12/15/2023 0 Comments White wolf wiki![]() The 'Big Three' game lines, all of which have open-ended runs, are: In addition to being a game line in its own right, featuring mortal humans who explore the unknown, the New World of Darkness is the shared setting for a number of additional game lines. This approach is optional in the Section Edition, with a world reference to a defined and specific Chronicle at the end of every core book covering a variety of locations, with all games overlapping in Tokyo. In other words while it was difficult to have vampire and werewolf players in the same game in the original without a skilled storyteller, it is easy to do this in the new setting. In the new setting there is one core set of game mechanics that applies to everything and the rules for the abilities of different supernaturals are built off of this core rule set. One World, One Game - In the original it was difficult for players and storytellers to have more than one type of supernatural in a game as there were different rule sets for each supernatural. This approach is no longer the case in Second Edition (and was not the case for Changeling the Lost), with all specific types now available at character creation. bloodlines) may be joined or even created by characters, but only after they have sufficiently grown in power and often involving some personal sacrifice, putting the focus on character choice. Specific refinements or alterations for splat types (e.g. These are the only choices available at character creation. Requiem's clans) and five voluntarily joined (or rejected) groups (e.g. The new games generally simplify this to a "5 x 5" system: five inherent supernatural types (e.g. Masquerade's clans, bloodlines and legacies). Character Choice - In the original World of Darkness, player choice at character creation was sometimes overwhelming, with an ever-growing selection of splats (e.g. This approach is no longer the case in Second Edition, with the corebooks containing the full set of rules. By contrast, games set in the new setting refer back to the CofD: World of Darkness: Storytelling System Rulebook for the basic setting and the core ruleset. ![]() Core Rulebook plus Setting - Games set in the old World of Darkness were self-contained, presenting enough information to describe the World of Darkness along with the entire ruleset. Various lines tend to focus on certain tiers. This approach was dropped in Second Edition, with Tiers allowing personal, city, global, or cosmic level play. The new World of Darkness tends instead to localize power, assuming creatures and groups who can affect cities powerfully, with less influence to affect countries and international events. Local - The old World of Darkness frequently presented creatures and groups of global power, capable of pursuing characters across the world and affecting change worldwide. By contrast, the previous setting assumed greater uniformity, with any events being attributed to an existing force. Undefined - As discussed above, the new World of Darkness is assumed to be incomplete, with a Storyteller expected to create new content and explanations for the events within their games. The new setting has instead been described as modern gothic, focusing instead on the dark gothic images and mood, pushing aside the "punk" in the description to an optional element rather than the focus. " Modern Gothic" - The World of Darkness setting was described as " Gothic-Punk", blending decaying gothic visuals and mood with brash punk attitude and energy. While the basic setting is similar, there are some important differences between the two settings. Premiering in Vampire: The Masquerade in 1991, the old World of Darkness acted as the shared setting for White Wolf Game Studio's horror roleplaying games. The CofD: World of Darkness: Storytelling System Rulebook was the first book of a re-launch for the World of Darkness setting. While the setting is described as one of "dark mystery", "dread" and "threatening symbolism", it is ultimately left open for the Storyteller to construct stories within.ĬofD: World of Darkness: Storytelling System Rulebook For the most part, there is no over-riding mythos as there is in games such as Call of Cthulhu or Unknown Armies. ![]() However, other pieces of fiction present the possibilities of demonic antagonists, occult storylines and inexplicable oddity. Flavor text in the CofD: World of Darkness: Storytelling System Rulebook presents possibilities for stories that clearly tie into traditional werewolf and vampire stories, and includes a lengthy section on ghosts and ghost stories. Designed to be flexible and allow for a multitude of horror stories, the World of Darkness is (intentionally) somewhat vague.
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