The World of Darkness
<P class=MsoNormal style="MARGIN: 5pt 0in; mso-layout-grid-align: none"><SPAN
style="COLOR: black; FONT-FAMILY: 'Times New Roman'">We live our days completely
ignorant of the true terrors lurking around us. Only rarely do our experiences
draw back the veil of shadows and reveal the horror in our midst. These glimpses
into...more
style="COLOR: black; FONT-FAMILY: 'Times New Roman'">We live our days completely
ignorant of the true terrors lurking around us. Only rarely do our experiences
draw back the veil of shadows and reveal the horror in our midst. These glimpses
into...more
Hardcover, 222 pages
Published
August 21st 2004
by White Wolf Games Studio
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This is another somewhat dishonest review, since I don’t know that I actually read this whole book. Well, I think I did, but I did so in two parts. I read the setting stuff (“fluff”) a while back, and thought it was well-written, but basically just standard White Wolf World of Darkness stuff. Not BAD, mind, just standard. Didn’t make me say “damn, I want to run this game”.
This time, however, I was looking at the systems, because I was considering using this game to run some sort of D...more
This time, however, I was looking at the systems, because I was considering using this game to run some sort of D...more
I think there are a number of things to balance in RPG rulebooks.
Too little fiction leaves the novice gamer stranded, and even the experienced gamer has to work to get the world feel intended. Too much gets in the way of the nuts and bolts, and delays the 'good part' creating a character or scenario and actually playing the game.
Too much emphasis on combat in the rule book tends to indicate that the game designers aren't really interested in role playing, and aren't like...more
Too little fiction leaves the novice gamer stranded, and even the experienced gamer has to work to get the world feel intended. Too much gets in the way of the nuts and bolts, and delays the 'good part' creating a character or scenario and actually playing the game.
Too much emphasis on combat in the rule book tends to indicate that the game designers aren't really interested in role playing, and aren't like...more
Perfect.
There is nothing wrong with the core rule book for World of Darkness. It is short, sweet, flexible, light weight, plays smooth, and affordable. Most companies want you to spend 40$ per book and buy one to three books to be allowed to start playing their role playing game. White Wolf proves, 20$ and some imagination is all you should be required.
I am not reviewing Vampire or Werewolf because the new versions of those games have some issues but if you wana play m...more
There is nothing wrong with the core rule book for World of Darkness. It is short, sweet, flexible, light weight, plays smooth, and affordable. Most companies want you to spend 40$ per book and buy one to three books to be allowed to start playing their role playing game. White Wolf proves, 20$ and some imagination is all you should be required.
I am not reviewing Vampire or Werewolf because the new versions of those games have some issues but if you wana play m...more
The original "old" World of Darkness was an excellent series of RPG books, and the "new" World of Darkness core rulebook is no different. A robust and flexible Storytelling system, with enough rules to keep the rules-hungry groups happy, and enough room to improvise for more freeform Storytelling. Great artwork, and lots of flavor text, this is an excellent read in itself, even if you don't actually get to play a campaign.
Possibly the best role-playing game system I've ever seen, a core rulebook allowing one to tell almost any kind of horror or ghost story imaginable, incredibly customizable (the use of Vampire, Werewolf, Mage, Promethean, Changeling, Hunter, and Geist is only the barest edge of possibility with this system).
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