News Digest: White Wolf Dissolved, MORE New D&D Releases Announced, RPG Now Closing (kinda), and mor

Hello everyone, Darryl here with this week’s gaming news! New Wizards of the Coast releases (and not just Mad Mage and Ravnica), RPG Now closing in 2019, White Wolf Publishing dissolved, and more!

Hello everyone, Darryl here with this week’s gaming news! New Wizards of the Coast releases (and not just Mad Mage and Ravnica), RPG Now closing in 2019, White Wolf Publishing dissolved, and more!
Paradox Interactive announced on Friday that they were dissolving White Wolf Publishing as an independent entity and taking over direct management of the World of Darkness line. This decision follows a string of controversial events surrounding the company, which was created by Paradox in 2016 (the original White Wolf Publishing was similarly dissolved in 2012 by then-owner, CCP Games). The most recent controversy involves their two new sourcebooks for Vampire: The Masquerade released by White Wolf, named Camarilla and Anarch. The latter contained sections which called those who committed suicide “weak” and a included posts from a “Mommy Vampire” social media group with controversial posts, including one that talked about feeding vampire blood to babies.

The Camarilla book, however, received most of the focus as an entire chapter was devoted to the Chechen Republic. This chapter, which all credited authors on the book have publicly denied writing, described real-world events going on in the country as a camouflage for the activities of vampires, who have openly taken over the country. This included stating that the real-world torture, imprisonment, and execution of gay men first reported in 2017 was part of this cover-up of vampire activities and providing in-game information for the real-world head of the Chechen Republic, Ramzan Kadyrov, was a low-generation vampire used as a pawn by the Kindred in charge. This sparked not only outrage from the LGBT community for the use of an ongoing real-world tragedy and human rights atrocity as fodder for a game, but also from the Chechen Republic and Russian government who stated the “developers tried to blacken Russia and Chechnya” in an official press release. Additionally, a fifty minute press conference was held by Jambulat Umarov, the Minister of National Policy for the Chechen Republic, and three members of Studio 101, the company localizing Vampire: The Masquerade 20th Anniversary Edition (the previous edition of the game) for the Russian language and a statement from Dzhambulat Umarov, the Press Minister for the Chechen Republic, stating he is “studying the option of litigation the game developers” (the source is in Russian, automatically translated by Google Translate)

The newly-created company has been dogged by controversy since it was formed. As recently as this past July, Jason Carl held a Q&A live stream on Twitch responding to allegations of marketing the new edition to Neo-Nazis and the Alt-Right. Before that, the “Pre-Alpha Playtest” released in June of 2017 (later removed from the website) received criticism for controversial content including hunger rules that could force player-characters to commit acts of sexual assault in-game, use of the psychological term “triggered” both in its clinical meaning (“to cause an intense and usually negative emotional reaction”) under Malkavian and its pejorative meaning (“offended by something…and react to it with extrovert anger” from the playtest text) for Brujah, and including one of four pre-gen player characters as a young adult fiction writer whose feeding restriction was “children and very young teenagers”.

Following the backlash over the Chechenya chapter of Camarilla, Paradox Interactive Vice President Shams Jorjani announced that both Camarilla and Anarch would be withdrawn from sale on digital markets and edited before re-releasing them and fulfilling print pre-orders. Additionally, Paradox Interactive will no longer directly create material for the World of Darkness setting for tabletop roleplaying games and return to a “focus on brand management” to “…develop the guiding principles for its vision of the World of Darkness”. No statement has been made about the status of the Onyx Path Publishing crowdfunding effort for a Chicago By Night sourcebook for Vampire: The Masquerade 5th Edition which started before this current controversy with no comments made on the Kickstarter page, nor whether this will affect the video game for Werewolf: The Apocalypse in development by Cyanide Studios (makers of the Call of Cthulhu video game recently released and licensed from the Chaosium tabletop roleplaying game).

Well, that was heavy. Let’s talk about helping charity by playing games! Wizards of the Coast released the digital adventure Lost Laboratory of Kwalish on DM’s Guild with profits going to Extra Life. The adventure is for characters of fifth to tenth levels and is inspired by the classic module Expedition to Barrier Peaks, including a return to the actual locations. The adventure also features a tribute to fan Laurence Withey who passed away from a rare form of cancer earlier this month by immortalizing his character, the wizard Galder, in the adventure by turning him into an NPC with custom spells and magic items available to players. The adventure is available in PDF for $9.99 with proceeds going to Extra Life.
Additionally, Wizards of the Coast updated their Dungeons & Dragons product page with a new entry, Tactical Maps Reincarnated. The collection includes twenty full-color tactical-sized poster maps ready for use on the table right away. The maps are reprinted from several modules from 3rd, 3.5, and 4th Edition adventures including Tomb of Horrors, Vor Rukoth, Demon Queen’s Enclave, Death’s Reach, The Book of Vile Darkness, Kingdom of the Ghouls, Dungeon Master’s Kit, Orcs of Stonefang Pass, Fields of Ruin, Gargantuan Blue Dragon and Colossal Red Dragon miniature sets (which included maps for the D&D Miniatures skirmish game), Vaults of the Underdark, Legend of Drizzt, and Red Hand of Doom. The map set is due February 19, 2019, with a retail price of $24.95.

A new errata has been released for the core Dungeons & Dragons 5th Edition rules covering all three core rulebooks. The majority of the changes for the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are minor changes, but there are a few important changes to class spell lists and all spellcasting classes have had their descriptions updated to specify which spells various feats and class abilities apply to (so if an ability only affects class spells, it will now say so). The DMG also made changes to the Rod of Lordly Might and Instrument of the Bards magic items, and the Monster Manual includes multiple math fixes for attacks, skills, and saving throws for several monsters. These changes are including in the just-released Dungeons & Dragons Core Rulebook Gift Set and the 10th printing of the core rulebooks which should be on their way to stores now (the printing will be listed in the credits page of the book).

One Bookshelf announced that the RPG Now site will be closing in February of 2019. All links will automatically redirect to Drive Thru RPG including bookmarks and links to individual products (so podcasters, bloggers, and video makers don’t need to rush to update links from old posts). Both RPG Now and Drive Thru RPG have been the same company just with different branding and storefronts since they merged in 2006. As of now, the other storefronts for One Bookshelf (Drive Thru Comics, Drive Thru Cards, Drive Thru Fiction, Wargame Vault, Storytellers Vault, and DM’s Guild) will still remain in place, though they generally function similarly where the only difference between them is the branding on the storefront site (you can test this yourself by clicking on a product from Drive Thru RPG and changing “drivethrurpg.com” in your address bar to any of the other sites and leaving of the URL alone). All purchases, accounts, published materials, affiliate accounts, balances for gift cards/sales/affiliate links, and everything else will be unaffected by this change.

As the year starts to close out, eyes are on what’s due out in the future. And as you may have seen on multiple designer social media accounts, EN World’s annual Most Anticipated RPG of 2019 poll is currently live. The poll runs until Tuesday, December 4, and you can vote for as many titles as you like of the list scheduled for release in 2019. I may or may not have given away one of my votes in the image above.

The RPG Game Dev Bundle from Humble Bundle is still going strong with all the assets you need to create your own 2D video game RPG using your favorite game engine. Or, if you’re like me, you can use the art for creating your own home game maps as well as take advantage of the thousands of licensed music and sound effects files for your podcast, live stream, or videos. And if you need inspiration, there’s the Dystopian Worlds Book Bundle with twenty-two novels from bestselling and award-winning authors including James Gunn, Dave Dunca, Steve Erickson, Eli K. P. William, and more. And if you don’t believe that you can be inspired to create a game from these books, the base level includes A Boy and His Dog by Harlan Ellison, which was the direct inspiration for the Fallout video game series.

There’s a lot to talk about with Never Going Home, the World War I inspired occult horror game. The artwork is evocative, the setting is interesting…but I want to focus on the genius of the game mechanic and how it pushes the theme of the game to the forefront in a meaningful way. Each player has a deck of cards that power their spells and abilities and can also be spent to learn new skills, get additional dice for a check, and learn new dark powers…but each card also represents a memory of your former life. This is such an elegant design to really push the theme of how war changes you that I am simply blown away. The PDF is available for a $10 pledge, the softcover for $20, a deluxe edition with custom playing cards and dice for $45, and a limited hardcover deluxe edition (with dice and cards) for $65. This project is fully funded and runs until Monday, December 3.

Eternalverse maps are listed as “Dungeons & Dragons maps” but are useful for any fantasy roleplaying game. These mini-poster sized maps (about the same as two letter-sized pages side-by-side) are laminated so they’re marker-friendly and waterproof. The maps themselves are fairly generic, which makes them perfect for homebrew campaigns, and they come with reusable acetate labels that you can stick and rearrange on the maps to denote unique landmarks, items, and destinations. You can get the maps as PDFs for €5 (about US$6) or the waterproof maps for €25 (about US$28), but you can also get your own maps custom-made for €50 (about US$57). This Kickstarter from the first-time Spanish company (so be careful with shipping costs) is fully-funded and runs until Thursday, November 29.

That’s all from me for this week! Don’t forget to support our Patreon to bring you more gaming news content. If you have any news to submit, email us at news@enworldnews.com, and you can get more discussion of the week’s news on Morrus’ Unofficial Tabletop RPG Talk every week. You can follow me on Twitter @Abstruse where I’ve been lamenting the lack of easy-to-read textbooks on media studies, follow me on Twitch as I take a break from Dragon Age: Origins to play something a little different chummer, subscribe to Gamer’s Tavern on YouTube featuring videos on gaming history and gaming Let’s Plays, or you can listen to the archives of the Gamer’s Tavern podcast. Until next time, may all your hits be crits! Note: Links to Amazon, Humble Store, Humble Bundle, and/or DriveThru may contain affiliate links with the proceeds going to the author of this column.
 

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Darryl Mott

Darryl Mott

Mortus

Explorer
That argument has been made over the years, leveled against military war games, sword & sorcery RPGs, to computer games, not mention violence in books, TV series and movies. There are definitely people who are not comfortable with other people role-playing violence for fun.

Jon Peterson has a chapter on this topic in Playing at the World. Chapter 2.2 ("War and its Opponents"), discusses how wargame conventions were picketed in the 60s. Wargamers were labeled "warmongers", "fanatics", and "fascists." Before Gary Gygax was defending D&D against satanism, he was defending wargaming against accusations that "the elite lovers of war are the wargamers."

Decades before that H.G. Wells had to face similar criticism.

Even when I was in high school in the 80s, I had friends question how I reconciled my interest in wargaming and D&D with my left of center views.

But just because people have over-reacted to violence in games or fears of satanism does not mean all criticisms are invalid. Even if a criticism seems based on a misunderstanding or over-reaction, games are generally published by companies looking to make a profit. Just because you are free to make unpopular and controversial content doesn't mean you are free from all consequences of the public's reaction.

Thank you for the insightful reply. I'm going to check out that book.

I grew up in a violent time and place so I've asked myself this question over the years. My usual answer (rationalization?) is that rpgs are a form of art. As a work of art, they are there to help humanity ask questions, look in the mirror, appreciate beauty, and question things. Good art is open to many interpretations.

I've read the comments here about the WW issue and there are many reasoned and valid points being made by most posters. I think reasonable people can come to differrent conclusions.

I wonder if any others out there share my view of rpgs as art and if so does that help them reconcile any issues they may have about our hobby?
 

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MNblockhead

A Title Much Cooler Than Anything on the Old Site
Thank you for the insightful reply. I'm going to check out that book.

I grew up in a violent time and place so I've asked myself this question over the years. My usual answer (rationalization?) is that rpgs are a form of art. As a work of art, they are there to help humanity ask questions, look in the mirror, appreciate beauty, and question things. Good art is open to many interpretations.

I've read the comments here about the WW issue and there are many reasoned and valid points being made by most posters. I think reasonable people can come to differrent conclusions.

I wonder if any others out there share my view of rpgs as art and if so does that help them reconcile any issues they may have about our hobby?

Both H.G. Wells (publisher ofLittle Wars) and Gary Gygax argued that most wargamers were anti-war. About his wargame Well wrote: "“you have only to play at Little Wars three or four times to realise just what a blundering thing Great War must be.” Peterson, Jon. Playing at the World (Kindle Locations 3422-3423). Unreason Press. Kindle Edition.

Gygax, while he voluntarily enlisted in the marines, later become a Jehovah's Witness and a conscientious objector. Gygax argued that “the majority of the wargamers… are most definitely anti-war.” Peterson, Jon. Playing at the World (Kindle Locations 3385-3386). Unreason Press. Kindle Edition. Peterson goes on to document Gygax's 60s-era pacifist writings.

Personally, I find Wells and Gygax a bit naive on this issue, as are those who claim these games are played by warmongers or that they promote and influence people to commit violence. I think both groups are found in gamers and most gamers are in the middle or just do not think much about these issues.
 

Umbran

Mod Squad
Staff member
Supporter
I wonder if any others out there share my view of rpgs as art and if so does that help them reconcile any issues they may have about our hobby?

There are aspects of art in the games, but I'd not go so far as to say that an RPG *is* art (with the connotation that is the only, or major aspect of the activity).

I normally go with considering the games as *play*. What we forget when we say that is that play is not just for amusement. Play is also how mammals do a lot of their learning, and generally figuring out how things work in the world. Thus, play has many similarities with art, without some of the aspects of being intentional and for an audience.

But certainly, we get to look i the mirror a bit, either way. I've joined a game at work, and there's an interesting conflict of character personal philosophy. The party barbarian is... barbaric. He *loves* a fight, and will start one at the drop of a hat. I'm playing the party cleric (of war) who finds warn and fighting to be a tool (one he's particularly good with) that should only be used in some circumstances. We argue a lot, and in so doing we explore the philosophy of use of violence.
 

The RPGs are art, a mixture of literature and drama, but the speculative fiction can be also a powerful tool of propaganda war. I dare to say in this years we will se a rebellion against the media, I don't mean a new McCarthy, but more like boycott against pseudo-intellectuals, parodies against ideological agendas, and adding more certain elements like the rebel against the system who becomes a new tyrant, for example Arcturus Mengsk, character from Starcraft, or the sentinels robots from the X-Men comics, created to protect the masses but becoming a new menace.

In the past I have seen in the WoD work some pieces of elitism, about all being ruled by a select (and secret) group because the masses don't notice. The sad part is telling stories about killing a tyrant is easier to teach about how to be a true leader and how to recognize and stop toxic people, and toxic bosses. They don't tell about the day after when the evil lord is defeated and the kingdom has to be rebuilt. Using fiction to report fanaticism and social injustices isn't enough, preaching tolerance isn't enough, we have to defend the human dignity if we really want a better coexistence, and this lesson has been forgotten by White Wolf and other authors.
 

I'm afraid that this will get lost as this thread seems to be heading for a lock soon, but can someone explain one particular thing in this White Wolf scenario. The article mentions that every credited author has publicly denied writing the offending section of the book. Who wrote it then? Is there any investigation towards that? That just seems bizarre to me.
Success has many fathers but failure is an orphan.
 

Matthan

Explorer
Success has many fathers but failure is an orphan.

When I asked about that, I saw it as a key part of the reporting that was missing. After reading some of the other responses, it seems that the White Wolf community has had incidences of harassment towards people so I understand that there may be some deliberate choices made in regards to that matter. As a consumer, I want to be informed so that I can allow it to impact possible future purchases. As a person, I'd much rather the person not be harassed. I'll choose the person over the consumer any day of the week.
 

Umbran

Mod Squad
Staff member
Supporter
As a consumer, I want to be informed so that I can allow it to impact possible future purchases.

Yes, well, knowing the name is unlikely to help you there - because the next time their work appears in a WW book, it is rather apt to *also* be uncredited, so you won't know when they are involved.
 

Morrus

Well, that was fun
Staff member
Success has many fathers but failure is an orphan.

Also, of course, companies don't tend to name and shamed individual employees, throwing them under the bus. They've taken the line that the buck stops with management, which is absolutely the correct thing to do.
 


cowpie

Adventurer
The problem is not that WW used Chechnya. The problem is not that WW used the horrors going on in Chechnya. If they'd done it right, done it well, it could have been not just acceptable, but powerful.

The problem is that they trivialized it.

The problem is that they dismissed real people, suffering in the real world, as "cover" for the machinations of the Kindred. The problem is that they glossed over the real horror in order to showcase fictional horror. They actually made a real-world wanna-be Hitler into a thin-blood vampire.

If you go back and look at White Wolf and Vampire at their peak, you'll notice that they never blamed vampires for most real-world horrors. Instead, they let human evil be human evil, and showed how vampires reacted to that, took advantage of it. They portrayed the vampires as existing in the same world as those travesties, but not as the cause of them.

It makes a huge difference. Huge. Especially to people of the same demographics that are being persecuted. I can tell you straight up, as a Jew of Eastern European descent, that if White Wolf had blamed the Holocaust on vampires, I'd have instantly ceased being a fan or a customer--let alone writing for them. And that's something that happened sixty years before the time I was involved with WW, let alone something happening right now.

So, yeah. I don't want to hear that "this is what WW's always done" or "this is what the World of Darkness is about." It's not, and it never was.

I'm not sure about any of this, because I haven't had a chance to actually read the Camarilla book, and see for myself what they said. On the surface, it seems like an ill-advised and insensitive decision to use recent real world events and real world figures as part of the game's fiction. They certainly put themselves in the cross-hairs for groups that would like to censor them:

1) The Chechen government: a dictatorship, where corruption and crime is endemic, and the legal system is influenced by Sharia Law. This seems consistent with their pattern of publicly denying extortion, kidnapping, civil unrest, and the recent crackdown on the LGBT community in the country. Of course they'd deny it, and try to censor anything shedding light on these events.

2) The "LGBT community": there are LGBT activists protesting the anti-gay crackdowns in Chechnya. Is this the community that protested? I know lots of LGBT people who've played make-believe monsters in White Wolf games for years, with no problems (it has a long history of being an inclusive game). Who *exactly* called for censorship here? They couldn't possibly represent all LGBT people.

I don't play Vampire, but now I would like to buy a copy of the books, because...

A) By censoring the book, my rights to free assembly and free thought are also being violated, because I can't even read the book and judge it for myself. I'm a grown up, and I'm going to make up my own mind. Our thoughts are our own, and no one has the right to tell us what we are allowed think.

B) I don't want to support the aims of the dictator of Chechnya. If he wants to censor the books, then I will be happy to buy them, just to thumb my nose at him.

C) I don't trust the LGBT activists who complained -- they could just be using this controversy as propaganda to garner attention for their cause. Hopefully they aren't just moralizing busybodies, like the "satanic panic" RPG censors from the 80s. There's not enough info in this article to really know their motives.

And finally, if White Wolf apologized for being insensitive, is it really so hard to forgive them for screwing up? Everyone makes mistakes. We all want to be understood and forgiven when we do. I think the best way to make that happen is to forgive others in kind. Demonizing and censoring a small-fry RPG company is a cruel and heavy handed punishment, IMHO. It's sure not going to stop the anti-LGBT violence in Chechnya.
 

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