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World of Darkness

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Contents

[edit] The Setting

The World of Darkness is a modern gothic setting, using the Storytelling System. It presents an image of the modern world "through a looking glass darkly": More dangerous, less caring, and filled with monsters of both human and inhuman varieties.

Designed to be flexible and allow for a multitude of horror stories, the World of Darkness is (intentionally) somewhat vague. Flavor text in the 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. However, other pieces of fiction present the possibilities of demonic antagonists, occult storylines and inexplicable oddity. There is no over-riding mythos as there is in games such as Call of Cthulhu or Unknown Armies. 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.

[edit] Points of Difference

The World of Darkness: Storytelling System Rulebook was the first book of a re-launch for the World of Darkness setting. 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. While the basic setting is similar, there are some important differences between the two settings.

  • "Gothic-Punk" vs. "Modern Gothic" — The first World of Darkness setting was described as "Gothic-Punk", blending decaying gothic visuals and mood with brash punk attitude and energy. 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.
  • Codified vs. 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. By contrast, the previous setting assumed greater uniformity, with any events being attributed to an existing force.
  • Global vs. 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. The new World of Darkness tends instead to localize power, assuming creatures and groups who can affect cities most powerfully, with less powerful ability to affect countries and international events.
  • Player Choice vs. Character Choice - In the original World of Darkness, player choice at character creation was sometimes overwhleming, with an ever-growing selection of splats (e.g. Masquerade's clans, bloodlines and legacies). The new games simplify this to a "5 x 5" system: five inherent supernatural types (e.g. Requiem's clans) and five voluntarily joined (or rejected) groups (e.g. covenants). These are the only choices available at character creation. Specific refinements or alterations for splat types (e.g. 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.

[edit] Games set in the World of Darkness

In addition to being a game line in its own right, featuring mortal humans who explore the unknown, the World of Darkness is the shared setting for a number of additional game lines.

The 'Big Three' game lines, all of which have open-ended runs, are:

In addition to the above lines, further games are released annually in a limited-run format, with one core rulebook and a set number of supplements (similar to Orpheus for the old World of Darkness). So far two such games have been released, and a third is in development:

[edit] See also

[edit] References

  1. Free RPG Day Initial Sponsors Announced
  2. Rich's Reveal: 2008
  3. See this thread (among others) on the White Wolf Forums.
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