Showing posts with label World of Darkness. Show all posts
Showing posts with label World of Darkness. Show all posts

Wednesday, August 8, 2012

It Can't Possibly Be Time For Gencon 2012.

Happy to report that this has not happened to me in a dream... yet.
I know this must happen to hundreds of people every year, but it's finally happened to me, this year, this Gencon - how did time move so quickly for Gencon to only be a week away? Something evil is playing at the edges of reality. Don't trust the things that move (or don't move in a conspicuous manner!) at the corners of your vision. It's gremlins, gotta be gremlins. Of course it could be leprechauns. Not the nice kind that give you gold, but the evil kinds portrayed in a long run of perpetually-poorly made sequels and prequels. You get the idea, something wicked this way comes, etc.

Regardless (not Irregardless - that'd be evil gremlin talk), Gencon being a week away means it's time to get to business thinking about what this year's gonna mean for me. Usually I start Gencon preparation in two ways - what I want to play, and what I want to buy. I'm happy to say that the what I want to play greatly outnumbers the what I want to buy category for this year.


Thursday, May 24, 2012

This is what the World of Darkness Storyteller's Screen Looks Like

This won't make sense to most of you, but in case you ever cared what the original New World of Darkness storyteller screen looks like, look no further:

Wednesday, June 29, 2011

Free Hump Day - A Nightmare at Hill Manor

Today marks the second entry into my ongoing Free Hump Day column wherein I shine a light on something I think worth clicking to download for the low low price of the amount of time it takes to click to download. Last week's entry examined the innovative and complete package of a game with Lady Blackbird - a Star Wars/Firefly/Steampunk mash up setting with a lite-but-packed-with-dice-rolling-and-fun-economy-play game engine. This week I'll be looking at another full package of a product.

Whereas Lady Blackbird is built from the ground up and feels like an indie game, this week's entry, the newest quick start, A Nightmare at Hill Manor, from White Wolf's World of Darkness line, comes from one of the biggest heavy hitters of the industry, and it's quite the interesting product indeed.

Friday, April 1, 2011

Bargain Bin Find - Mage The Ascension Second Edition

I've always been intrigued with the World of Darkness long before I got into tabletop gaming. I'm a horror movie fan and other than Galactica, my favorite TV shows would have to be Buffy, Angel, and Supernatural. There's just something about the unknown dark corners of the world that trips my trigger and sparks my imagination. I can't get enough of the stuff. Throw it all together in a book or collection of books and you've pretty much got me by the throat.

Tuesday, November 16, 2010

What Wizards of the Coast could learn from all those Worlds of Darkness.

My recent experience with Amethyst Foundations (read about it here and here), apart from being awesome, has also got my mind wandering thinking about why we don't have more great settings like Amethyst for 4th Edition. Don't get me wrong, there are several decent-looking fantasy settings for 4th Ed, but Wizards already has offered some really great material to cover that base of gaming.

I began thinking about how White Wolf successfully executed a number of base lines all sharing the same rule system. The new World of Darkness games all share a basic framework. Whether vampire, werewolf, mage, changeling, promethean, hunter, or sin-eater, all characters start out as a human with the basic rule system. The human then undergoes a change depending on the "fatsplat" used to run the game.

It's really a perfect system from where I'm sitting. You've got a universal rule system that you then build up your special character on top of that.

I realize this is one of the oldest ways to develop games on top of games. That being said, it was really perfected by the new World of Darkness. It's created a universal language that people playing across game lines can understand. A werewolf knows how to dodge a gun shot coming from a hunter (some might say all too well!). This keeps things simple, but a casual read-through of any two fatsplats will quickly show that the simplicity does not sacrifice a unique gaming experience.

So I've been thinking, and I really feel like Wizards is missing a great opportunity with how they're handling 4th Edition. Now that they have a rock solid foundation of a system with their powers, healing surges, etc., why not expand the market? Release a new core book late next year (I don't know what you'd call it, but not "Dungeons & Dragons") explaining how the system works. Then, instead of releasing new campaign settings each year for D&D, release a series of unique genre toolkits, each with their own setting. Make a pure sci-fi game with its unique world and special rules. Release a swash-buckling historic game with muskets and big funny hats. I haven't bought a Wizards 4e book outside of Heroes of the Forgotten Kingdoms since I don't know when, and that was just to see how the Essentials format worked. Instead, I've looked to other systems or other companies like Goodman Games and Dias Ex Machina to scratch my non-fantasy itch. I would love the opportunity to buy other games based on the 4th Ed engine with the high production values Wizards has to offer!

Get to it!

Monday, October 25, 2010

Horror Movies to Play - Dog Soldiers

This last week of October leading up to and including Halloween this Sunday gives us an opportunity to focus on the best two things about Shocktober - scary movies and horror role-playing. We've done other Movies to play articles which you can find here, but the basic premise is that we review a movie based on its playability as a role-playing scenario to use as a GM and enjoy as a player. We also focus on what system or systems might be best to run the movie as a game. So sit back, pop the popcorn, and keep coming back for more horror movies all week while we finish out Shocktober 2010 with a bang!

Today I'm reviewing Dog Soldiers, an indie British horror film. Keep Reading for all the gory details!

Monday, September 27, 2010

Need a Horror One-shot? Try out Mysterious Places

Tis' the season for horror one-shots. I've seen the discussions pop up from one corner of the gaming net to the other. Although we've got some great stuff planned for the entire month of October, I thought I'd throw an early bone out to those that are doing their best to plan ahead. I also thought I'd throw White Wolf a bone after the rough/disappointing weekend they had with their non-announcements.

One of the most amazing things about White Wolf's new World of Darkness line, specifically the mortals or "blue book" line, is how easy it is to take their books and use them for your own purposes. There's a ton of great writing and fun little story hooks throughout all these books. One of my favorite of the blue books is Mysterious Places. It's a bit on the smaller side but filled with nine different settings that do a great job of setting a scene, providing a couple of important NPC's, and gives you ideas for players and story arcs to play out.

It's a great book full of one-shots. When I opened this up for the first time I knew I had to plan a game using just the very first scenario in the book - The Swimming Hole - for a Halloween game this year. Now I like the World of Darkness rules a lot, but mostly I take the ideas from the game and take them for my own games. With that in mind, I'm having no trouble at all preparing a one-shot and characters for The Swimming Hole using the rules for Dread -  a.k.a. the best horror game ever. Of course you can use Mysterious Place with any rule setting - it's presented in a very versatile format that lets you pick and choose what aspects you want to keep or drop and it usually won't hurt the setting at all.
Interested in buying Mysterious Places? Find it at Noble Knight at the link below. You'll get it at a nice discount and The Hopeless Gamer will get a bit of support as well.



Here's a quick summary of what's in the book:

The Swimming Hole
- What's really true about the town's old rock quarry and the man-made, bottomless lake that now lives there?
The University - Modern day University of Arkham with brutal secrets hiding just beneath the surface.
Swamp Indian Hollow - What kind of unnatural ceremonies does old man Weiss perform in his crematorium deep in the swamp?
The Village Secret - What is The Village and what depths will they reach in order to protect their secret?
The Statue of Weeping Alice - What price will the town have to pay to remember the lesson learned long ago by Alice?
Hillcrest Center for Elder Living - You know those people that seem just off? Where do they go when they get old?
The Whispering Wood -Things and people get lost in the woods all of the time. This is where they show up.
The Junkyard - What happens when you find yourself lost surrounded by hundreds of acres of barely usable junk... and other things?
The Empty Room - The Empty Room is 12-foot x 18-foot with a 10-foot ceiling. Do not go inside it.

Saturday, September 25, 2010

The Grand Masquerade is a Grand Disappointment

Another appropriate title for this post would be "Grand Announcement Masquerading as Grand News." If you haven't heard, White Wolf is throwing a bit of shindig this weekend down in New Orleans. The Grand Masquerade (GM) is a convention focusing on LARP World of Darkness action. There's some tabletop role-playing, but the focus is definitely on LARP'ing and a previously-announced Big Announcement. If you recall before Gencon I was a little upset that White Wolf was holding off what seemed to be news of the future of the World of Darkness line for this smaller White Wolf-only event. Last night was supposed to be the big night with all the big news coming through.

Ignoring the fact that, even well after the announcement happened their own website couldn't be bothered to explain the actual news, the word that's coming out of The GM is hardly news at all. I speculated before Gencon that we'd be getting something that was actually a new piece of information that would give us some indication of where the World of Darkness tabletop line was going. Whether it was a New New World of Darkness or something else, I had hoped to see some kind of new approach or even just a broad strategy that the line would be taken to stay alive.

What we got was two announcements we have known about for ages, one since 2007. Essentially the center piece of The GM is a video of the first cinematic of the MMO "World of Darkness" CCP, the owner of White Wolf and producer of Eve Online, has been working on since they bought White Wolf. That's it. The other news is a confirmed Print-on-Demand structure in which the entire World of Darkness lines - Old and New - will be available in print and that it's confirmed they are still working on the character builder and online tools we heard about, what, a year ago? Essentially what could have been two minor press releases and a video at gametrailers.com is the big news.

Remember the frustratingly vague teaser we got at the back of Geist: The Sin-Eaters and all the speculation it ignited over a year ago? They really should have saved themselves the ink because this is an incredible let-down. I firmly believe that they had no idea what they were going to announce as an answer to this teaser when they made it. They just needed something to fill the page, and they unfortunately chose something that made it sound like they were revising the New World of Darkness for a new edition and rules update. Who knows - maybe they are. The problem is that White Wolf has always been just terrible with keeping their fans informed about their games.

This is ultimately what the title of this post is about. I'm not at The GM. I had to follow along like everyone else with baited breath to wait for the exciting announcement we were denied at Gencon and finally was to be revealed. I understand now White Wolf's terrible performance at Gencon. From their odd choice of not having actual items on sale or really be welcoming to anyone under 21 to their blaring "hot beats" and pretentiously dressed vampires, they really didn't have much to do at Gencon in the first place. I try to keep a civil and respectful atmosphere here with an emphasis on being generally positive, but sometimes the game companies we love make it so hard to be supportive. At this point we have just as good - or as bad - an idea of what's coming down the line, and there aren't anymore conventions to keep stalling for a later date to announce something for quite some time.

Wednesday, July 14, 2010

Road to Gencon 2010: New New World of Darkness?

As the second part in our Road to Gencon 2010 series, I decided to touch on what could be considered a hot topic. It's more speculative than our first part (in which I discussed D&D's new setting that will be announced at Gencon, find it here). Along with Dungeons & Dragons, there's perhaps no other game more pervasive and popular than White Wolf's World of Darkness. A long-time topic here on The Hopeless Gamer, my first big feature on the blog was my extensive chapter-by-chapter review of Geist: The Sin-Eaters which I picked up as my first purchase at Gencon 2009. Every year we've gotten a new game focusing on a different corner of the revised World of Darkness universe. Every year we've gotten hints at what's coming next year. Every year except this past one. So what can we expect to hear about this year from White Wolf? Read on to see my speculation!

Sunday, June 6, 2010

I gave up doughnuts and pizza for Changeling: The Lost and L5R 4th Edition.

Confession time here: the Gamer Wife (GW) and I have been in Atkins Induction since last Tuesday, which puts us into day 6. Normally Induction is for about two weeks, but we're both hoping to lose more weight (if you've ever met us in person or at a con, you'd know we weren't the tiniest of gamer folk), so we've decided to go whole-hog and go Induction for a full month. To be honest, I was concerned that it wouldn't stick, so I've held off talking about it really to anyone for the first couple days.

Now don't worry, this isn't going to turn into an Atkins Diet blog by any means. There are actually several really good ones out there, so if you're curious, I'd recommend looking at The Lighter Side of Low-Carb blog as it's just fantastic with its recipes. That's purely a sidenote though.

What I really want to talk about is the fact that, the day before we started Induction, the GW and I made personal bets against ourselves that we couldn't last a full month on the plan. Basically we'd have to follow the honor system, but we're both pretty honest, so no worries there. For one month, from June 1st to June 30th, we were going to eat no more than 20 grams of carbs a day with 12 to 15 of these being from vegetables. Please keep reading so you don't think I'm really just writing about how great Atkins is!

Saturday, January 23, 2010

A test of Character - 1/23/10


This is a submission to an rpg.net World of Darkness play-by-post game. I thought it'd be fun to try out a character who really has no optimization at all (ok a little bit with firearms, but a guy's gotta survive!) but focuses almost completely on social interactions and his own sense of danger to get him through thick-n-thin. He's also kind of a dummy, but that can be fun too. Character's a straight mortal with 35 XP to start out with. Note: the contact - Matthew - is pulled from a list of NPC's offered by the Storyteller that gives us a free 2 point contact merit, if anyone at home is counting up and sees that it doesn't add up. On with the character!

Name: Sam Campbell
Age: 25
Virtue: Optimism
Vice: Avarice
Concept: Happy-go-lucky business man.

Successful business man for a large company in Vancouver - Bays, Thomas, & Associates - Sam relies on quick wits and good looks to get through business transactions as opposed to any actual skill with writing up business agreements or contracts. He grew up idolizing game show hosts and always wanted to be one when he grew up (which obviously didn't happen). Lately a coworker has been inviting him to "business meetings" that are scheduled for late at night in seedy bars and night clubs. This hasn't bothered Sam much as they've been profitable, even if he doesn't know exactly what the deals he negotiates are selling or purchasing. He has a retirement plan (or sooner) of someday being a local politician, since he can't tell much difference between what they and game show hosts do anyway.

Attributes
Strength 2
Dexterity 3
Stamina 2

Intelligence 2
Wits 3
Resolve 2

Presence 3
Manipulation 3
Composure 3

Skills
(Mental; -3)
Academics 1
Computer 2
Crafts
Investigation 2
Medicine
Occult
Politics 2
Science

(Physical; -1)
Athletics
Brawl 1
Drive
Firearms 2
Larceny
Stealth 2 (Urban Environments)
Survival
Weaponry

(Social; -1)
Animal Ken
Empathy 2
Expression
Intimidation
Persuasion 3 (Sales Pitches)
Socialize 3
Streetwise 1
Subterfuge 3 (Misdirection)

Merits
Contacts 2 - Matthew (has no idea that Matthew is possessed or specifically deals drugs)
Danger Sense 2
Striking Looks 2
Status 3 - Corporate Executive of Bays, Thomas & Associates
Barfly 1
Quick Draw (Firearms) 1

Advantages
Size: 5
Speed: 10
Defense: 3
Initiative: 6
Health: 7
Willpower: 5
Morality: 7

Experience Spent
Barfly 1 - 2
Composure 3 - 15
Strength 2 - 10
Streetwise 1 - 3
Brawling 1 - 3
Quick Draw 1 - 3

Equipment
Walther P99 (Pistol - Light) - recently picked up due to both his coworker's and Matthew's suggestion that he arm himself. He went to the local gun shop, picked it out and bought a shoulder holster he wears now on a regular basis under his suit jacket when he's out on his "deals" at night. (Picture here: http://upload.wikimedia.org/wikipedi...P99_9x19mm.png thanks Wikipedia!)
Car - Something nice, I don't know much about cars, but it's leased, not owned, and provided by the company.

Wednesday, November 25, 2009

New Eye of the Vortex Article Posted! nWoD: Antagonists

My latest article at Eye of the Vortex was posted today! It's a review in a series I call "Essentials" that focuses on the key books in the New World of Darkness. This time I take a look at Antagonists, the closest thing you'll get to a monster manual from White Wolf. Read the article here.

Monday, November 16, 2009

Long Weekends and EoV update


So it's been a long weekend, and I really don't like to go oppppvp000000000ohj (that's what the kitty typed as he just ran across my laptop, he's now a published author I guess) more than a day or two without posting, so I apologize.

Anyway, we got some good stuff done this weekend. Several of the FNG gang and I played Saturday morning in a small holiday ensemble to help raise money for the Salvation Army, which was a great experience. We also made our first five gallon batch of hard apple cider home-made style. I'm really excited, and THE BRO reports that fermentation has already begun, yay! It wouldn't be a great weekend if we didn't get some gaming in, and this weekend didn't fail. We got our third game of Chaos in the Old World in and I tied for the win with the Tzeentch (this is a word recognized by Firefox's spell checker, beeteedub) player, who has actually won or tied all three of our games so far. All I have left to try out is Slaneesh, then the kid gloves come off as we've all tried out each of the forces.

But enough of my weekend (*sob*)! Eye of the Vortex has some great releases again. The November issue has been published and you can find it here. In this issue, yours truly has penned a general purpose introduction to the New World of Darkness that gives a quick rundown of the basic mechanic as well as some background and direction to take depending on which subgame you want to play. It's what I hope to be a definitive primer to help new players navigate the huge variety of products available to White Wolf fans.

We also have a review up for the Magic: The Gathering expansion: Duels of the Planeswalker. I'm not a competent Magic player by any means, but I like the rules, I like the flavor, and of course I love the production value Wizards consistently puts out there for this timeless game. Check the review out here.

(Image borrowed from FFG's online store.)

Monday, November 9, 2009

Hunter: The Vigil


So I'm working on planning the game of Hunter: The Vigil I'm going to be running to review for Eye of the Vortex. I'm planning something incredibly dorky and likely more than a little nerdy. For my four brave volunteers I have created fake email addresses to help them get in character. They also all have received an email from a fifth member of their team which is cryptic, but I hope enticing.

I want to embrace this whole "internet" thing for my game what with the pdf scenario and pdf pre-generated characters. Let's call this an experiment; I can't wait to find out what everyone thinks of it. I know the Wife is already thinking it's cool!

(Image courtesy of White Wolf's Hunter page.)

Monday, September 14, 2009

RPG.net approved Geist Review!

Yay! RPG.net has approved my Geist review (I paired it down from the several posts I made it here). If you're looking for a slightly-more succinct version of my reviews, you can find it on rpg.net here.

Please feel free to leave comments on the forum (link at the bottom of the rpg.net page) as I'm always looking forward to constructive criticism. Course you can always leave a comment here as well.

Wednesday, September 9, 2009

A Test of Character - 9/9/09


(Image from a quiz result site for a "which H.P. Lovecraft character are you? Sadly I'm no Herbie West, I only found the image by GIS.)

Just as promised, this week I look at a character (or group of NPC's) for a group that could be found in some kind of modern/occult game where the "good" guys hunt demons and kill monsters. Hunter: The Vigil or Supernatural from Margaret Weis Games. I know there are other monster-hunting games, but I don't know them off the top of my head. Either way, I wrote this with only the slightest bias towards Hunter: the Vigil with my use of "cells" as a name for a group of hunters. Also: it's kind of a three for one, so you are absolutely getting your money's worth with this ToC. Alternatively, you could consider the focus of this article to be the hunter cell itself, but there's a strong emphasis on our first cellmember...

The neighborhood just hasn't been the same since Dr. Clark and his plastic surgery clinic moved in. A middle class neighborhood in a big city hardly needs its own plastic surgeon, but Dr. Clark can't complain: business is booming. He doesn't get away from the office much and the nurse staff aren't surprised in the morning to find him asleep in the lobby, or even more commonly, cleaning up the operation room. They've long learned to stop asking questions; the doctor is generous and seems to almost give away all the profits he makes to his employees.

So what if they find...odd things out in the dumpster every once in a while. It's not really their business, and the Doctor's work during the day on his patients produces works of art. There's even a waitlist months long as word has gotten out. Dr. Clark is a natural when it comes to unobtrusive little tucks and enlargements.

So what if the receptionist has locked the Doctor in for the night, leaving him alone with a strange van running in the otherwise abandoned parking lot. Why should she suspect that the van, which she's seen on at least 8 different occasions she can remember, doesn't have license plates and no windows in the back? The Doctor is a perfect gentlemen to her and gives her time off whenever she asks.

Turns out that the van is owned by a certain Detective Burke, homicide of the local police department, well, that explains why it's never been pulled over before. So what if the Doctor is particularly close friends with Robert Jones, County Coroner? It doesn't matter, not to those on the outside, not to those not on the hunt.

It was happenstance that connected these three lone wolves. They all were awaken to the hunt individually and believed they were alone.

Clark awoke one night from his sleep when, sitting at the corner of his bed, a monstrous, scaly humanoid was breathing heavily and from some body part most doctors would be remiss to call "lungs". He did the best work of his life that night and no one will ever know. If the creature was wearing long sleeves and a light scarf, it'd be almost impossible to tell it apart from a person experiencing the effects of chemo therapy.

Burke was working a new case; his story is long, but in the end, predictable. The stuff you see on that kind of job, it's no wonder police officer is probably the most common profession among hunters.

It always seems to be that the darkness accentuates the hunt; brings it into clear focus. For Jones, it happened around 2:15 in the morning after being woken up and called in to assist with processing a particularly nasty set of fire victims. The coroner works with dead people, the body is empty and motionless. This had been true for Jones his entire 22 year career, all the way up until this night. He thought he was just tired, tricks of the eyes and nerves over a stack of particularly vicious and violent deaths. He ran out the door and went right home after the thing sat up and began to shake . When he got back in he morning, the slab was empty and he had a stack of paperwork to distract his mind with.

Their skills were useful. There's a kind of synergy, hidden and tricky. The cell has tried plenty of ideas to fight the dark. They've set traps, playing the innocent just begging to get eaten up, they've advertised covertly on web forums for a "special" kind of plastic surgery for those "on the outside" to help them "fit in with those around them a little better" and have taken advantage of the blatant trust even these monsters and outsiders blindly put into the authority of a doctor's professional facade. They'll keep doing their jobs as well as doing the things during the day to make money to keep the hunt. Who knows what kind of dent, if any, the three of them are making in their city to push back against the oppressive presence of the darkness, but they have to try to keep pushing forward.

Thursday, September 3, 2009

Geist: The Sin-Eaters Review Part 5: Story Telling + Appendices




What's that? You didn't know there were four fifths of a Geist review posted already? Well, clicking this link to look at the category "Geist Review" will bring up all five entries at the same time and you can read the entire glorious book review all at once. You're so lucky!

We've looked at the characters, the system, and flavor, and now we've finally gotten to the real meat of the system: telling a story. If White Wolf is known for anything, it's delivering plot and story hooks left and right in almost every product they release. Every supplement and core item just oozes new ideas to be played with. It can be so overwhelming, the desire so strong to include every neat little idea possible, that Chapter 4 literally warns against doing it. Yes the system is a toolbox, but you know, you don't have to use every tool at your disposal.

What's this mean for Geist? Well, the last chapter of the book offers some very good advice on how to construct a chronicle of Geist whether you want the players to drive the plot, or you have a neat idea for a story-based campaign. The authors have put some great materials together. It's like a how-to for writing a campaign, and it rivals the core Dungeon Master's Guide + Monster Manual for 4e in terms of direction. The structure of the chapter as a step-by-step guide is very helpful.

Two things really stand out in this last chunk of book: characters and setting. We get a ton of new supernatural beasties that more often than not make me uncomfortable just trying to picture them. We also get a ton of new numina for ghosts, even though plain old pedestrian ghosts aren't really a match for the average Sin-Eater. Finally we get some setting specific characters like those you could expect to find in New York City, the basic city setting for Geist. We get some Sin-Eaters and some popular and historical ghosts.

This brings us to the two settings: New York City and the Underworld. Both are presented in fantastic detail and I was surprised by how much we got about the Underworld given that we'll have a whole book dedicated to it when Book of the Dead releases. What was nice though was the information they give about New York City. Yes, it's nice if you're going to run a game in NYC, but it also serves the purpose of providing you with leads you should follow to create a Geist setting in other cities or even for making your own. Thinking about how famous ghosts might have developed or where a haunt might be found is easy when you're looking at how the places and beings occupying NYC were imagined.

I am very pleased with Geist and how it turned out. I have to say that it lived up to the hype I was placing on it for the months leading up to its release. It's very well-rounded and I would be happy to run the game simply out of its core book with no supplements, Geist-specific or otherwise. Given it's heavy status as a niche game (I think you really have to be in the mood to play a Sin-Eater whereas some of the other games like Hunter can easily be manipulated to get anyone to play) may be one of the major limiting factors for future releases, but then again Changeling did better than was expected, and that game is both unique and original, from what I understand of it. It was a pleasure to read Geist, and maybe some day I might actually play a game. Fingers crossed!

Sunday, August 30, 2009

Geist: The Sin-Eaters Review Part 4: The System

Welcome to part 4 of my on-going Geist: The Sin-Eaters review! Geist is WhiteWolf Games' newest game set in the World of Darkness (WoD). This being part four, there are three previous parts to the review. Part 1, Part 2, and Part 3 can all be accessed by clicking the links. On to the show!

Chapter four: The System is broken down to the following sections: Sin-Eaters and how they interact with the world, forming a krewe, and creating mementos and other unearthly items and artifacts to be used in a chronicle of Geist.

Part 1:

The first section, regarding all the special rules not covered in character creation that a Sin-Eater needs to know, is organized very well. Each special rule introduced begins with a fluff explanation followed by a very clearly section titled "mechanics" that explains how to resolve the specific power. I like this presentation quite a bit as it will make it easier to look up rules on the fly in the middle of a game session.

Make no mistake, you will be looking up rules. There are no less than 16 different powers and senses that a Sin-Eater has access to. Some of them overlap (like how Sin-Eaters can stay standing in a fight or come back from the dead, basically points out how tough a Sin-Eater can be), but they all have a different trigger and a unique way to be resolved. I'll admit that as much as I love the WoD, I'm still a newbie and haven't read a full fatsplat, so I don't know how this compares to other supernatural beings in the WoD, but this does seem like a lot of rules to remember. I would hate to have to be the only one in a group with a copy of the book and only one to have read it before meeting to create characters.

Part 2:

The implementation of krewe creation is handled very well and seems to be a huge part of the replayability of the game with it's very limited line of books (1 and 1/2 planned at this point as I've discussed in earlier parts of this review). It begins as an out-of-character discussion and is a cooperative enterprise between players and storyteller. All krewes are created by Sin-Eaters ignorant of the greater world around them. The biggest krewes are of the city scale, so there is going to be a huge variety of krewe "flavors" even within one city.

The rules begin by giving direction to the players to help them build a philosophy and the way the members have worked together in order to understand the metaphysics of death and further life. Players may want to look at ceremonies that can help a krewe when creating characters. Really I think character and krewe creation should be a simultaneous process done as its own session.

Once the ground rules and guiding philosophies are set for the krewe, there are many choices to add to the krewe and the krewe itself gains experience and advancement through play and the earning of krewe-specific experience points. The players earn these points if they've been ceremoniously inducted and then by play to the ethos, philosophies, and rules of the krewe during play. The idea is to expand your krewe's influence and power through actual play.

I always want to try to build a chronicle inspired by the TV show The Shield in these World of Darkness games, and it seems like a real possibility with the krewe rules. I'm thinking a campaign based solely on starting a krewe from scratch and working your way up has a lot of potential.

Part 3:

The last part (and I believe biggest chunk) of the chapter is devoted to artifacts and unique items to be used as totems, wands, whatever you want to call them in Geist. Some of the items appear to be of generic power, whereas Keystone Mementos, which are expanded here, are the actual hearts of the geists that Sin-Eaters have become bound to. This section also relates to the merits offered in chapter 2 as most of the objects which are craftable through a merit are explained here through fluff, examples, and finally directions for creating your own.

The authors provide several different items, but more often than not they are defined by their use. Whether it's a weapon, a tool to contain or enslave a ghost, or the excellent section describing death masks, we get many different versions of the objects described and it's very clear how these interact with the world and can be created by storytellers and players alike. This section (and the chapter) ends with a good reminder that all these items, because of how random they may appear to the average joe, all have power because of the story and the meaning they carry with them. It serves as a great reminder that all things in the world of Geist are powerful because of the weight they carry. It's all very...magical when you think about.

The authors do a great job of explaining each of these systems within the system and how they relate. I was a little overwhelmed by the first section as, opposed to the other two, every single rule in it applies to every Sin-Eater in any game. The other two sections were great for options, but the first section that sets Sin-Eaters apart from other supers in the WoD will take some re-reading before an actual play of the game. The rest of the chapter is chock full of story hooks both deliberate and by using a little imagination. I know people have been hoping we'll get more Geist releases so we get some more sample krewes (and I'm sure mementos), but it seems simple to take the concepts here and twist them a little to serve the purpose of the ST and his chronicle.

Check back soon for part 5 of the Geist: The Sin-Eaters review! We'll be looking at the storyteller chapter: I've been looking forward to this one to see what kind of nasties and mysteries I can throw at the players!

Tuesday, August 25, 2009

Geist: The Sin-Eaters Review Part 3: Character Creation

(Part One and Part Two)

Instead of trying to boil things down here from the type of review I've been writing, I'm going to build a character for Geist using the instructions as laid out in the chapter and give a short explanation about the choices get to make. Here we go!

Step 1 Through 4: Build Your Mortal

First I of a few sentences to develop the character concept. Geist is a game about death, so I'm writing this with an obituary feel to it, at least for a portion. I like the idea of having each player write their obituary begin developing their character concept.

Damien Tucci Passes at 29.

Mr. Tucci will always be known to friends and family as the kindly con man. Best known around his neighborhoods for his wink and a nod after telling a joke and his wry, black sense of humor. He is survived by his parents, Pauly and Sally Tucci from Buffalo, NY. Damien attended Roosevelt High School before completing a bachelor's degree in physical therapy at NYU. He died due to unknown causes at this time with the County Coroner needing to do more discovery. Wake will be held this coming Friday, the 28th at Oakrest Funeral homes.

I'll have to think about this idea more because I know that death is where my character, draws his power from as a Sin-Eater. The way he died before coming back has a big impact on his power types and the type of Geist that would work with him, more on that in a bit.

My character is a smooth talker with some brains. Basically a conman of the dead that is able to persuade or even trick ghosts out of vital information. Two concepts that will contribute to flavor and crunch for my character, Archetype and Threshold, could be included in this part, but it's not necessary since you add them later as a part of the Sin-Eater template.

Next I have to choose my attributes. I put an emphasis on social, then mental, and finally physical. For more information on building a character in the world of darkness, you should check out the core book which is required to play any WoD setting.

My attributes look like this:

Mental: Intelligence - 2/Wits - 3/Resolve - 2

Physical: Strength - 1/Dexterity - 2/Stamina - 2

Social: Presence - 3/Manipulation - 3/Composure - 2

Now I get to select skills. To keep with the theme of the smooth-talking confidence man, I'm choosing the social skills to put the most skill points into. I'm filling the rest in with what Damien focused on while he lived his first life, as well as some he is more interested in since his first death (like Occult for instance).

Mental: Investigation - 2/Occult (Ghosts) - 3/Politics - 2

Physical: Larceny - 2/Stealth (Underworld) - 2

Social: Intimidation - 3/Persuasion - 3/Socialize (Sin-Eater Gatherings) - 3/Subterfuge - 2

I also get to pick some specializations for my skills. Damien's the kind of guy who gets off on the right foot. He learned as much as he could when he became an SE. I chose to enhance Occult with Ghosts, Stealth with the Underworld, and Socialize with Sin-Eater gatherings such as flesh fairs and war councils. It's time for the grown-up stuff and adding the Sin-Eater template!

Step Five: Add Sin-Eater Template

Now I get to pick how Damien died, his archetype, and the ways to access his Geist powers. Now we get to the fun stuff and real meat of the review to see what sets Geist apart from other supernaturals in the World of Darkness.

Archetype - First we look at Damien's outlook on death, the afterlife, and ghosts. This is the archetype and is a role-playing mechanic from what I've gathered. There are many neat options , but I've narrowed down my choices from 8 to 2: Advocate and Necromancer.

Advocates works for ghosts helping them move on and resolve the issues keeping them amongst the living. Necromancers, on the other hand, are seekers of undead secrets and lore. After comparing the two, I'm choosing necromancer. I like the concept that I started that Damien would insert himself into the world of Sin-Eaters and the Underworld as soon as possible to put himself into a good position. He wanted to know about his surroundings and those he'd have to play to get by. Necromancer, being a seeker of knowledge, is a good choice.

Threshold - How does the Sin-Eater become a Bound in the first place? How did Damien die exactly? This is one of the things I found most intriguing about Geist in the first place. There are five choices, and all offer specific keys that to choose from and may influence how I flesh my Geist out more as well. The effect a threshold has is similar to the type of cell, compact, or conspiracy you chose in Hunter: The Vigil.

Each threshold is unique and determines a lot of how Sin-Eaters interact with the world and underworld around him. I chose The Prey: Death by Nature. Damien had an appetite for the sauce before his death and made enemies as he sometimes clumsily tried his cons on other bar patrons - those not so inebriated as himself. One cold night in NYC he angered some tourists, they took it outside, and it was one quick crack of a pipe to the back of his head that sent him staggering off into the cold night. It was a cold night, one of the worst nights that winter. Falling asleep with a concussion is usually a bad idea, but falling asleep with a concussion down a dark alley on the coldest night of the year, well, as they say, nature takes its toll.

It's explained well that one death can fall into many categories and each player has the freedom to choose their own threshold. I chose The Prey because he died from exposure due to the cold. I could have as easily chosen The Torn: Death by Violence since his concussion put him to sleep and was earned through violence. I could have chosen The Forgotten: Death by Chance since it was dumb luck that that pipe was sitting right on the ground next to the fighters and Damien chose the wrong person to harass that night.

Psyche

Psyche's a trait determining other traits and a new Bound begins play with 1 psyche which can be raised to 3 by spending merit points. This acts as an attribute and determines some of your Sin-Eater specific traits. In setting terms, psyche is another description of the relationship between you and your geist.

Manifestations and Keys

This part took me 2 or 3 times to read over to understand the interactions. I can put it like this: manifestations are the power behind locked doors that the SE accesses by opening the door with a specific key. The way the manifestations work depends on the key used. Each manifestation is tied to an attribute and each key is tied to a skill. Got it?

With building Damien's powers, I want to find manifestations that are linked to social attributes and skills. There are a ton of manifestations and keys and the book explains how each interacts, organized by manifestation with a nice summary of the powers preceding 35+ pages of in-depth descriptions.

It looks like The Curse, based on Presence, fits Damien. I could go with the Marionette since it's based on Manipulation, which is also one of his strenghts, but I'm going to vary it here and go with The Boneyard, based on wits and seems to have some fun haunting effects that can be pulled off.

You start with three dots in manifestations. You need to succeed on a roll to activate the manifestation which is, in part, based on your manifestation dots, so spreading out too much seems like a bad idea.

Manifestations: The Curse - 2/The Boneyard - 1

Now I choose 2 keys. One comes from two options given by the threshold, the other is open, but looks to be tied to my keystone memento. I'm going with Grave-Dirt which is based on Occult and one of my threshold options. For my other starting key, I'm choosing Phantasmal, based on persuasion. Reading the descriptions of my powers (Grave-Dirt Boneyard, Phantasmal Boneyard, Grave-Dirt Curse, and Phantasmal Curse), Damien has several choices to tackle any obstacle.

Keystone Memento

I'm a little confused with what I'm supposed to do. I believe I create my own memento. This is a tool that will occasionally help me manifest powers but is also a symbol of my Geist. I've been developing the idea of my Geist and will use my idea to create my Keystone Memento.

Red Blade of Toshiro/Keystone: The Prey/Keys: Grave-Dirt, Phantasmal/Skill: Persuasion

The Warlord Toshiro is Damien's geist. He actually died due to exposure. His forces were betrayed and he was shot with three arrows before falling. It was cold, and with his forces in ruins, the other warlords who worked together left him behind to die without a burial. Toshiro is of The Prey: Death by Nature just like Damien. He presents himself in his armor, and Damien can't tell if there's anything underneath the armor or if it's just a ghastly animation of the ancient negotiatior.

Step 6: Choose Merits

I'd like to put all 7 points I start with into Geist-specific merits. However, there is a very limited selection of merits offered in Geist, which is disappointing. The merits offered in Geist deal with adding extras onto what you already have. At this point I'm going to leave the merits location vague since I'm not trying to do a review of the WoD rulebook but rather Geist. Hopefully we'll see some more Geist-specific merits in Book of the Dead.

The other two stats that are new advantages for Sin-Eaters are Synergy and Plasm. Synergy is another stat like Psyche that tells us how a Sin-Eater and Geist interact. Plasm is the fuel for many of the Sin-Eaters powers.

Ceremonies

The chapter ends with a section explaining ceremonies, what they are, and why they're important to Sin-Eaters. Remember how I was saying that there aren't many merits in Geist? That's true, but there are a lot of new options to spend your merit points on.

Ceremonies appear to work well, but of course I'll have to see them in action to know for sure. Each ceremony costs a number of dots which you buy with merit points and needs an extended challenge to resolve. The powers scale well with the more expensive ceremonies taking longer and requiring more successes.

A ceremony's dice pools is made up of psyche+attribute. They have neat effects that range from creating items, binding a krewe together, creating illusions, and classic fantasy concepts like Warding Circle.

From what I've gathered, you can be a dedicated ceremony-performing Sin-Eater by spending all your merit points to increase your psyche by one and then buying several one dot ceremonies. This should give you a good ability and variety to perform. The five dot ceremonies are all impressively powerful just as they should be for such a big investment in a single power. I like the way they implemented these ceremonies and hope to see more in BotD.

IN SUMMARY!

Playing a Sin-Eater is an intriguing and very open option for a supernatural in the WoD. They don't have as much base power as some of the other Supers, but they have some neat and unique ways to interact with the dead and play tricks on the living.

I had a lot of fun trying to think of a concept for my Sin-Eater that would interact with both pre-death and post-bound versions of the character. There are many powers and ways to customize and make your character unique, and I do understand now why they feel they don't need more books to complete the game. That being said, I still experienced a common gamer sickness: I already want more character options. This isn't so much a comment on the Geist corebook - it offers a ton of options - no, this is a comment that'll apply to the line once it's done in October when we get BotD. We'll just have to see.

Sunday, August 23, 2009

Boogie Men and Other Terrifying Things 8/23/09


In addition to posting character concepts (A Test of Character) as a normal column, I'd also like to do a feature every once in a while focusing on antagonists/original monsters/enemies for your players. On the white wolf Hunter forums, a topic came up to help brainstorm some ideas for slashers - supernatural serial killers - who populate the world of darkness and specifically Hunter: The Vigil (link will take you to White Wolf's store page for the Slasher book, where I got the picture shown here).

I decided to challenge myself and come up with a slasher of my very own. Feel free to critique or make suggestions to make it even creepier. Here's what I came up with:

The Man with a Plan (MWP).

The MWP is a serial killer who is meticulous in his planning. He keeps a small checkbook schedule in his back pocket at all times with an incredibly simple code for what he needs to do the next day.

For instance, this tuesday, August 25th, he'll be visiting the Jeffries home on Oakgrove Ave. at 9:00 in the morning. He knows they are all gone by that time because he's spent months scheduling observation sessions of the house. He'll go in, unplug a charging laptop and turn it on, rearrange a few items in the shower, take out a folded shirt from a dresser, unfold it, and return it, and maybe something else, he only scheduled 15 minutes for himself at the Jeffries. He'll then spend a 3 hour session starting at 11:00 to observe the Lee's on Mission Dr. He hasn't quite figured out their schedule yet.

The MWP likes driving people crazy. He feeds off the paranoia and self-doubt that he develops slowly over months before he kills the entire family using weapons he's hidden in the house in dusty places no body bothers to look at anymore. He could have a weapon in your house behind those cook books on the shelf in the kitchen, how would you know? One night he'll unlock your door with the extra key you hide or thought you had hidden in the bottom of the cookie jar, slip in, kill your family, and slip out, leaving all weapons behind in their old hiding spots.

The MWP's goal is to always be working at least 10 families. Each time you hear about a death due to murder, he's looking for a new household to "haunt."

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