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WORLD OF DARKNESS BOOKS
Posted in World of Darkness (Thursday, July 24, 2008)
Written by David Chart and Jess Hartley and Will Hindmarch and Steve Kenson. By White Wolf Publishing.
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1 comments about Mage The Free Council (Mage: the Awakening).
- The Free Council book is a little more streamlined than the other order books, and makes the attempt to represent the faction in a more truthful light than normal. (Most are legendary in approach. This aims at historical.) The book describes the political and magical history and the theories that stemmed from this in reasonable detail for the entire history of the order. This includes a short description of the embarrassing truth about the Great Refusal.
Included are new rotes which cover various aspects of what the Council researched as new ways of looking at things, and also demonstrate the sorts of extremes that they went to to survive as an order.
What is in the book is well done; the only real complaints are things that were left out:
I like the legacies included. The Blank Badges are particularly interesting, but more legacies that tap various scientific paradigms would have been appreciated. Really, linguistics is the only science represented. (Surely Biology, Chemistry, and Physics deserve some attention, especially given the arcana of Life, Matter, Forces and Space.)
The book implies that rotes can be transferred electronically in a few places, but never once mentions how. ("The Mysterium" includes a Prime/Matter rote for copying Grimoires that are stored as books or scrolls. A Prime/Forces rote of similar levels should have been included, really, for electronic transfer of rotes.)
Finally, the imbued items were interesting, but neglected the requirements for creating them.
In summary, the book was worth the read, and is particularly valuable to someone wanting to run a campaign set in the twentieth century. However, it is quite short, and has some oversights.
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Posted in World of Darkness (Thursday, July 24, 2008)
Written by Michael Goodwin and Jess Hartley and Peter Schaefer and Malcolm Sheppard and John Snead. By White Wolf Publishing.
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2 comments about Mysterium (Mage).
- The book has a lot of interesting information in it, describing several things about the nature of the world from the perspective of the Mysterium. It's well-written, and has a lot of useful organizational descriptions and story hooks in it.
The game mechanics items were worth reading, and they did a good job of supporting the described notions of differing approaches between the Mysterium and the Free Council. (Especially look at the different mechanics they cover for skills and electronics.)
Some of the rotes should either be extremely common outside the Mysterium, however, or have an explanation given as to why not. That's the biggest flaw in the book I saw. (They have a rote for copying grimoires, for example. That's something that would proliferate unless it is somehow extremely difficult to develop.)
All in all, it's a good book for those playing Mage: the Awakening. Even if you deemphasize the orders in your, you may still find some value in it. The legacies and rotes give some new ideas as to mechanics for spells and systems. I simply wish they had explained a touch more about the rotes describing how they had been secured over the years.
- This splat book covers the scholarly mages of the Mage the Awakening rpg game. It also offers lots of background ideas for creating characters in the mold of Mysterium including an interesting Indiana Jones type of treasure hunter, mages who seek the lost treasures and artifacts of los Atlantis. Included are new rotes and spells and a very in-depth description of this order. A must for the Mage the Awakening fan.
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Posted in World of Darkness (Thursday, July 24, 2008)
Written by Monte Cook and Sean K. Reynolds. By White Wolf Publishing.
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5 comments about Monte Cooks World of Darkness.
- Its a new and refreshing way to look at the world of darkness, its the same feeling of dread, but in a new aspect. Aside of that it gives up open possibilities within the dark world that earth has become... which we are developing ourselves. Thanks Monte for this excellent book.
We also discovered that moving a bit the intrusion zone (or just using part of the nightmare wave) we can get excellent places within our world that serve as catalyst for horror and adventure. Anyone want to visit the Catacombs of Paris or the Castles of Romania after I-D (Intrusion Day)? Well if they do, they are for a hell of a trip.
- It's nice to see what d20 can do when it's in the hands of a team who don't let it get in the way but rather use it's strengths to great effect.
I love the way this game comes across for those who already know d20. For those who don't it is a great game with simple rules.
Ever have one of those doomsday-visions with vampires and demons and werewolves on motorcycles in graveyards with shotguns? It's kind of like that. Accessible and fun.
- Although I like (and have) the Old and New WoD books, several in my gaming group do not wish to learn a new system. This is the answer to our problems because it is a solid modern supernatural game that is a great compromise. Monte did a great job with the setting and rules and although this is in no way a 100% conversion of O/NWoD game, it is a fun game and will allow my group to alternate between Medieval & Modern fantasy games. I highly recommend this book to d20 Players.
- If you wanted a version of Werewolf or Vampires of the Masquorade but in an understandable system then this is for you. I like Monte Cook's mind and use of language in this book. He takes the indescribably strange and arcane system of the WOD and allows D20 folk like myself a useful way to look into this world.
Have a great day people.
- Monte Cook's World of Darkness (McWod) is an incredible work of transition. It's a very well thought alternate setting to that of White Wolf's original work.
It includes the Vampire, Werewolf, and Mage factions in a single book, adding Demon and Awakaned factions. Because of this, and the fact that all these factions have only been around for 1 year, their history and background is not as detailed or profound as you might like.
Unfortunately, it seems this is a stand alone product. I've searched the internet for any supplemental material but nothing surfaces. This leaves feeling stranded in some way. What about more monsters? The upcoming Hunter faction?
Still, it's an interesting game. It's worth a try, a read, and atleast one gaming experience.
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Posted in World of Darkness (Thursday, July 24, 2008)
Written by Matt McFarland and Travis Stout and Stew Wilson and Aaron Dembski-Bowden. By White Wolf Publishing.
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2 comments about Tribes of the Moon (Werewolf: The Forsaken).
- Of all the gamelines White Wolf has released in their new 'World of Darkness' series, it seems Werewolf has consistently gotten the best, and most thorough coverage of all aspects of the game, from antagonists ('Predators' and 'The Pure') to spirit powers and Auspices ('Lore of the Forsaken') to alternate settings ('The Rage' and 'Lodges: the Splintered'). Every book released in the gameline has added more depth, and this book is no exception.
Pretty much, you get exactly what you would expect - a supplement covering each of the five Tribes of the Moon (the Ghost Wolves, or Tribeless, are understandably not covered in this book). Each chapter delves into the history and culture of one of the five Tribes, telling of legendary heroes, epic battles and dark secrets. Recruitment, initiation, naming convetions views on Renown and Auspice roles and so forth are all included as well, giving the chapters both 'in character' and 'out of character' points of view. Most importantly, we also get some information on each Tribe's ban as well. And at the end of each chapter, we are also given several NPCs to use as we see fit. The end result is that this book winds up becoming an excellent supplement for Storytellers and players alike, chock full of useful plot hooks, story ideas and regional variations to keep any Werewolf fans happy for a very long time indeed.
But aside from the fluff, what else does this book offer? 'Crunch,' and alot of it. Each chapter focuses on a particular Tribe, as I said before, so you wind up getting all manner of cool, Tribal-specific Merits (including a couple fighting styles), Rites, Fetishes, Talens and... the new 'Milestone' Gifts, epic Gifts that are only given to those who go out of their way to embody their Tribe's ideals, given by their patron Totem itself (ie, at Storyteller discretion). While cool, these powers are not overpowering either, making them quite appropriate for the levels we've seen thus far in Werewolf. Oh, and new Lodges too. Lots of them. Like the Lodge of the Shield (a fraternity of Blood Talon cops) and Lodge of the Hundred Days (Bone Shadows cleaning up after the genocide in Rwanda). Again, this presents lots more options for players and Storytellers alike.
So while there is nothing 'earth shaking' or gameline changing revealed in this book, it is still an essential supplement for any Werewolf game. Alongside 'The Rage' and the corebook, it will give players all kinds of options for customizing their characters, as well as adding depth and intensity to any existing games. I strongly recommend anyone interested in Werewolf, whether as a player or an ST, pick up this book and check out the cool new stuff your favorite Tribe(s) got. I think you'll be pleasantly surprised.
- This is the latest published book for the Werewolf the Forsaken game line. It is an exhaustive look into the tribes, culture, traditions and even some signature characters of note. The Werewolf line is almost complete, so not sure how many more books are scheduled for it, but this one is a fine addition to the vast repertoire of books already available.
Its not heavy on crunchy rules, but it is definitely filled with lots of background on how the tribes operate, behave and view their world and the spirit and supernatural worlds.
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Posted in World of Darkness (Thursday, July 24, 2008)
Written by Richard Dansky and Sam Chupp and Jennifer Harshorn. By White Wolf Publishing.
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5 comments about Wraith: The Oblivion, Second Edition.
- To this date I still have every original paperback release of every WoD games as well as their subsiquent hard back re-releases, but in all this time only one of these games was ever able to capture my heart and stir my emotions; Wraith the Oblivion.
Unlike other games in the WoD series wraith centers around feelings and emotions. Where vampires drink blood to survive Wraiths my tangle with pathos to survive. Where Werewolves truggle against the mighty Wyrm wraiths must fight their own inner demons, less they be swept into oblivion. Unfortunately, Wraith: The Oblivion is all but gone. The WoD's has pretty much shunned Wraith for it's core games; Vampire, Werewolf, and Mage. However wraith will always be my favorite of the series and I would strong encourage everyone who has played an WoD games to please purchase this title and give it a try.
- This RPG is, quite simply, the greatest of its kind. White Wolf went out of its way and beyond the call of duty to put this gorgeous piece of work on the shelves. The fact that it's out of print is just appalling. This book is beautifully written and the art is amazing, in every sense of either word. The atmospheric darkness and overwhelming despair of the book itself is oddly uplifting compared to the forced grittiness or plagiarism of most other RPG books. The great bits of this book (and game) are the humanist bits. The fact that you're playing a character who, regardless of race, creed, whatever he/she did in their life, they are all so uniquely (well, like real people, as unique as everyone else) and subtly damned, in a way the vampires and Werewolves of the rest of the WW world can't even dream of. This game's only fault is that running it requires an incredible amount of concentration, a huge degree of single-mindedness and very good knowledge on how to set an atmosphere. If you can find a truly good storytller (like we were lucky enough to)who can give his (or in our case, her) own touch to an already spectacular world and you're willing to possibly soil yourself from fear or break down crying from a role-playing game, then this is for you. This book follows the White Wolf traditions of actually being a fun and involving (if chillingly accurate and intensely personal) read. The art is all along the high-contrast black on white lines that a book like this demands, and it works perfectly. The writing has the somber feel of being so meticulously done that the writers mustn't have gotten sleep for weeks. The continuing story of the wraith writer separating each chapter is heartfelt and remniscient of the work of Neil Gaiman, and the long passages describing every aspect of the fleshed out land of the dead are so harsh and real that this book gives new meaning to role-playing. So, basically, if you're into a game that reallly, truly is a character driven game, this is the one for you. If only it were still in print...
- While I'm fond of Dungeons and Dragons, my heart has a special place for white wolf, and if you're any kind of white wolf fan, then you would know: this game was their destiny.
Every White Wolf game is all about being miserable, even though you're an awesome demon! Well in Wraith, despite your very cool powers, there is a part of your brain trying to turn you to Shadow, and make you a servant of Oblivion, which expands greater everyday, threatening to destroy the underworld. it's a very dark game. intense.
- Each of White Wolf's games, even the little ones, like mummy or freak legion, are beautiful efforts to focus play around a single role-played theme, and the effects of the gameplay, the character creation, and even the obscure little optional rules in the index act to support and strengthen those themes. Wraith is truly a perfect example of this. The game does not simply present a depressing setting, then ask players to "get in character". The character creation process is involving and requires deep thought. The rules effects that come into play from game one act to draw the players in, and the character's emotions out. And each successive twist and turn of the game builds depth and meaning into what started out as a very gothic and thoughtful environment. In wraith, there is horror and danger in every form you can imagine, from the slow, personal draw of your own mind turned against you, to the shrieking nightmares of Oblivion's spectres, to the opressive weight of the hierarchy of Charon, to the mind numbing immensity of Oblivion itself. 31 flavors of fear, served to order. If you like horror games, this is your ticket.
Simultaneously, I wholeheartedly agree with previous reviewers in stressing Wraith's role-playing aspects. This game will actively kill hack and slash gaming, not only the characters, but the game style itself. All power, healing, existance and ability rely on you acting out the deepset needs and passions of your character. All that stuff that you make up when you generate a character that usually winds up on the third or fourth page and gets ignored by the other players is now at center stage, guaranteed vital, and everybody cares. The interpersonal interactions are pushed to the limit, crying, raging, and even falling in love are totally believable results of this masterpiece of pole playing.
Pick up your copy before it fades away forever.
- The ultimate read it but do not play it game. My friends and I are avid WOD fans, and this game (the real 1st edition has a "glow in the dark" cover) regardless of edition, was Whitewolf's red headed step child. It was the crowning achievement of (then) WOD's vision of the penultimate RPG. You play and influence not only your character, but also the "dark side" of a fellow player's character.
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Posted in World of Darkness (Thursday, July 24, 2008)
Written by David Chart and Ray Fawkes and Greg Stolze and Chuck Wendig. By White Wolf Publishing.
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2 comments about Circle Of The Crone (Vampire The Requiem - World Of Darkness - WOD).
- 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.
- 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 (Thursday, July 24, 2008)
Written by Matthew McFarland and Jess Hartley and Justin Achilli and Peter Schaefer and Chuck Wendig and Wood Ingham. By White Wolf Publishing.
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1 comments about Reliquary (World of Darkness).
- 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 (Thursday, July 24, 2008)
Written by Michael B. Lee and Greg Stolze. By White Wolf Publishing.
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5 comments about Demon: The Fallen.
- Great WW... simply amazing work.
- i love the demon story line. i love the lores and the powers that the factions but if you break the system down you have super vampires. replace faith with blood and torment with humanity and lore with disiplines and you have the kindred. this is not a bad thing. in fact i always toyed with the idea of interchanging the powers. overall not the best game WW ever made(exalted) but not the worst(wraith) excellent mixing game though i have failed to see how you can put a demon and a werewolf together. not a must have but a good buy none the less.
- Beautifly writen demon the fallen is a great white wolf game that finaly allows non-n.p.c.'s to play as demons from the under world, this is backed up by a magnificently writen history of the demon era of humanity where demons ruled with humanity. And a full detailed accounting of Caine's fall from grace that all vampire fans have been waiting for. The only slight problem you may have with reading this book is if you are to bound to christianity and offended, probably white-wolfs greatest game next to Kindred of the East.
- Very interesting. Requires more thought than most other RPGs. Ranks right up there with changling as far as the limits of the game is only your's (and the storyteller's) imagination.
- DEMON:THE FALLEN is a role-playing game by White Wolf, set in the original WORLD OF DARKNESS setting. This game is about demons (obviously), but portrayed differently than in Judeo-Christian theology. Lucifer and the other fallen rebelled against God in order to love and serve humankind. There was war on Earth between the heavenly and fallen hosts resulting in great destruction and cruelty to humans, as the fallen used the humans they claimed to love as tools in their rebellion. Finally, the heavenly hosts were victorious and cast the fallen into Hell, a place of eternal isolation and nothingness. There, the fallen remained for all the aeons of earth's history.
And now all hell is breaking loose.
In DEMON, many fallen angels have managed to escape Hell, but it continually pulls at their essence. The only way for them to remain out of hell is to merge with a mortal body. The book implies that it is only possible to take the bodies of people with weak or broken souls; the brain-dead, the incurably insane, the suicidal, and those whose spirits have been crushed by the weight of a world of darkness. In this body, the fallen are very limited in their abilities; their memories of infinity and beyond have to fit in a mortal brain, and much is lost. Their fleshly shells are fragile, and the demons must continually search for faith to sustain themselves. They do retain some of their lore, their original ability to shape the universe, and their angelic form can be called upon at times. Whether they appear angelic or demonic depends on the fallen's level of torment, or how much they have succumbed to the dark side.
The book is exceedingly well written, with the first third of the book exploring the setting and abilities in narrative form - it makes for very interesting reading. I also found it interesting that some of the fallen have realized their error in rebelling against God and are in search of redemption (a position that surprised me given White Wolf's propensity for sticking a thumb in the eye of Christian belief whenever possible). I'm also surprised that people think that DEMON borrows from Judeo-Christian tradition when it is clearly Gnostic. It has a very Gnostic view of God, creation, Jesus, and humanity.
Many people (including myself) have wanted White Wolf to redo DEMON for their new setting. I think that they have chosen to replace it with PROMETHEAN: THE CREATED. It is billed as a "game of stolen lives", where a dead body is resurrected as a different creature, one with a mind but no soul. This new being searches for redemption, trying to understand humanity and to eventually become human. Prometheans even have Torment as a state they fall into over their suffering and have an "apocalyptic form" where their true selves are revealed. Many of the themes of DEMON seem to have been taken over by PROMETHEAN. If that is the case, it is an interesting decision by White Wolf.
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Posted in World of Darkness (Thursday, July 24, 2008)
Written by Richard Dansky and Brian Campbell and Jackie Cassada and Ian Lemke. By White Wolf Publishing.
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5 comments about Changeling: The Dreaming, Second Edition.
- I'm not particullary fond of fairies, but I seem to enjoy detailed stories of this kind. Not nursery rhymes, but true folklore belief of spirits that seem to be inhabbiting our world many ages before us. Fairies do have their certain charm, and when stories about them can turn nasty enough (which is most of the cases if we study what folklore tells us) this seems like a perfect concet to introduce to White Wolf's excellent World of Darkness.
Meet Changeling. A game where fairies of folklore shield on human hosts to protect themselves from the ravages of unbelief. The concept itself is a great one; one probably even greater than any other World of Darkness concepts. Unfortunatelly, the main book seems to do it completely wrong. It's written in a way that it seems a nursery tale, and while it mentions a clear seelie/unseelie division among changelings, this division seems more of a plain good/bad one than what the fairy courts originally seemed to mean on Irish folklore. Rules are completely upside down, too. The magic system (a combination of what you can do (Arts) that is frankly narrow, and to whom you can do it (Realms) that is completely annoying) is the worst White Wolf has ever created. The Kiths (the game splats) are based on wonderous creatures, but the descriptions used are completely uninspired. The Dreaming is a great concept, but how mechanics work around it are too rigid. I've heard there are some great sourcebooks for Changeling, so I can't speak for the entire line. But this core book was a huge disappointment for me.
- Changeling is a great game that is based on fairy tales from around the world. You play one type of Fae or another (anything from a globe-trotting Eshu to a blood-thirsty Redcap). It's hard to make these characters bland and the flightly nature of the Changeling world allows for endless possibilities as long as your GM is flexible. This is not a game for GMs who like to have all their ducks in a row, nor is it a game for people who only like high powered campaigns. It is ideal however, for the low powered player who likes lots of character development. Also, the nature of Changelings makes it very easy for the campaign to stay upbeat if that is your choice. However, Changelings can have all sorts of interactions with other supernaturals, giving the campaign a chance to get dark if that is your desire. The book itself is in full color, and has the most beautiful art work of any Whitewolf book I've seen (the whole Changeling series of books is well done). I can see how Changeling's reputation for being a girls' game is true but guys, if you like character development, you should give this one a try!
- Yes, we also play changeling in France. And although the first edition has been translated a few years ago, we prefer this one.
Changeling is a great game. I love the seelie/unseelie division which is not a manichean good/bad division. I love the way faeries are somewhat alien to this world and nevertheless part of it. I love the fight against banality : it's the fight of my life!!
- so youve played a vampire where you suck the life out of humans
youve played a werewolf where you go crazy and kill humans youve played a mage where most humans who know about you want to kill you. enter, changeling the dreaming, a world of darkness game that allows for a bit more. most people at first look pass off changeling as a bunch of shiny happy people, they couldnt be furthur from the truth. changeling has its dark side and its as black as night. so your this fairy soul trapped inside a human sack of meat, you spend too much time as a human? your fairy side dies. you spend too much time as fae? you go insane. its a good balance, some say that the seelie/unseelie courts have been messed up from the get go and have many other problems. i have problems with most games but luckily whitewolf has the golden rule, if you dont like it, change it, if you dont have enough imagination to adapt something you dont like what are you doing playing rpgs anyway? go back to killing monsters on your console and leave those who roleplay for the joy of the story be.
- This is a wonderful, comprehensive book. Even if you only have this to work with, you can run a successful Changeling game. Changeling is, by the way, my favorite of not only the WhiteWolf games but of all games I've played - so I admit I am quite biased. Changeling is well put together and a joy to play; however, since it is quite different from the rest of the WhiteWolf pantheon it is not for everyone. Hope is a strong aspect of this game, whereas the other games - Vampire, Wraith, etc. - lack that particular element. Changeling has it's dark sides, too, but the system is much more malleable and can easily range the entire spectrum of emotional settings at the GM's discression.
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Posted in World of Darkness (Thursday, July 24, 2008)
Written by Phil Brucato. By White Wolf Publishing.
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3 comments about WoD Changing Breeds (The World of Darkness).
- Overall I was pleased with this book. The content is well organized and it was interesting to see what white wolf did with the various changing breeds and integrating them into the nwod.
I was pleased with the new format for creating the changing breeds and the inclusion of so many of the breeds in one book. I had honestly expected there to be less breeds in the book but I was pleased that there were a fair amount contained within.
You'll find good writeups on the bastet, gurahl, ananasi, nuwishi, and others. The weretigers have better stats now than the werelions, but that's just a problem because I prefer playing werelions. However, I will say that I think this book is a definite improvement on stats and mechanics from the previous edtion.
I do have a pet peeve with white wolf over the lack of a character sheet in the book. This isn't so much of an issue for me right now because I'm creating npcs to interact with the characters and it's easy enough to use the npc stat block for that purpose. It is however annoying when the gm is dealing with a group of players who are new to the nwod and wod in general. It's just nice to have that character sheet there to help them through the learning process.
As of this writing I was told by white wolf customer service that the basic nwod character sheet will have to do. Hopefully the exclusion of character sheets in their products is not a trend being set, as I think this is a bad decision.
To me, a character sheet is a basic element that should be included in a book where characters can and probably will want to create characters.
- I'll confess, I was fully prepared to dislike the bejeezus out of this book. I'm not a big fan of the expanded archetypes concept (though I do think Werewolf: the Forsaken is a brilliant game on its own merits), but given the sheer importance of the idea, or at least the potential importance, I decided to give its presentation a chance.
And... I didn't hate it. *gasp!*
Don't get me wrong; I didn't come off reading this book a changed man in the core regard. I still don't like the expanded archetype model (especially not for the new Werewolf, as a setting), but if it was going to be done -- and let's face facts, it was *going* to get done -- then this was a noble effort at doing it well, or at least fixing some of the mistakes of the version produced for Revised.
If you're thinking of running a changing breeds game, give it a look. If you're not, you should probably take a pass, as there's nothing in here for you. If you're all but settled on the idea that you *are* running this material, then (and only then) is this potentially worth the buy. But at least I can say that there is a situation where it's worth buying. And I'm always happy to relate that fact loudly whenever I can.
- Were-wolves, were-boars, were-eagles... African witches who take the shape of hyenas and leopards, clever tricksters like Coyote, men who swim with sharks and crocodiles, the centaur and satyrs of Greek myth. This book takes the nigh universal concept of shapeshifters of every stripe and runs wild with it (pun intended). It is most assuredly not a supplement for Werewolf: the Forsaken, but it does share some thematic elements with that game. Of course, you could just as easily use it to come up with ALTERNATIVE werewolves. Or even RIVALS to the Uratha if you desire. What sets it apart from other books, like 'Skinchangers' or the material from the end of 'War Against the Pure' is that it has rules for entire societies of creatures that aren't Werewolves, and indeed may even interact with each other.
The book gives some basic rules for running Changing Breeds, basically presenting them as humans who were... changed by feeling the pulsing, primal heart of nature awaken within their soul. The book gives some broad overviews of how Changing Breeds interact with each other, animals of their species, mortals and even other supernaturals. There is a very strong theme of man vs. nature, with some strong environmentalist and New Age elements thrown in, so if that sort of thing annoys you, you might want to ignore this book (or skip over the culture sections). But really, the material in the book is broad enough and full of alternative possibilities that you can use it to run anything from remote jungle jaguar tribes in the Amazon basin to gangs of urban street dogs in the inner city to even foxes and cat girls within the 'furry' subculture. And yes, I DO find the latter example silly, and probably wouldn't involve it in my games. But thats just me; whatever floats your boat I guess.
Mechanically, the Ferals are all more or less designed along the same base. Much like Werewolves (and spirits) they have Harmony as their 'morality stat,' along with Essence (spiritual power), Feral Heart (their 'power stat' which limits how they can use Essence), shapeshifting which triggers the Delusion and gives physical benefits, and even vulnerability to silver. They also have a form of status called Respect, which is similar to Werewolf's Renown. And furthermore, they also have Accords... sort of castes like the Sun-Chaser (tricksters), Wind-Runner (shaman) and Heart-Ripper (warrior). Again, this is similar to Werewolf's Auspices, but a little more broad. A Heart-Ripper can be anything from a savage man-eater to a passionate seductress, for example. But what sets Ferals apart is that they have a whole bunch of animal themed powers and tricks, as well as some new Merits, designed so that you can create any sort of animal-man hybrid that you could ever want. Want your creature to have venom, or breath underwater? Sure. There are even special surprises for 'trickster' themed creatures in the spirit of Reynard the Fox, Br'er Rabbit, Anansi or Raven.
The remainder of the book is really dedicated to a bunch of pre-written Breeds, societies of shapeshifters that have developed around a particular species or type of animal, along with some guidelines for creating your own Breeds. Most are regionally or culturally specific, in no small part because some draw on local folklore, but also because it wouldn't make sense to have them run around all over the place being too common. Leopard men are spooky in the heart of the Congo, less so in downtown New York. The great part is, you'll certainly get some usage out of these, whether you allow them as selections for players in your game, decide to involve them as NPCs, or simply use them as inspiration for creating a Changing Breed more appropriate to your game. Its a pretty good bestiary.
So... what sort of critters can you expect to find here? Some will be familiar to fans of the old changing breeds of Werewolf: the Apocalypse, re-imagined for the new World of Darkness (and often made much cooler). Others are brand spanking new. They have the Bastet, or were-cats, which include the Rajanya were-tigers of India, Balam jaguar gods of Central America and the clever Qual'ma Ni lynx shaman. The Royal Apes include the Hanuman Brahmins of India, Sun Wukong martial artists of China and witch apes of West Africa. There are were-hyenas, were-dogs and even the vargr (an alternate take on werewolves) who run with the Pack, elk men and centaurs (yes, centaurs!), were-bears and the web-spinning were-spiders. There are also Land Titans, the were-elephants and were-rhinos of Africa, India and Southeast Asia. And the ever Gothic were-ravens, Aztec hummingbirds, were-bats, warrior eagles and occult Strigoi owls. My personal favorites were the Laughing Strangers... tricksters who take the shape of foxes, raccoons, hares, possums and the like. The last few pages even mentioning obscure 'shadow breeds' like the Satanic goat-folk, dolphin changers, were-crocodiles and even shapeshifters who become swarms of insects!
Theres more than enough material here for any game that details shapeshifters, whether the exotic beasts of non-western legend or even alternate takes on werewolves. While it certainly can stand up on it's own merits, this book works VERY well when used in conjunction with the material published in 'Skinchangers,' already a diverse exploration of shape-shifters, in addition to the stuff from the back of 'War Against the Pure.' Still, either way, its well worth the buy in my opinion. I also greatly appreciated the fact that the authors mentioned artists like Azam Ali, Dead Can Dance and Emilie Autumn under 'Recommended Listening' in the intro... Its almost like they looked at my iPod or something. Very ironic, but cool. :-D
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