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World of Darkness Core Rulebook
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<blockquote data-quote="Gamer Dorcas" data-source="post: 2135074" data-attributes="member: 30180"><p><strong>reply and mini review/info on 2 other books</strong></p><p></p><p>First off, thanks for the review. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I had a great time running for the group and having great players and a fun group of PCs definitely pulled things together. I'm glad to hear you've enjoyed the book and session and were willing to give it a go.</p><p> </p><p>The biggest complain I've heard about the new World of Darkness (WoD) is that it's not the old stuff - meaning a number of people refuse to try it. (Those I've talk to who have tried it say they really enjoy it, even those familiar with the older games.)</p><p> </p><p>I suppose this is always the case with new editions but at least locally people seem very set on judging based on how cool they thought the old books were. I have only played Masquerade once (and thoroughly enjoyed it!) but I have a big number of books I bought just to read and I think it was a good game; that being said, I think the new version is a really good game.</p><p> </p><p>White Wolf has been working hard on the new system/new books and it shows (this is NOT a post-apocalyptic game world picking up from Time of Judgement, it's a whole different take.) There is a lot more balance, which explains why things have been a little slower than originally intended in the release schedule. They've been taking the time to do playtests with other departments so that all the supplements fit together. </p><p> </p><p>The core book is the main rule book and, as cybertalus has stated, offers a lot of background in the way of theme, mood, storytelling tips, etc. Each supplemental main book (I suppose they're considered core as well?) like Vampire, Werewolf, Mage, yet-to-be-announced-new-project, what have you, focuses its pages completely on the topic at hand. Basically you add a template to the mortal rules. This allows great flexibility as you're all based on the same starting system and add accordingly. </p><p> </p><p>The WoD has two supplements that are useful for any game that I'd like to give a brief review on as well: Ghost Stories and Antagonists.</p><p> </p><p>Ghost Stories is essentially a module book, with a bit of an expansion on the ghost information from the back of the WoD book. There are 5 well thought-out scenarios that give a storyteller a number of modules to run and a good feel of what can be done with the system and mood. Personally I took a bit of one (maybe 1/4 - 1/3) and incorporated it into my own setting and plot.</p><p> </p><p>Antagonists is a book that covers a large varity of things the PCs could run into. Chapter one covers zombies, imbued, revenants, intruders and a bit on vampires. Chapter two covers hunters (and their main ability now, in case you're wondering, is a mixture of networking and insanity. But the balance should still be there, so no need to be superhuman to take on the night.) Three is your cults and cultists information, and chapter four, titles "Fear Given Form," has a variety of other vile things to throw your PCs up against. </p><p> </p><p>As with all WoD products, these books take the look and feel of the core book as reviewed above. And likewise, these are meant for mature audiences only.</p><p> </p><p>I have found the WoD book to be a great system to use for the modern-era, supernatural style game, and how much you want to put into it and how dark you want it to be is all relative and in the name of fun for you and your players. </p><p> </p><p>WoD has definitely got my *thumbs-up* and recommendation as a DM and the books released thus far are great for information or idea spring-boards for about anything. They're all hardback and decently priced as well, which names for ease when traveling (or at least I think, since I enjoy not having to worry about a paperback getting crushed or bent.)</p></blockquote><p></p>
[QUOTE="Gamer Dorcas, post: 2135074, member: 30180"] [b]reply and mini review/info on 2 other books[/b] First off, thanks for the review. :) I had a great time running for the group and having great players and a fun group of PCs definitely pulled things together. I'm glad to hear you've enjoyed the book and session and were willing to give it a go. The biggest complain I've heard about the new World of Darkness (WoD) is that it's not the old stuff - meaning a number of people refuse to try it. (Those I've talk to who have tried it say they really enjoy it, even those familiar with the older games.) I suppose this is always the case with new editions but at least locally people seem very set on judging based on how cool they thought the old books were. I have only played Masquerade once (and thoroughly enjoyed it!) but I have a big number of books I bought just to read and I think it was a good game; that being said, I think the new version is a really good game. White Wolf has been working hard on the new system/new books and it shows (this is NOT a post-apocalyptic game world picking up from Time of Judgement, it's a whole different take.) There is a lot more balance, which explains why things have been a little slower than originally intended in the release schedule. They've been taking the time to do playtests with other departments so that all the supplements fit together. The core book is the main rule book and, as cybertalus has stated, offers a lot of background in the way of theme, mood, storytelling tips, etc. Each supplemental main book (I suppose they're considered core as well?) like Vampire, Werewolf, Mage, yet-to-be-announced-new-project, what have you, focuses its pages completely on the topic at hand. Basically you add a template to the mortal rules. This allows great flexibility as you're all based on the same starting system and add accordingly. The WoD has two supplements that are useful for any game that I'd like to give a brief review on as well: Ghost Stories and Antagonists. Ghost Stories is essentially a module book, with a bit of an expansion on the ghost information from the back of the WoD book. There are 5 well thought-out scenarios that give a storyteller a number of modules to run and a good feel of what can be done with the system and mood. Personally I took a bit of one (maybe 1/4 - 1/3) and incorporated it into my own setting and plot. Antagonists is a book that covers a large varity of things the PCs could run into. Chapter one covers zombies, imbued, revenants, intruders and a bit on vampires. Chapter two covers hunters (and their main ability now, in case you're wondering, is a mixture of networking and insanity. But the balance should still be there, so no need to be superhuman to take on the night.) Three is your cults and cultists information, and chapter four, titles "Fear Given Form," has a variety of other vile things to throw your PCs up against. As with all WoD products, these books take the look and feel of the core book as reviewed above. And likewise, these are meant for mature audiences only. I have found the WoD book to be a great system to use for the modern-era, supernatural style game, and how much you want to put into it and how dark you want it to be is all relative and in the name of fun for you and your players. WoD has definitely got my *thumbs-up* and recommendation as a DM and the books released thus far are great for information or idea spring-boards for about anything. They're all hardback and decently priced as well, which names for ease when traveling (or at least I think, since I enjoy not having to worry about a paperback getting crushed or bent.) [/QUOTE]
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