• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

A world of darkness retroclone?

Call of Cthulhu has a high mortality rate and isn't designed to portray monsters as characters. When I say "modern horror," I more specifically mean "dark urban fantasy." I'll try to be more precise in the future.


It's not really horror, but Dresden Files RPG seems to borrow heavily from WOD, with it's underworld of vampires, werewolves, mages and fairies. It's really more of a drama with occasional helpings of comedy, though.

Dresden Files is built on the Fate system, which is pretty generic, and is what you make of it.
 

log in or register to remove this ad

World of Darkness holds a monopoly on modern horror roleplaying games. There are little to none other professional roleplaying games dealing with modern horror.

Well, there is The Dresden Files, which is a pretty good game.

But, let us draw a line between "is about the only game" and "has a monopoly". Nothing White Wolf is doing is keeping others from publishing a dark urban fantasy game. They don't have a monopoly - they just have the only commonly recognized product.

To be honest, I think the "vampire and werewolf" genre is pretty played-out at this point, and suffering from some overexposure by way of Twilight. Doing it without being cliche would be extremely difficult.
 

To be honest, I think the "vampire and werewolf" genre is pretty played-out at this point, and suffering from some overexposure by way of Twilight. Doing it without being cliche would be extremely difficult.
I considered simply using the vampire "rules" from Captain Kronos and Discworld. Allow players to build their own "strains" of vampire or werewolf, with unique rules and vulnerabilities, rather than having Ricean vampires or Native American werewolves being the default. You could emulate almost any work of fiction about vampires or werewolves without worrying that they don't follow the right rules.

A possible plot would be a group of photosensitive moderately infectious vampires (that is, a fraction of the people they exsanguinate rise from the grave due to genetic factors) deciding to turn the citizens of a remote village into vampires because they want a place where they can walk openly, and then a daywalking vampire that is so infectious that everyone they bite becomes a vampire instantly (including other strains of vampires) visits the town to create an army to assault a rival, and then an extremely powerful vampire that can only survive by eating other vampire strains visits the town, creating a three-way conflict for survival with villagers caught in the middle.
 

Okay, so I've decided to use Opening the Dark as a basis for my own modern "new age mythic" game in the vein of Nightlife, World of Darkness, and The Everlasting. I'm going to reorganize the skills to be more elegant (because currently they are awful, what was Malcolm thinking?), gut the emotional traits, add more derived statistics, and streamline combat to use only one roll, plus optional rules sprinkled throughout the book for gamemasters to tweak things (like making combat have two rolls for people who want that). Basically everything to make it better emulate nWoD. However, its' not going to be a true retroclone, since I'll be making several different design choices to address common criticisms of the Storytelling System.

A less common criticism of the new World of Darkness is that there is a great deal of power bloat (of course few people mention this). The basic rulebook for Vampire includes disciplines and devotions, but then sourcebooks add things like bloodline disciplines, alternate discipline levels, single discipline devotions, merits that give new powers, and lots of other things. Blood & Smoke doesn't solve this problem at all. So I'm going to gut the power paths completely. Instead of powers being organized into linear paths, players can simply buy whatever powers they want their characters to have without having to worry about prerequisites or anything else, as easily as adding new spells to a D&D game. This will apply to all supernatural powers regardless of character type. All magic (which is separate from standard powers) will work the same and everyone who spends the experience will be able to use it: none of this "blood sorcery" versus "shamanism" versus "true majik" nonsense. Yes, I suppose some would complain that this "destroys character diversity," but does anyone really want to have five different rules for changing into a wolf when using just one rule is easier to remember?

I'll be slaughtering most of the sacred cows that these sorts of games usually have. You can cut down the vampire bloodlines to "the beautiful people", "the ferals," and "the occultists" and still have plenty of diversity by giving them each a greater pick of supernatural powers. Werewolves? Rest assured, they aren't going to be new age racist stereotypes who talk about "cold ones" and "mother gaia." The spirit world? Yeah that's going out the window, since, oddly enough, most primitive cultures don't actually believe in a separate spirit world: the spirits exist in the real world, undimensioned and to us unseen.
 

Into the Woods

Remove ads

Top