss the mechanics or lack thereof? The book has great qualities but they seem to be obfuscated by an alarming number of bad qualities.

    The art is simply beautiful. Many of the pictures really bring to life the imagery of what is being discussed in the text. I found myself looking at the art like it was a coffee table book.

    Like older white-wolf clan books, nothing in this book is in stone. The book is masterfully put together to create an illusion that the book you are reading is a compilation of a vampires years of investigative work. If this is the design that white -wolf was going for, it worked. The book does feel like a collection of works from a historian. Even the art and page layout gives the impression of a work is progress.

    The writing is top notch and completely consistent throughout the paperback tome (an odd change from the normal hardcover) however the story seems to suffer from a major problem; it's unnecessarily contradictory to other white-wolf products and is in many places simply pedantic. Rather than having a clear cut story or an easy to understand account, we are given a rather boring ancient text that suggests that divine forces did not like a king and cursed him. After you get through page after page of this, you begin to wonder why you just did not make up your own history.

    If you have read Requiem for Rome, you most likely had questions on the Julii. After all they looked just like the Ventrue, minus the flaw. Are they Ventrue? Are they a new clan? Where did they come from? The Ventrue books slaps together some short hypothesis on the issue but does little more than what your gaming group could come up with in fifteen minutes. Yet another mystery unsolved.

    One of the new things added to this book is the Malkavians of the old game. Are they a new clan? No. Why? I don't know. Instead, they feel more like a "D&D template" that you apply to your vampire. It's a disease that can be spread and it is causing fear throughout the vampire community. I'm not going to lie, the Malkavians seem interesting and they have many plot devices, however, they would have been much more appealing as a bloodline or (heaven forbid) a new clan. Having them be a "D&D Template" that you apply to your vampire seemed a little forced, even in the text. (More on their Discipline later)

    If you have been wondering why the Ventrue are considered the lords of men and Vampires and why they have not been consistently overthrown by the Daeva, then unfortunately (to my great surprise) this book does not help. This leads me to Game Mechanics. I was hoping that after all these years; we would see some interesting Bloodlines and devotions for the Ventrue who consistently get little of both in all of white-wolfs books. This does not happen here.

    The first thing we are introduced to in the "crunch" section is the new bloodline called the Adrestio. They are without a doubt the most uninteresting bloodline I have ever read. With over 2000 years of the Ventrue history, we get a 20 year old bloodline that is an unprofessional (sex, drugs and rock n'roll) Ventrue that gets protean. At the very least, they could have tossed in a few other Ventrue bloodlines from the different ages. Very disappointing.

    Next we get Merits. The merits are both interesting and seem to add flavor to the Lords. Rather than going through all the different Merits that are here, I will say this. The merits are the best additions to this book. Not only are they easy to implement into your game, they also add many role play opportunities.

    The Devotions are fascinating but nothing that you would write home about. By the time you're done reading them you are not sure if you like them or you don't. The Devotions are not bad, but they seem like an afterthought. I can see using any of them but not necessarily going out of my way to put them on my character sheet.

    The new Discipline is for the Malkavians. If you played the old game then you know what this power is. Dementation, is a mixture of Nightmare and Dominate with a unique flare to it. If your PC's aren't crazy yet, they will be.

    Summery:
    Is the book bad? No. Ventrue Lords over the Damned does what it set out to do. It has unknown history mixed with fun vampire interviews with eccentric elders and unique individuals. The problem with the book is that really there isn't much more there. Where amazing opportunities could have been grasped by the writer in describing the Ventrue, I continuously wondered why other vampire did not simply wipe the Ventrue out. They were weak and really have not proved that they are Lords of anything.

    Then when we get to the "crunch" section, I find nothing but cobwebs and an "IOU". I understand that this book is supposed to be an information supplement but...really? Nothing at all to distinguish the Ventrue from other clans? Wow.

    In closing, I will say this. If you like the Venture you may be disappointed in this book. It just doesn't have the kick that was really needed for them. If on the other hand, you are indifferent about the Ventrue, you may like this book. There is a lot of usable material that can be placed in your game right now. I for one am going to use very little from this book.


  5. I'm part of a strange sub-culture that reads these things but doesn't actually participate in the games (simply have no time). I also read a lot of the old V:tM books and the core material for V:tR, so despite being a non-gamer I'm not a noobcake. This book is eminently readable and highly enjoyable for non-gamers. The reason is it's not about the mechanics. As an engineer I appreciate the mechanics, so I read those too, but here are the real enjoyable aspects:

    - The stories. These are of course the meat of the book, and they're dark, with the barest of light peaking out often enough to avoid predictability. You see Ventrue cast not just as the stereotypical CEO, but in roles like king of a trailer park. Very creative

    - The art. Every page or two has a really interesting piece of vampire artwork. It's tough to find "monster art" that isn't cheesy or somehow silly. These guys have done a great job, and the artwork really complements the writing, particularly when you look back and forth between the portrait and the story and correlate the two; it really brings the story to the next level

    - The production. High quality. Between that and the artwork, that's where your money is going (as opposed to 8 clams for a simple paperback)

    I'd like to point out for any other horror fiction fans that due to this book's size (8.5 x 11 inches, think a full piece of printer paper in the US), the page count is a little deceiving. It's tough to justify paying a lot for a novel of 120 pages, but these are bigger pages, so it's probably closer to 200+ (not all of it is writing of course). Also, if you're not planning on playing the RPG, you don't really need to read anything before this, though obviously the core Requiem book would help. You can truly enjoy this book as a standalone.

    At any rate I hope this helps people looking for quality vampire fiction. Due to the fact that Ventrue is part of a larger world, if you like this you can count on more stuff right down your dark alley. Sorry, couldn't help myself.


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Posted in World of Darkness (Tuesday, October 7, 2008)

Written by Matthew McFarland and Jess Hartley and Justin Achilli and Peter Schaefer and Chuck Wendig and Wood Ingham. By White Wolf Publishing. The regular list price is $24.99. Sells new for $12.95. There are some available for $13.54.
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1 comments about Reliquary (World of Darkness).
  1. This book basically details how to design artifacts, both thematically and systematically, and how to design story arc or chronicles around artifacts. The book also gives a suite of powers to use in putting an artifact together, merits, and some ready-made artifacts.

    What this book lacks in is the artwork. Both the cover and interior art are substandard and are not very inspiring. That being said, the book is very useful for its subject matter.


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Posted in World of Darkness (Tuesday, October 7, 2008)

Written by David Chart and Ray Fawkes and Greg Stolze and Chuck Wendig. By White Wolf Publishing. The regular list price is $31.99. Sells new for $20.03. There are some available for $22.31.
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2 comments about Circle Of The Crone (Vampire The Requiem - World Of Darkness - WOD).
  1. I have been playing White-Wolf's "World of Darkness" games for years, even before the new "World of Darkness" came out. I remember when I first saw the previews for the new "Vampire: the Requiem" and was fascinated by the Circle of the Crone, a faction of pagan vampires focused on tribulation and creation. I've awaited the release of this, the last of the Covenant, books for quite some time, and now that its finally out I can say I am not disappointed. This book lays out the background, beliefs and practices of the Acolytes, and finally fleshes out WHY they do what they do. A much needed book.

    It opens up with a piece of fiction focusing on Trey "Loki" Fischer, a signature character from the Chicago setting. I would have preferred to have the "Litanies of the Crone", or some other IC mythology, but the fiction is interesting and does a good job of introducing the Acolytes. We then go on to the introduction, which tries to give an overview of the Acolytes and their beliefs, explaining what they are (and what they aren't). Essentially, they are a network of cults sharing some common beliefs, but with many regional differences. We also get some info on Cruac, and the Circle's relation with spirits. Theres also an interesting bibliography of books on Paganism that can be used as inspiration, though imho it leaves out some key titles (like say, "The Golden Bough", with all the accompanying myths of sacrifice and rebirth). But then, thats just my opinion. On to the real juicy stuff.

    The first chapter gives details on the history of the Circle of the Crone, mostly as a network of pagan cults organized by a shadowy figure called the Blind Queen, and forced together by persecution from the Lancea Sanctum. From there, we go on to a chapter of the Circle's beliefs, practices and organization. The roles of the Heirophant and Chorus are explained and expanded upon, alongside less common positions like the Skald (a bard or tale-teller), Valkyrja (warriors), Haruspex (diviners), and so forth. More interesting, there are also mythic roles like the Maiden, the Fool, the Hero, and the Crone. These are more spiritual roles, and each is given examples from various pagan myths the world over. Beyond that, we also get a look at Cruac, the Acolytes' relations with the spirit world, views on tribulation and creation, holy nights, worship and other topics. A new background, Temple, is given, along with a connected Cruac ritual. Essentially, it's a place of worship that functions much as a Haven. This chapter alone should be essential reading for any chronicle involving the Acolytes. However, it also requires alot of work for the ST, since the Circle of the Crone can vary so much from location to location.

    Chapter three focuses on politics of the Acolytes, how they find converts, how they seek out tribulation (often through conflict with other Covenants) and how they fit into a given domain. Theres some interesting ideas in here, including the idea of Acolytes creating underground communities. The next chapter focuses on the factions and bloodlines, often a big draw for players. Numerous examples of factions are given, including the People of the Land (small rural covens), the Second Descent (devotees of chthonic gods of darkness), the Hag (vampires who are haunted by nightmares of a Crone like figure), Disciples of the Silence (nihilist worshippers of nothingness), Siapn (violently anti-Christian cultists from South America), Amanotsukai (who follow a corrupted form of Japanese Shinto), Daughters of the Goddess (fanatical feminist Goddess worshippers), and the Semioticians (scholars who study Cruac and other forms of blood magic). Examples of the variations on Cruac practiced by the different factions are given, mostly for flavor. Theres also an Acolyte ghoul family, the Bellsmeade, hidden in there. They are a small, inbred cult of mortals in an isolated hotel, who are taught to worship their creator as a god. Fun stuff!

    The bloodlines are really exciting. A bit slanted, but still exciting. Of the five bloodlines, three are Gangrel (my favorite Clan ironically), and three are heavily female focused. The Asnam are a Daeva lineage that consider themselves gods, and have a Discipline that lets them connect with their worshippers (the final level actually allows them to reincarnate!). The Carnon are a lineage of Gangrel who live like pagan rock stars, and usually burn out fairly quickly. They embody the Horned God, and learn Nightmare in-Clan. The Childer of the Morrigan are mostly female warriors, and are a Gangrel lineage with Potence in-Clan and the ability to learn the Touch of the Morrigan ritual without knowing Cruac. The Gorgons are a serpent-themed bloodline of Ventrue claiming descent from Medua, and have a snake-like Discipline called Amphivena. The Mara, or Lampreys, are a lineage of aquatic Gangrel who learn Obfuscate as a Clan Discipline. Once again, variations on Cruac are presented for the Mara, whose rituals are all conducted underwater. It's mostly flavor, but still very cool to work with.

    The next chapter explores the magics of the Circle, including the two new Disciplines for the above mentioned bloodlines (Ralab and Amphivena), several Devotions, and a huge amount of information on Cruac. All in all, we get some 25 Cruac rituals, including a few others hidden throughout the book. Information on how Cruac works, alternative styles of Cruac, creating and learning new rituals, and how it interacts with the spirit world is given. The rituals given are incredibly varied. There are rituals for calling upon spirits, divining the future, manipulating the weather, creating gargoyles and homunculi, storing blood in buboes, gaining power through sacrifice, changing one's Haven temporarily, and creating weapons that draw blood from an opponent. Many rituals for Acolytes to play with. The final chapter gives a number of NPCs for the Storyteller to use, including both combatants and non-combatants. Archetypes like Liason to the Lupines, Soothsaying Whore, and Acolyte Sheriff are given, all of which can easily be adapted to any chronicle with a little work. Or serve as inspiration for players, if they are so inclined.

    This is ultimately a great book, probably the best of the Covenant books, and it has been well worth the like. I came away from it with lots of ideas for my games. It exceeded my expectations. If you have no idea how to play or run the Circle of the Crone, then this book will help you. It does require you to flesh out how the Acolytes function on a local level, given that they are more a network of cults with a few shared beliefs and practices, but it does a good job giving you ideas to work with. I especially like how it draws upon mythological archetypes and how it details the different styles of Cruac. The factions and bloodlines were pretty interesting too. This book is essential for STs, and for any player who wants to play an Acolyte. Theres just so much useful stuff in here.


  2. I have to admit, when I first picked up the book I was full of anticipation. I hadn't really liked the Crones at first, because all I could get out of them was a neo-pagan femi-nazi kind of stereotype. I was hoping the book could expand upon, alter or outright kill those stereotypes and present the Acolytes as something more than what they appeared.
    Boy was I right.

    The book is excellent.
    The introduction and intro fiction set the tone for what is to be an exploration of teh darker sides of Vampire. The 3 1/2 pages of introduction does wonders to establish a very different relationship with the Covenant that what lept at me from teh write-up in teh core book, while still being true to what must have been the original vision of the Covenant: Dark, inhuman and primal, yet also divine, pure and natural. There is something ancient to the Crones that none of the other Covenants can muster, something primeaval that hints at forbidden truths and forgotten lore.
    The introductory piece of fiction is very dark and moody, and establishes the Acolytes as more than neo-hippies and feminists. Me like! biggrin.gif

    Chapter one discusses the history of the Circle, or as much of it as can be told. Because the Circle is made up of individual cults with differing belief structures and myths, mapping out the history of the Covenant is difficult at best. Instead, the chapter focuses on how teh individual cults rise to power, and eventually fall from grace, only to rise once more. The focus on this aspect of the Circle was very refreshing, and helps establish the Circle as something organic and unique that teh Storyteller can play with and mold as he desires.

    Chapter two discusses life (or unlife) in the Circle. The various cults views on Amaranth, Golcond, Torpor and teh Embrace, as well as other subjects, are discussed, and the chapter provides examples of the various rituals, practices and beliefs that cults can hold. Teh adition of example cult rituals and traditions is very satisfying, as St's can copy-paste them wholesale into theri chronicles, or simply take them as inspirations for his own creations. There is also a part of the chapter dedicated totitles and roles more or less common throughout the Covenant. I especially found the archetypal roles of Maiden, Fool, Scarlet Woman, Hero, Mother, Father, Crone and Hermit intriguing and exciting. I lik ethe way they can be twisted to fit nearly any belief structure, as well as the political avenues it opens within teh Circle while still staying true to teh Covenants religious bent.

    However, chapter three is where teh book comes into it's own right. It debates Acolytes' role in the politics of the Kindred, and masterfully so. The views and beliefs of the Acolytes color their approach to the Danse Macabre in vary sepcial ways, and it was a joy to realise just how different and alien their mindset is to other, more politically minded Kindred. The way they place their religion above political gain is very unique among Vampires, and it is still made plausible within the world of Requiem.
    The themes of Tribulation and Creation are everywhere in the book, and after a while they become a very natural part of the way I think about Acolytes.
    I found that I especially enjoyed the concept of teh Crucible. Basically, the Acolytes put mortals through extreme tribulation, often in the form of staging extreme tragedy in their lives, and attempt to push them towards enlightenment. This is an act of Creation unliek any other, as it creates true enlightenment. Very cool, very inhuman. Very fitting. biggrin.gif

    The Factions and Bloodlines chapter was cool, but not what I bought teh book for. I'm not a huge fan of Bloodlines.
    Still, I found myself inspired by tehfactions and Bloodlines both, and before long I had incorporated atleast one of teh Bloodlines into my ongoing chronicle.

    OF the Bloodlines, I especially liked the Gorgons (though I had to think hard to realise I liked them) and the Carnon.
    The factions were very cool. Basically, they are cults like the ones discussed in chapters one and two. They have their own (often very unique) views on their Covenant and their Requiems, and many of them are masterfully written and fit into practically any chronicle. I particularly liked the Second Descent and the Semioticians. I HATE the Daughters of the Godess, but that has more to do with personal opinions than the quality of the faction.

    The rest of the book is basically just Disciplines and Cruac rituals and Devotions, as well as some quick-NPC's/character concepts.

    All in all, a superb book that redefines the Circle for those who never got them, and provides some solid material to work with for those who did!

    I give it eight thumbs up!


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Posted in World of Darkness (Tuesday, October 7, 2008)

Written by Will Hindmarch. By White Wolf Publishing. The regular list price is $39.99. Sells new for $25.07. There are some available for $22.75.
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1 comments about Vampire Damnation City (Vampire the Requiem).
  1. This is going to be a quick and dirty review. If you play Vampire the Requiem and you dont have this book you are missing one of the most important and integral characters of the setting: the City. This book has every conceivable and exhaustive rule for fleshing out your city, whether real or fictional. It is a massive book (over 400 pages) of rules for the urban vampire game.


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Posted in World of Darkness (Tuesday, October 7, 2008)

Written by Ethan Skemp. By White Wolf Publishing. The regular list price is $26.99. Sells new for $15.50. There are some available for $16.60.
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3 comments about Autumn Nightmares (Changeling the Lost).
  1. This is the antagonists book for the Changeling game line. It massively expands on the various antagonist types mentioned in the Changeling corebook. Unlike many antagonist books for the World of Darkness, it does not have an additional section on things that are just weird. The reason for that is the True Fae and the hobgoblins already qualify. The book is divided into three chapters. The first covers Changeling and mortal antagonists, the second covers the True Fae, and the last chapter covers Fetches and hobgoblins. I enjoyed reading this more than the corebook because this book only had to cover one aspect in detail rather than introduce the whole setting in general, and the writing is at least as good as the corebook.

    The first section begins with Changelings as antagonists for the characters. It is subdivided into three further groups, the Mad, the militias and bridge-burners, and the privateers and loyalists. Actually, the Changelings in all the groups are pretty much nuts. The Mad are just loners. There is a section on motivations and Storytelling each group, and then several pre-generated antagonists. The groups tend to emphasise and distort various aspects of normal Changeling society. There is a group so obsessed with hiding that merely knowing about it marks one for their assassins. Looked at as a whole, though, they are mostly groups that one has to either join or physically fight. The individual Mad are more diverse. Most of them are fairy-tale monster types, such as the King of Cats, the Evil Hag, and the Glutton (yes, the guy from the corebook), but unlike the group members the text suggests how characters can deal with them without conflict, at least sometimes.

    The next section is on mortals. Mortals tend to get treated as combat monsters or minor extras in a lot of World of Darkness books, and this has plenty of that type, but there are also social antagonists. The interesting element is that the social antagonists are not in the ensorcelled section. Changelings associate with other Changelings, mortals are quite capable of seeing the group though not its nature, and thus quite capable of giving an entire freehold problems without realising it. And the very first example is one of a personal relationship gone sour, which could happen to anyone, supernatural or not, bringing way more attention than any group, supernatural or not wants.

    The True Fae fittingly get a full chapter to describe them. In a curious way, the manner in which it explains the True Fae makes them obscure rather than less. The game mechanics and Storytelling side is very clear on explaining how to use them. There are some general personality types, new powers, abilities, weaknesses and even Merits for making True Fae characters. There are a half dozen examples of True Fae, including notes on the types of Changelings that generally come from their domains. The obscurity comes in when the book explains what Changelings have observed about their former masters. Changeling speculation includes their possible origins, their influence on the mortal world apart from abductions, their motivations for the weird way they operate, and the nature of their society in Arcadia. The chapter also has an extensive section on True Fae operating in the mortal world. The corebook only had the Banished, but this includes other types of exiles. Some are trapped, but others came with a specific purpose.

    The last chapter covers first the Fetches and then the hobgoblins. As one would expect, there are pages of new powers for the Fetch and a full description of how to Storytell them. There are new milestone merits for killing one's own Fetch. There are also many optional rules for the Storyteller. The ingredient section is good for flavour in what a Fetch was made from, and also in defining trends in how Fetches behave. There are ways to make Fetches unusually powerful and unusually dangerous. It also describes Fetch children. Fetches aren't supposed to be able to have children, and if they manage it, those children are far from normal, for good or ill. For those who want to try merging with a Fetch, rules and mechanics are supplied. There are a half dozen examples of Fetches, including four for Changelings in this book or the corebook, and examples of both rogue Fetches and sympathetic ones. The hobgoblins section is one of the most straightforward in the book, and consists mostly of new creatures. Some of them are physical threats, and all will give the characters trouble.

    This book is far more integrated than most in the World of Darkness line. The opening fiction gives an in-play look at the Miami Freehold. The one page fiction at the beginning of each chapter features at least one character mentioned in the text, and so vividly you could use him almost without having to stat him. The sections on Keepers and Fetches includes those of some of the Changelings in this book and in the corebook. Most of all, this book has detailed sections on using this material with other supernaturals. The first chapter mentions how any supernatural can be drawn into the Changeling's world through the use of ensorcellment pledges. The second chapter explains how the True Fae see the other supernaturals, and what rumours they have of the True Fae and the Hedge. The Fetch section includes specific game mechanics, but also an extensive section on how other supernaturals see them, how they interact with the supernaturals, and further suggestions on how the True Fae would treat the supernaturals.

    Likely you have already decided whether to get the Changeling game line or not. If not, have few doubts that the quality and style of the corebook is continued in this book.


  2. Essentially a "monster manual" for Changeling: the Lost, Autumn Nightmares resolves a lot of ambiguity that exists in the Changeling rulebook. What kinds of hobgoblins are there? How does the fetch work, exactly? How exactly does the storyteller handle the Gentry? These are examples of some of the questions I had after reading the Changeling rulebook that are answered in Autumn Nightmares. There are examples of changeling antagonists, variations on fetch mechanics/lore, a wide array of hobgoblins, and an entire chapter devoted to the Fair Folk. As always, your imagination is your best tool, but this book offers many ways to get the juices flowing. If you're stumped on how to present any of the material I mentioned above, I highly recommend this book.

    My only complaint, and this is a minor one, is that the book is a bit thin at 144 pages. I would have preferred a bit more material. But it is hardcover, which I wasn't expecting.


  3. This book details some very important elements of the Changeling the Lost role playing game. Namely, it dicusses the Others (Fae) and Fetches (creatures that replaced changelings who've been abducted by the Fae). This supplement provides rules for both and in particular for understanding their motivations. As has been stated by other reviews this book is really handy for any changeling campaign in terms of antagonists for a motley to deal with. Since Changeling is a limited game line (only 8 books will be published for this game) owning this supplement is a must.


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Posted in World of Darkness (Tuesday, October 7, 2008)

By White Wolf Publishing. The regular list price is $34.99. Sells new for $21.90. There are some available for $17.49.
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5 comments about Promethean: The Created (Promethean).
  1. Promethean The Created is a new hardcover book for use with White Wolf's mega-popular World of Darkness RPG, and represents a broad new canvas for fans of the game. Promethean offers a new type of character to build and play...soulless corpses, reanimated with life and representing pure Greek Tragedy in their scope, or pure gothic horror...or maybe even both to players. The book bases its background on the myths of things such as the Frankenstein monster, golems, and other such constructs. First, the book does a fantastic job of providing background on these creatures as well as source books and films, giving payers a wide array of options. These created need not be pieced-together bodies of corpses. As pointed out, even creatures such as DC Comics' The Swamp Thing are considered a created being.

    Chapter One is vital and provides the player and GM with the setting and background for Prometheans. This is very key as the background of these characters is perhaps more important than any other type of WOD character. All manner of sample Prometheans and methods of creation are included...from alchemical to electricity to primordial beings. You'll find yourself mesmerized for hours by the depth of research done by the game designers. I'm not sure how much of this will ever be used, but it makes for interesting reading nonetheless.

    After you've read about these various types of constructs, chapter two will not get you into the character creation phase. Let's just say there's a heck of a lot more to do here than rolling a few dice. Select the character's attributes, skills, specialties, features, and various advantages. There are some excellent examples provided to get players moving in the right direction in creating their Prometheans. There's a boatload of skills and powers with which to equip your character. These include various uses of fire and electricity, but also subtler mental powers as well. This is one of the very best sections in the book and one of the best such sections I've ever read for any RPG system. The amount of detail that the eclectic nature of the promethean abilities is stunning, and even a bit intimidating.

    Succeeding chapters deal with Promethean antagonists and storytelling, as well as the Promethean condition and how they affect those around them. The book is capped off with a lengthy appendix. There is so much in this 280 plus book that it's impossible to cover it all in this review. Suffice to say this is one of the most richly detailed RPG supplements I've seen in quite some time. The book is accompanied by the usual outstanding art that you've come to expect from White Wolf.

    This is a grand new book in the World of Darkness mythos that opens up a whole new landscape for its fans.

    Reviewed by Tim Janson


  2. It was very quick to arrive, however it arrived in a overly big box for the book, but it arrived in the condition of which they told me that it would be in. And I was very pleased. But next time maybe a smaller box would be better for the book so it wouldn't flop around during transport.


  3. Now THIS is a game for the new World of Darkness

    Yeah vamps are OK and so cliche in movies, wolfies are crying for been Forsaken, mages take time and a lot of experience to learn their stuff, meh... PROMETHEANS are REALLY looking to become human!

    How many settings talk about been human? About wanting to get a soul? About to learn how to be something they were and that the animals, people and even Earth scorns for been a blasphemy against natural life?

    Yes you also have powers and can become a deadly machine, but in the end the Pilgrimage takes you through Milestones so your Pyros can get purified with the Azoth that lives in you and you can create the Lapis Phillosophorum: a Soul. All this means that you travel to learn what you need to become human. A true human not an animated corpse.


  4. I enjoy the WOD and most of it's associated products on the whole i find the production values higher then wizards of the coast. I have purchased all the other supplements for wod and while i still value changeling as the best I very much enjoyed promethean. The idea of the golem and frankenstien appeals very much especially since a great many of us feel misunderstood at some time or another. the book is well layed out and a joy to read I especially like the opening piece as i believe it really captures the feel of the game. This book will appeal to those who value a strong story line set in a world like our own but whose darkness is personified in various supernatural species. But be forwarned the tone of this game is all about isolation and loneliness in an attempt to garner enough good karma to become human and while we can relate many gamers might not like the idea of playing a character who is reviled by everything and everyone. overall high production value, well thought out and an entertaining system of tranmutations. this tome can be mixed with the others but on the whole promethean don't really play well with others even their own so the story teller might have to make some modifications to make this one work.


  5. Had to pick this up with all the buzz on what an excellent game this is. Basically you play a Frakenstein type creature, a golem as such who is questing for mortality and a soul. This book uses the World of Darkness rules set, so you need that book to play this one. This game is also a limited run game, which means that besides this core book and the 4 supplements there are not going to publish any additional expansions. Also, when it goes out of print it will probably be gone for good, so probably best to snag your copy while its available (although you could buy it on electronic pdf).


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Posted in World of Darkness (Tuesday, October 7, 2008)

Written by Richard Clayton and Chuck Wendig and John Newman. By White Wolf Publishing. The regular list price is $24.99. Sells new for $14.09. There are some available for $13.14.
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No comments about WoD Dogs of War (World of Darkness (White Wolf Hardcover)).



Posted in World of Darkness (Tuesday, October 7, 2008)

Written by White Wolf and Ethan Skemp and Chuck Wendig and John Snead. By White Wolf Publishing. The regular list price is $27.99. Sells new for $18.28. There are some available for $14.90.
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2 comments about Changeling Lords of Summer (Changeling: the Lost).
  1. The fourth book in White-Wolf's Changeling: the Lost gameline, Lords of Summer gives a look at the courtly intrigues of the Changelings. At long last, we get to see how freeholds operate (and come into conflict with one another) and, more importantly, the way that the Court structure comes up. Each of the four Seasonal Courts gets a write up in this book, giving background on their philosophies, lifestyles and recruitment, from the fear-mongering mystics of the Autumn Court to the wild revelry of the Spring Court to the hidden secrets of the Winter Court to the brutal warrior ways of the Summer Court, each one is examined. Not only that, we also learn more about the various rituals practiced by the different courts, the reasons behind their favored emotions and how that colors their perceptions, and perhaps most importantly, the various titles used by the Courts, and their roles.

    However, lest you go thinking this is just a book of politics, war and Changeling rites, it also has a fair amount of crunch. Each of the Courts gets a new, thematic Contract list, and a new Entitlement, and the whole second half of the book is full of them. The Contracts were actually fairly nice, especially Verdant Spring (which focuses on Spring's association with passion) and Spellbound Autumn (focusing on Autumn's role a Fae magicians). All in all theres about a dozen of them, ranging from the Lord Sages of the Unknown Reaches (who study other supernaturals) to the Magi of the Gilded Thorn (Autumn Courtiers who explore the Hedge) to the Eternal Echoes (who record the experiences of Changelings) to the Guild of the Goldspinners (literally money-makers) to the Lost Pantheon (who seek to become literal Gods) to the Barony of the Lesser Ones (who seek to dominate Hobgoblins). In addition to Court specific Entitlements, we also get two Seeming-specific ones (a messenger service for the Fairest, and an Ogre/Elemental masonic guild), and one that expends on the role of oneiromancy.

    Over all, this book is a very solid addition to anyone seeking to expand on the role of Freehold and Court in Changeling. While the Contracts were very nice, most of the Entitlements didn't jump out at me nearly as much as the ones in 'Winter Masques' (though a couple, like the Guild of Goldspinners DID). Still, no doubt some players (and STs) will find more use for these many Entitlements. Nor does it expand on the alternate Courts offered in 'Winter Masques' (the East Asian Directional Courts and the Slavic Sun/Moon Courts). Either way, it will certainly add a great deal of depth and dimension to any Changeling game. Well worth picking up. I'd recommend picking up both this and 'Winter Masques,' which expands not only on Seeming and Kith, but also adds more multi-cultural options for those seeking variation in their Changeling games. Players will appreciate having both present.


  2. I have all the supplement books for this great RPG that is Changeling The Lost. Among them, one reach the summet and it is Lords of Summer.

    Inside, you will find all the informations needed for the Courts (history, policy, politic, structure, Merits...) and the best, their specialised team. Some Orders are also presented, giving the opportunity to play different ways.

    You have access to all the types and genres your players want to play: from the main normal Courtier to the most brutal Changeling - The Hound Tribunal from the Summer Court, and the secretive one - Knighthood of Ultmost Silence from the Winter Court.

    It's a real pleasure to read and to discover the Changeling world in each books and this one is an incitative one! It is a true reference guide to the Storyteller and players too.

    Best buy!


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Posted in World of Darkness (Tuesday, October 7, 2008)

Written by Jess Hartley and John Snead and Travis Stout and Charles Wendig. By White Wolf Publishing. The regular list price is $27.99. Sells new for $15.20. There are some available for $17.09.
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3 comments about Changeling Rites of Spring (Changeling: The Lost).
  1. This has been by far the best non-core product I have ever owned produced by white wolf. 'Rites of Spring' introduces ideas for over all theme and light implementation. It caters to a Story Tellers need to tailor personal stories with suggestions on optional rules, motifs, and even guidelines for presenting description of the fantasy environment that the Lost inhabit. If you own the Changeling: The Lost book and feel as though you need an addition to be comfortable running the world then this book is an excellent tool to have available. The book also includes some suggestions on merits and alternate contracts to play with as well.


  2. A must for the consumate Changeling fan. This is the glamour, powers book for the limited run Changeling rpg series (5 or 6 books I believe).


  3. Changeling the Lost(CtL)is what's called a limited run. There are so many titles in the line and then it's done(but is it?). Anywho, ROS has a lot of new merits for the game and alot of clarification of the rules and ALOT of alternative rules for things in the Main Rulebook that needed fixing like the making of Pledges.


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Posted in World of Darkness (Tuesday, October 7, 2008)

Written by David Hicks and Alan Alexander and Conrad Hubbard. By White Wolf Publishing. The regular list price is $26.99. Sells new for $16.92. There are some available for $18.03.
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4 comments about Second Sight (World of Darkness).
  1. Second Sight is a great book to use with any WOD setting. It has some really nice rules for psychic abilities and "low magic" that is nowhere near what a true WOD Mage can do.

    Both systems are very simple and very well designed. The following is a bit of technobable, and if you're not a WOD gamer, it may not make much sense. There is a new Trait called "Supernatural Advantage" which takes the place of Blood Potency, Gnosis, or Primal Urge. The characters will some times add this to dice pools and use it to combat the supernatural equivalents of the other gaming systems.

    After that, the psychic abilities and magical powers are all merits. In the psychic camp, there are four main categories: ESP, mediumism, psychokinesis, and telepathy. There are plenty of powers under each category.

    Low Magic allows you to play a Thamaturge (not a Mage), and it is broken down into multiple traditions: ceremonial magician, hedge witch, shaman, taoist alchemist, and vodoun. Again, all the individual powers are merits, and again there are plenty of them.

    The only drawback is that there isn't a very big section of baddies in the back. I'm fine with that, but if you include one at all, make it thorough. A nice section on artifacts and items would have been a plus.

    This is truly a five star book for WOD. It's as thorough as Armory is (and far, far more packed with abilites than the weak Ghouls book is). If you're planning on including a psychic or a mundane magician in your games, this is a great book. And at Amazon's price, it can't be beat!


  2. Second Sight gives World of Darkness fans the opportunity to play characters in the same vein as The Dead Zone, The 4400, the lower key mystics of early Buffy: The Vampire Slayer, and other similar entertainment. A lengthy list of psychic and magical abilities, along with traditions and general plot hooks with a horror bent, are presented. Due to the high cost of many of these abilities this results in a system that is good for characters that are mundane folk except for one or two supernatural tricks.

    In addition to psionics and magical traditions the book focuses on horrors beyond space and time similar to those mentioned in various H.P.Lovecraft publications. Such horrors get a lengthy discussion, and rules for the cultists serving them are presented.

    While the book states these abilities are not meant to be mixed with other types of supernaturals, such as vampires or werewolves, there's nothing here to prevent a buyer from doing just that. Whether you're looking for new powers to tack onto your Mages or a tool that will let you run a cabal of mystics dedicated to taking down the corrupt mayor of their town this product has a lot to offer.


  3. Great resource supplement for mortals who possess supernatural gifts. This book is for the new World of Darkness game and offers powers to make your mortals a bit more edgy. This book is getting reprinted by White Wolf (release date October 15, 2007). So dont pay the outrageous $84 that some sellers on amazon are asking for.

    This is probably one of the most popular World of Darkness supplements.


  4. Basically it's a poor framework for introducing mortals into the WoD. But instead of trying to make a solid and robust frame for how Mortals could investigate, explore and maybe even survive after having discovered how the WoD 'really' is, WW took an easy solution and came up with.. tadaa: mortal superpowers (psychics) that allows "Mortals" to deal with the WoD almost on equal terms.

    This is actually revealed in the description of the book, but nonetheless i feel disappointed as i thought it would also contain elements on how real mortals could cope with WoD. However a mortal isn't (in my book anyway) a real mortal/sleeper etc, once she gains supernatural powers.


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Page 2 of 14
1  2  3  4  5  6  7  8  9  10  11  12  
Ventrue: Lords Over the Damned (Vampire the Requiem)
Reliquary (World of Darkness)
Circle Of The Crone (Vampire The Requiem - World Of Darkness - WOD)
Vampire Damnation City (Vampire the Requiem)
Autumn Nightmares (Changeling the Lost)
Promethean: The Created (Promethean)
WoD Dogs of War (World of Darkness (White Wolf Hardcover))
Changeling Lords of Summer (Changeling: the Lost)
Changeling Rites of Spring (Changeling: The Lost)
Second Sight (World of Darkness)

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Last updated: Tue Oct 7 23:30:28 EDT 2008