Jason Carl on White Wolf's Return, Mage: The Ascension Plans

Earlier this month, Paradox Interactive announced that it was rebranding its World of Darkness group to White Wolf, with further plans to build out the group and shift much of its development efforts in-house. This came with several big questions, including what was to come of the relationship between White Wolf and Renegade Games Studios, the current publisher of World of Darkness material, and what the rebrand meant for the future of the various World of Darkness games.

To get some answers, EN World sat down with Jason Carl, the brand marketing manager for White Wolf. In our interview, we spoke about what the rebrand actually means, what future games are currently in development, and what steps the White Wolf team is taking to prevent missteps similar to White Wolf's previous iterations.

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EN World: White Wolf is back. We've just heard that there's this big rebranding in place, but a lot of people have asked what does that mean for the various World of Darkness TTRPGs specifically. Obviously it's a multimedia brand - you have a lot of pokers in the fire, so to speak. But what does this mean for the tabletop RPGs? There's three World of Darkness games currently being supported, and there's always more that can be brought back.

Jason Carl: That's a big question. This has bigger implications for the brand than TTRPGs, but they're vitally important to what we're doing and they're a big part of why we decided to do this. So obviously, as you know, we declared our publishing intentions. We will develop internally and publish World of Darkness TTRPGs, and I think the benefits to our players, our customers are obvious. This means more games faster and games that we know people want, but that are more difficult to do purely as licenses.

The World of Darkness has been a licensing organization for the last eight years or so, and we still have a fantastic network of, I believe over 50 licensees. Not all of whom we've even announced yet because some of them are working on video games and those take a lot of time to develop, and we don't like to announce that until we make sure we have something to show. So not all of our licensees are publicly visable, but there are over 50 of them. And we've had a very, very successful relationship most recently in the TTRPG space with Renegade Game Studios led by Scott Gaeta. And it has been a fantastic relationship. It's been very successful. We've managed to develop and publish together Vampire: The Masquerade Fifth Edition, and it's various supplements, Hunter: The Reckoning Fifth Edition, Werewolf: the Apocalypse Fifth Edition. I couldn't be happier with the relationship that we've had with Renegade.

In the foreseeable future, the very near future. Nothing is going to change with that relationship. Renegade is going to continue to publish supplemental products for, and accessories for those three games. And I think that even when we have finished the job of unifying our ecosystem for TTRPG in-house, it's very possible that Renegade wishes to continue to develop books as a licensee.

But the principle development of those IPs will now be in-house instead of with licensing. Frankly, the demand for the brand, the demand for the IP and the interest in it that we get from various partners named and unnamed is so strong and so high and frequent that we simply need to be our own publisher. Just to keep up TTRPGs are incredibly important to IP development in this space, and I think you know that, and I think your readers will be aware of that too. They form the foundation of the creative vision and the imaginative approach that these story brands can achieve, and we think the best way to continue to meet the need and the demand for them is to bring that development in-house and be our own principal IP developer and publisher.

From what I have understood the relationship between Paradox and the World of Darkness brand and Renegade is that World of Darkness was developing the core game. So is that accurate? So World of Darkness developed werewolf, the apocalypse, like the core game, and then Renegade took it from there to develop the supplements?

Carl: I mean, I don't think that it was fair to say that we developed completely in a silo. Certainly the principal development happened led by Paradox and the World of Darkness team, but it did involve a lot of other people outside the building. We didn't write every word or edit every word of it ourselves. So it was definitely a collaborative effort, but we certainly took the lead development role for that book.

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So from a technical scale, obviously it's too early to say what the relationship with Renegade and White Wolf is going to be moving forward, but if there is a hypothetical decoupling so to speak, they have developed their own expertise, their own TTRPG group, how do you make up for that expertise? Are you going to beef up your own internal TTRPG team?

Carl: The first step is to search for and hire a new World of Darkness/White Wolf creative director. That search is already in progress. We've interviewed a number of extremely compelling candidates, and that person will lead the creative vision of the brand all up and including TTRPGs as well. Then we're going to grow the team out more under that new creative director, and that means that we are going to need development help. We're going to need publishing help. We're going to need people who understand printing, distribution, sales, online sales, all those skills and pieces of the TTRPG business will eventually live in our White Wolf team.

So yes, now managing all that takes time. It takes people and it takes time to get there, but it doesn't mean that we are going to have an army of writers, editors, and artists all working full time at White Wolf. That just wouldn't be feasible. Our plans are a bit too big to have that army of people working directly for us in our team in Stockholm. So I think that it's fair to say that a lot of the writing, a lot of the editing, a lot of the art is still going to happen with freelancers and consultants, but that relationship with those individuals will be managed centrally by White Wolf.

So the reason all of this came up was because Renegade has not announced any World of Darkness core RPG products in about a year. Was that just a coincidence based on the timeline or was that influenced by restructuring?

Carl: Oh, good question. No, that's simply on the work calendar. That's simply how it fell out. As I said, we have over 50 licensees and sometimes it's difficult to coordinate all the releases you want in a given year, and sometimes you have more, sometimes you have less depending on how the workload is distributed and how the calendar falls out. But those two things aren't related.

You mentioned that this structure is going to allow for more RPG releases a quicker pipeline. Obviously you haven't announced anything yet, but the people are going to immediately start speculating.

No idea what you mean, Christian.

Let's frame this in a way that you can actually answer it. Are there any games that the fanbase has been particularly clamoring for that might be coming down the pipeline?

I can give you even a more concrete answer, I don't think we make any secret about the games that we are thinking really deeply about that we may have even started to develop as long as we stretch the word develop to include ideation, concepting, discussions in the office, shouting across tables of esoteric concepts about paradox and pride.

I think it's no secret that we have ambitions to get our new team working on Mage: The Ascension as quickly as possible. We realize that our audience would really like to see some Mage from us as quickly as possible, and we intend to deliver that.

But two other games that are occupying a lot of our brain space right now are changing the dreaming and what that might look like today. Obviously, Changeling: The Dreaming is near and dear to the hearts of many people in our community. The way the world has changed will definitely affect the game and thinking about what they will be like in the world of now occupies a fair amount of our imaginative cycles.

And the third one that we're really looking very closely at is actually the Dark Ages line, the dark medieval game that was particularly near and dear to my heart. It's one of my favorite expressions of World of Darkness and especially Vampire: The Masquerade. I definitely think it's time for a fresh look at the dark medieval world and what it can teach us about the world we live in today, how the struggles of the creatures and the people living in those time periods are related to what the world is going through now. And frankly, it's just a lot of fun to play Vampire with a sword in hand.

So those three things have got our attention right now, but there will be more. I think it's fair to say we will look at every legacy brand. I can't promise that each and every one of them will see an expression as a fifth edition tabletop RPG, but there are many other ways to express these games and these ideas that aren't necessarily tabletop. I think that Wrath: The Oblivion Afterlife, the VR game published by our licensee partner of Fast Travel was an exceptional way to reintroduce Wrath. It wasn't te Wrath experience you might have as a TTRPG, but I thought it was really effective as a horror video game experience.

It's true that we might not get to something like Demon or Mummy as quickly as people might want, and it might not necessarily happen as a TTRPG but I wouldn't be surprised if those creatures make an appearance somewhere in our story ecosystem.

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Is it time to start looking at a Vampire Sixth Edition yet, or are you pretty content and happy with how Vampire is performing right now?

Those are many different questions disguised as one question, Christian. I think would be tough for us to be happier with how Vampire Fifth Edition has performed. Renegade has done a fantastic job in helping us build out that product line. They've come to us with pitches for great products that we greenlit. We suggested some of them, and it's a pretty robust game at this point. I think there is something for everyone in it, and it covers a lot of ground.

Is it time for a new edition, a new full edition? That is a question we have been asking ourselves for quite some time. I ask myself that maybe at least once a week. I think that we should be guided by our audience and what they want and need from us.

We're really lucky that our community is so vocal and so engaged with the World of Darkness and now with White Wolf. They aren't shy about telling us what they want, what they expect, and it's pretty clear that at least some segment of our players want, if not a new edition, than at least a refresh of what they have now. They would also very much like to have more concrete details about the creatures and the locations that exist in Vampire: The Masquerade. We haven't done a lot of, for example, the traditional city books and a lot of the world has been largely undefined, which made sense for the goals that we had and how we decided to approach it. It might be time to take a look at some of those locations and in greater detail and provide that information to players. I think that that's one of the most consistent requests that we get.

Another consistent request we get, it's not universal, but it's frequent, is that the players would, and storytellers would like to have a little bit more metaplot information. What is actually happening that we can share about the greater metaplot? We certainly went metaplot-lite with Fifth Edition. It's there, but it's more subtle and a lot of the information is a little bit more obscure. And because we've been a licensing organization, some of the details of the meta plot have been expressed in other ways. You might not know what's going on in with the vampires of St. Louis, Missouri, for example, or the Twin Cities, unless you happen to read Winter's Teeth, the comic book series. You could get that information on our Wiki of course, but there's more detail for you there. You might not necessarily be aware of what's happening in New York or Los Angeles unless you're catching an episode or two of New York by Night or LA by Night.

Likewise, in Seattle, Seattle by Night is a precursor. The actual play events happen immediately before the start of what happens in [Vampire: The Masquerade] Bloodlines 2. I think that's exactly what a transmedia story brand should do, but it's very clear that our players would like that information more conveniently delivered to them, and in a way that's a lot more accessible. And the best way to do that is TTRPG books.

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Obviously Paradox moved away from the White Wolf branding because there were some past issues, What sort of guardrails have you put into place to prevent something like that from happening again?

I think that we all hope no mistakes will ever happen, and I think that's true of every TTRPG publisher, everyone in the entertainment business, everybody who's in journalism, everybody in any public facing role ever hopes that no mistakes will happen. And then you hope if mistakes do happen, they're made in good faith, that they're acknowledged, and that you learn something from them that will help you prevent those mistakes from happening in the future.

I think that's true of White Wolf as well. I've think the current White Wolf team has done a great deal to grow trust and transparency with our community to be accountable when we make mistakes, acknowledge them, tried our best to learn from them, and to commit to being responsible with this story world that everybody loves.

I don't know that I could promise that no mistakes would ever occur again, but I can promise that we would approach them in good faith, that we would do our best to learn from them, and that we'll be guided by people who are experts in the fields that could be potentially challenging for us. I think we've done a very good job of that, and I don't see that changing.

Everybody who works at White Wolf today are very passionate about this brand. We care a lot and we feel a great sense of personal responsibility to get it right. So I think these people and being willing to be held accountable and responsible for doing this right is definitely an example of how we've grown.

I think we're all very aware of past mistakes, and I think that everybody is committed to being the kind of accountable, responsible people that I just mentioned. No one is unaware of those controversies and those mistakes, and no one wants to repeat them. We might make new ones, but if we do, we'll make 'em in good faith and we will do our best to consult with people who know better than we do in those areas.

Well, that's actually all the questions I have. You gave me a lot more than I thought it was going to get.

You didn't expect me to tell you what three games are top of mind for us, right?

About 18 months ago, I made the mistake of admitting that Justin Achilli and I had sketched out an idea for Mage on an actual napkin while we were having breakfast one morning. And since that time I have heard no end of it. So we might as well just admit that yes, the napkin does exist, but it has evolved into actual developmental thinking about what Mage will look like.

I keep the napkin in a box on a bookshelf at the Paradox Office in Stockholm, and I check on it every time I visit there to make sure it's still in the box. It still is. I don't think anybody's actually found it yet, although once they read your article, they might go looking forward.
 

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Christian Hoffer

Christian Hoffer

My biggest pet peeve with WoD is the party constantly splitting up and scheming in secret, potentially against one another, and it seems like Wraith is pretty much just everybody doing their own thing in a communal space?
V5 set it up so the player characters are all members of the same coterie who have some sort of common goal. Their coterie might be devoted to gathering artifacts, engage in human trafficking to procure specific types of blood for other kindred, enforcers for the prince, etc., etc. You could still have PCs scheming against one another, but since they rely on reach other to reach a common goal, they might just shoot themself in the foot.
 

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Is there anything wrong with that though? I would argue that people running it those ways were a huge part, a really huge one, of why the oWoD was so successful - particularly the "action movie" way.
Not at all! People can play the trenchcoat katana guy and the facepaint guy all they want. Ignore the Humanity rules. Have huge kung fu gunfights in downtown Vancouver with hand grenades, whatever. If the players keep coming back, more power to them.

It's not a values judgment or anything. I just wouldn't want to play at some tables.
 

Is there anything wrong with that though? I would argue that people running it those ways were a huge part, a really huge one, of why the oWoD was so successful - particularly the "action movie" way.
I don't think there's anything wrong with that if that's the kind of thing you're into (and clearly, a lot of people were). But it was definitely not what the intent was behind the original game, even if that's how it worked out. And once it was clear that that's what a lot of people liked, OG White Wolf weren't shy about leaning into it.
 

A comunidade de fãs de Mummy Resurrection e edições anteriores de Mummy gostaria de agradecer a Jason Carl por mencionar este jogo.

Gostaríamos também de solicitar que a plataforma Storytellers Vault continue a conceder permissão para aqueles que desejam criar materiais para a Múmia 3ª Edição e a Edição do 20º Aniversário.

Estamos entusiasmados para criar mais materiais e esperamos fazê-lo no futuro. No entanto, também gostaríamos de ver uma atenção especial dedicada a este produto.
 

The Mummy Resurrection and Previous Editions of Mummy Fan Community would like to thank Jason Carl for mentioning this game.

We would also like to request that the Storytellers Vault platform continue to grant permission to those who want to create materials for Mummy 3rd Edition and the 20th Anniversary Edition.

We are excited to create more materials and look forward to doing so in the future. However, we would also be excited to see some special attention paid to this product.

Nossos canais:

 
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But it was definitely not what the intent was behind the original game, even if that's how it worked out.
Is that true though? That's what I'm questioning. I think the game/rules/powers design of the original VtM, certainly of 2E (which was only a year or so later than 1E) suggests combat, stealth and violence were major focuses. I don't think "dungeon-crawl"-style play was intended, sure, but I think "trenchcoats and katanas" and "superheroes with fangs" kind of were (and it was quite zeitgeist-y - Forever Knight aired before VtM 2E was released).

And once it was clear that that's what a lot of people liked, OG White Wolf weren't shy about leaning into it.
I suspect "a lot of people" here includes many or most of the original WW designers.

Because the change came with Revised, developed after Rein*Hagen and some other OG WW people had left. What WW said about the design of VtM Revised was that they very consciously wanted to get rid of the "badwrongfun" (not the term they used, but it was clear what they meant) of "trenchcoats and katanas" or Anne Rice-esque vampire romance (despite the latter being particularly unarguably intended to be part of VtM's design) in favour of body horror (which I don't think was even arguably a major theme of the previous editions) and alienation (which was).

Honestly in retrospect the most surprising thing re: the oWoD for me was that there was never a Highlander-style game (though fans and other companies did attempt such), because it really fits well into the same vibe.

The most interesting thing though in retrospect is how fast everything moved - in less than a decade we saw multiple editions of multiple RPGs, with dozens of splatbooks and rapidly changing ideas and perspectives on stuff. I can't think of any RPG that's moved anywhere near that fast post-2010 (3.XE kind of did though in 2000-2008)
 

Is that true though? That's what I'm questioning. I think the game/rules/powers design of the original VtM, certainly of 2E (which was only a year or so later than 1E) suggests combat, stealth and violence were major focuses. I don't think "dungeon-crawl"-style play was intended, sure, but I think "trenchcoats and katanas" and "superheroes with fangs" kind of were (and it was quite zeitgeist-y - Forever Knight aired before VtM 2E was released).
The fluff (at least in 2e) certainly seems to point toward personal horror, angst, and court intrigue being the intended focus. But back then, all games tended to have a simulationist bent with reasonably detailed combat rules and such – Vampire certainly pushed more in the story-oriented direction, but from a fairly mechanical starting point.

The end result usually became something more along these lines:
 

The fluff (at least in 2e) certainly seems to point toward personal horror, angst, and court intrigue being the intended focus. But back then, all games tended to have a simulationist bent with reasonably detailed combat rules and such – Vampire certainly pushed more in the story-oriented direction, but from a fairly mechanical starting point.

The end result usually became something more along these lines:
Aaaaaaaargh when Angel was good Angel was so good (and that was actually most of the time)! But yeah.

Re: fluff, which fluff though? Because 2E has so much fluff! Even then, I disagree that physical conflict doesn't go in that list from fluff in the corebook, even if we ignore every other book, where it only becomes more frequent a topic (especially as we get into Sabbat territory).

I think VtM actually kind of splits in a weird way.

The majority of the actual setting fluff (including what the world is like, how vampire society works, etc.) is focused on inter-personal, political (in the sense of vampire politics) and essentially tribal conflict (Camarilla vs Sabbat, vampires vs werewolves, etc.). The same is true of the fiction pieces in the books/splats (rather than any novels or the like, I haven't read those) - it tends to focus on the inter-personal, political and tribal conflicts. Rather than any kind of horror, let alone personal horror/angst. Also these conflicts often involve physical conflict (threatened or actually happening), so we can't say it's not significant in the fluff. There is one subgenre of fiction within VtM where personal horror is played up - that's tales of people being turned and the period just thereafter, but that seems to be rapidly forgotten.

But then you have what the game tells you it's about more directly rather than via fluff, where the personal horror/angst aspects are played up a bit but even then I think if you go back and look you'll see it's merely "in the mix" rather the the main theme. Just look at the chapter describing what themes and conflicts your campaign might have - they suggest 13 central conflicts and treat them as equally valid - really only 3 of 13 would center "personal horror" or "angst" - "Kindred vs victims", "Humanity vs the Beast" and "Sanity vs madness". The majority of the other ones are going to center conflicts of various - some likely to be physical, especially "Kindred vs hunters", "Kindred vs lupines", "Camarilla vs Sabbat", "Kindred vs Kindred" (which literally calls this "warfare" and mentions diablerie!) - most of the rest would favour intrigue/manipulation/spycraft essentially. They also talk about story archetypes and they split them into like three subcategories - which essentially boil down to "Adventure", "Intrigue" and "Humanity" (they call them "Mean streets", "Illuminati" and "Bourbon Street" just to be difficult of course). These aren't quite treated as equally valid - intrigue is the one they clearly favour, and the only one they call out as VtM being particularly good for. They also say focusing on humanity is the hardest to do well and "advanced" (which probably didn't exactly encourage people!).

The rules support all three of those areas pretty well - there is definite focus on "kewl powerz" though, and surprisingly little exploration of how kewl powerz would dehumanize you - none that I can think of have inherent Humanity loss associated with them, no matter how bizarre, which is not an invalid take but an interesting one. So the powers primarily push combat and secondarily but almost as much push intrigue/spycraft. Personal horror is decently supported by the rules but not as well as combat or kewl powerz. It's not nothing though - and that's distinct from a lot of RPGs of that era!

And as VtM 2E got more and more books, they didn't really come back to personal horror as a major theme - indeed, by like Kindred of the East, they seem to have largely forgotten about it or even intentionally abandoned it, but then Revised comes out less than six months later!

Vampire: The Requiem (i.e. nWoD), when they had a chance to redo it all again, seemed to end up even more intrigue and vampire mythology-focused, I note, playing down all other elements.

Anyway, sorry that's enough blather from me! I just find this steady progression in a certain direction and then this weird snap to a different style with Revised (then the abandonment of that with Requiem) to be fascinating.
 

The most interesting thing though in retrospect is how fast everything moved - in less than a decade we saw multiple editions of multiple RPGs, with dozens of splatbooks and rapidly changing ideas and perspectives on stuff. I can't think of any RPG that's moved anywhere near that fast post-2010 (3.XE kind of did though in 2000-2008)
In the local meta I was in back in the day, (Oklahoma college town, 1990s) the switch from melodrama vampire to fanged superhero came with the Sabbat book and the ability to use Paths instead of Humanity.

As a side note, the LARP rules exploded for us and there were several events run by local volunteers and one as a for-profit business offering a weekend retreat where you had 2 hour nights and 30 minute days which squeezed several days of plot into one night.

Sadly the business relied on using the dorms on a catholic school and when the game allowed for werewolves, their full moon howl woke up too many monks in the middle of the night. Close that game right down.
 

Personally, I found all of the 20th Anniversary books too big to be practical, especially for any newcomer to the games.

V5 itself is a pretty large book but the mechanical design is sleek and compelling, and I think it resets a lot of the setting in ways I personally approve of - not wishing to get into a dispute about it all.

The relationship with the Chronicles of Darkness was also a bit messy and I honestly think that the talk of having ‘One World of Darkness’ (which was the tagline when V5 was being developed) was to draw a line at the division between the old and new World of Darkness settings. It may not have been explicitly stated but I think that when Paradox changed the name of ‘New World of Darkness’ to ‘Chronicles of Darkness’ it was akin to saying they didn’t really want to support it anymore, but were happy for third parties (like Onyx Path) to as long as it didn’t interfere with their own core brand.

I hope they don’t make a new edition of Vampire or Werewolf or Hunter anytime soon as it has taken a long time just to get this far in their development and another potential edition war would not be helpful. However, Mage, Changeling and Wraith all have possibilities for new editions. I suspect that Mage will be the hardest to get right (as it also has something of a conflicted history and its setting is particularly controversial in a number of aspects), while Changeling: The Dreaming and Wraith: The Oblivion could both steal a few ideas from their Chronicles of Darkness counterparts to make them blend better with the rest of the wider World of Darkness setting. I’ll wait and see.
 

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