World Of Darkness Article Index for
World Of
Website Links For
World
 

Information About

World Of Darkness





''OLD'' WORLD OF DARKNESS (OWOD)


Background


The first setting was created in ''; support for it subsequently ended in 2004 with the release of '' Time Of Judgment ''. The theme of the old World of Darkness is described as " Gothic - Punk " by the developers.

The World of Darkness resembles the contemporary world, but darker, more devious, more conspiratorial. Humanity is losing Hope as it is secretly preyed upon and controlled by supernatural creatures such as Vampire s, Werewolves and Wraith s. One facet that sets the World of Darkness apart from most other horror fiction is that these creatures are not solitary Predator s to be hunted down and destroyed, but they are numerous and intelligent; enough so to form Secret Societies , develop various Faction s and allegiances, and use Human s as pawns in power struggles and murderous games often lasting centuries or millennia.

However, the rising power and strength of human civilization has started to restrict their power, and an atmosphere of gloom resides over many of the games as once-almighty supernatural beings, the dark Princes and Lords of previous eras, in their turn face the bleak and unbearable prospect of a future spent struggling and shrinking under the ever-more powerful gaze and control of a world-wide , which intends to stamp out mysticism - and their supernatural rivals in the same course - by making reason and science paramount. In the meantime, normal humanity, tool or prey of all factions, is oppressed and hounded in this hidden, all-encompassing conflict, barely capable of fighting and for the majority not even aware of their enemies.

Interlocking s and gothic construction influence architecture, while the Leather look and punk atmosphere crowd the streets. Everything is as gloomy in the WoD as the most pessimistic tabloid headlines present it.


History and playability


Though each game line is its own self-contained universe, as time passed, more and more obvious connections between the settings were made in the Canon ical, published material. This was not planned from the beginning, so the World of Darkness was riddled with discrepancies and sometimes contradictions in the cosmologies of each system. Many of the later game supplements have optional rules suggesting how to handle interactions between different types of supernatural beings, and in some cases, present rules that attempt to allow discrepancies to exist between settings. It is also explained that the discrepancies may represent various factions actually changing reality to their own beliefs (especially within the 'Changeling' and 'Mage' sub-settings - see below).

The rules were increasingly streamlined and standardized, and the templates of all the different system started to look more similar with each edition. The downside of which was that with each step towards a common ground for the systems, the rules, terms, and templates underwent dramatic and backwards-incompatible changes. During all this, Wraith: The Oblivion was discontinued and even at the end of the third edition of Vampire, Werewolf and Mage, the bumps had still not been smoothed out.

In the end it was left up to each individual Storyteller (the term in the World of Darkness games for the Gamemaster ) to interpret the rules and try to combine the systems that were used.


Publication (settings)


White Wolf developed the following game sets in the World of Darkness between 1991 and 2003:


These all represent a Rulebook and a varying number of Sourcebook supplementals on anything from specific clans and tribes to gadgets and entire citybooks describing all the supernatural denizens. In parallel to these settings, White Wolf has developed historical settings for their major product lines. They include:

  • (set in the late 19th Century )

  • (set in the 19th Century )

  • (set in the late 15th Century )

  • (set during and immediately after World War I )

  • (12th century version that was later reworked into the Dark Ages product line)

  • Dark Ages (13th century Middle Ages) versions of the settings:

  • ---

  • ---

  • ---

  • ---

  • ---


Additionally, while owning the rights to Ars Magica , White Wolf made additions to that game's setting to bring it into the World of Darkness timeline. Atlas Games would later acquire Ars Magica and remove these alterations however, and the connection between Ars Magica and the old World of Darkness is no longer considered canonical.

Later in publication history, each new year had a theme at White Wolf Game Studios and the books published in that year were focused on the theme. This brought about the new sets of Hunters, Demons and Mummies, but more importantly it dictated the focus of all the sourcebooks for every system that were published that year. For instance, Vampire and Werewolf were given sourcebooks with an Eastern theme in the ''Year of the Lotus'' cycle, and the books concerned the Asian variety of these creatures.

A World of Darkness sourcebook was published in two editions as well and provided general guidelines for story creation on every continent as well as outlining the differences between, for instance African Werecreatures and North American ones.


Annual Themes

The old World of Darkness had several years tied to a specific theme. During this year some game supplementals to the various gamelines were published that were tied to this theme. The logo of the theme in question was also printed on the products.


End of oWoD (Time of Judgement)


In late 2003 , White Wolf announced it would stop publishing new books for the line, bringing the published history of the setting to an end with a series called ''The Time of Judgment''. This event is described from different supernatural perspectives in four Sourcebooks: ''Gehenna'' (for Vampire: the Masquerade); ''Apocalypse'' (for Werewolf: the Apocalypse); ''Ascension'' (for Mage: the Ascension); and ''Time of Judgment'' (covering of White Wolf's less-established product lines: Demon: The Fallen, Changeling: The Dreaming, Kindred of the East, Mummy: Resurrection and Hunter: The Reckoning ).

The publishers stated that in doing so, they followed up on a promise that has existed in the World of Darkness since the first edition of Vampire, with the concept of Gehenna, and in Werewolf, with the Apocalypse, as well as some elements of some of the published material that pertain to 'end of the world' themes in other games. Fiction novels from each of the three major gaming lines concluded the official storyline.


Vampire: The Eternal Struggle (Card game)


One of the earliest (formerly called ''Jyhad'') is also based on the original World of Darkness, staying very true to the setting. As one of the longest-running CCGs in existence, it is the only oWoD product that has not been discontinued - the Gehennna-theme (end of the old WoD Vampire setting) was featured in one expansion, but further expansions have been produced, without any reboot of the franchise.


WORLD OF DARKNESS (WOD) OR (NWOD)


Background


On August 21 , 2004 , White Wolf launched a new World of Darkness line, sometimes referred to as ''nWoD'' or ''new World of Darkness''. While the Rebooted setting is superficially very similar, the overall theme is one of "dark mystery", with an emphasis on the unknown and the personal.

Many details of the setting, especially in regards to its history, are left vague or otherwise have multiple explanations. This may be a response to criticism of the old games: so much material had been published that Storytellers found it difficult to surprise their players, who knew every supposed "mystery" of the setting. Additionally, "end of the world" themes were noticeably absent from the new World of Darkness games, leading many to conclude that White Wolf does not intend to end the new WoD in the same manner as it did the old.

Instead of reprinting a full ruleset with each major title, tweaked and modified for each game, the new setting uses one core system for all games, a streamlined and redesigned version of the Storyteller System renamed the "Storytelling System". A core rule book, simply titled The World of Darkness, has full rules for human characters and ghosts; though it has no specific setting material, it establishes a tone and mood for games featuring human protagonists. This is another contrast to the old games, where so many different types of supernatural creature had been defined that normal humans often seemed unimportant. (Players often joked that "mortals" were a minority in the setting, far rarer than vampires or werewolves.) The World of Darkness core book was well received, and won the Origins ''Gamers' Choice Award'' for 2004.


New rule system


The new WoD rules are much more streamlined than the previous system. The difficulty on all rolls is now set at 8, unlike the previous game where the Storyteller adjusted the number needed based on the difficulty of the roll. Now rather the Storyteller can add or remove dice from the player’s dice pool to reflect variable difficulties. The Failure rules have changed and the idea of Exceptional Success has been added, in that a "10" indicates a re-roll and the "10" still counts. If another "10" is rolled, this step is repeated until anything but a "10" is rolled. Exceptional Successes are indicated by having five or more successes on the action, and can be regulated by the Storyteller. Critical Failures are now only possible on "chance" die rolls; when a dice pool is reduced by penalties to zero or less, a single chance die is rolled. If a 10 is rolled, it is a success (and as before, rerolled), if the result is less than 10 but not 1, then it is a simple failure. On a chance die, if the roll is a 1, then it is a Critical Failure, which is usually worse than a normal failure of the action, and is regulated by the Storyteller.

The game also features a much simplified combat system. In the old system each attack made during a combat scene could easily involve 4 separate rolls and in many cases required more due to supernatural abilities possessed by the characters. Combat scenes involving large numbers of combatants could take a very long time to resolve. The new system requires only one roll which is adjusted by the defensive abilities of the person being attacked and represents both the success and failure of the attack and the damage inflicted because of it, (indicated by number of successes).

The nature and demeanor rules which represented the personality of the characters and were common in the old games have also been removed. In the new system characters have a virtue and a vice trait which not only represents the personality of the characters, depending on how well a role player the person playing that trait is, but also represents actions that the character can take in order to regain willpower points that have been spent during the course of play. The virtues and vices are the same as Deadly Sins and Heavenly Virtues . (Charity, Faith, Justice, etc, for Virtues, and Envy, Wrath, Lust, etc, for Vices). Storytellers and Players are encouraged to invent new ones as seen fit.

The morality stat represents the moral outlook of the character and the notion that as a character takes more and more morally questionable actions she or he will eventually stop feeling bad about it. A character with a high morality would be more moral and saintly while a person with a low morality would be able to take more questionable actions. As a person’s morality falls they run the increasing risk of becoming mentally unstable.

For example, a vampire kills a mortal cultist who has been trying to kill him. Since she attacked him, it's not murder, it's manslaughter, which is represented as "4" on morality. The vampire's current morality stat is "6". He fails his rolls, and now must make a second roll to resist gaining a derangement. (Trait that affects characters' rolls & actions).

There is some version of morality in each of the game lines which represent internal struggles of the characters.

There are also specific action bonuses which can be attached to the Skills. These give modifiers to whatever the person is doing. There is also a "no dice chance" rule, where the person attempts to do something he wouldn't normally be able to do, they have to roll a "10" to succeed.

The World of Darkness is copyright 2004. It was written by Bill Bridges , Rick Chillot , Ken Cliffe and Mike Lee . Concept and Design by Justin Achilli , Andrew Bates , Philippe Boulle , Carl Bowen , Bill Bridges, Conrad Hubbard , Mike Lee , Chris McDonough , Matthew McFarland , Ethan Skemp , Richard Thomas , Mike Tinney , Stephan Wieck , Stewart Wieck and Fred Yelk .


Publication


The Core setting


Each new game setting now consists of a rule book which includes only those rules specific to the type of protagonist portrayed, leaving more room for specifics of that aspect of the World of Darkness. This has also vastly improved compatibility between games, particularly as all characters are created as normal humans and thus have the same basic traits. Supernatural traits still vary for each character type, but their interactions with each other are governed largely by a single, simple mechanic. In addition, all supernatural types (including the ones in the Limited Series books) follow similar rules in terms of game mechanics, including:

  • 5-6 inherent "sub-races," to which every character belongs based on the circumstances of his/her transformation into a supernatural being (5 ).

  • 4-5 chosen "factions," to which a character may belong based on his/her beliefs; a character need not even belong to any of these groups (5 .

  • Power level trait (often generically referred to as "Supernatural Advantage"), rated 1-10 (Vampires = Blood Potency; Werewolves = Primal Urge; Mages = Gnosis; Prometheans = Azoth; Changelings = Wyrd). High levels of this trait often limit the character's ability to interact with the world.

  • Energy trait, consisting of temporary "points" used to fuel various powers with capacity and spending ability based on the "power level trait" (Vampire = Vitae; Werewolf = Essence; Mage = Mana; Promethean = Pyros; Changeling = Glamour).

  • Learned powers arranged in traits rated 1-5, capable of rising higher when "power level trait" exceeds 5 (Vampire = Disciplines; Werewolf = Gifts; Mage = Arcana; Promethean = Transmutations; Changeling = Contracts).


The three core games are as follows:



Limited Series setting


In addition to the main three games, there will be an additional game each year. Like Orpheus for the old World of Darkness, each of these "fourth games" will have a limited series of only five books, including the core rulebook. {Link without Title} The first such game is '''Promethean: The Created''' for August, 2006, based largely on Frankenstein and similar stories of giving the unliving life through alchemy. The second game is '''Changeling: The Lost''', and was released in August, 2007. It is a game based around characters that were taken and enslaved by Fairies similar to those of European folk tales, who managed to escape to find they were no longer human themselves, and must find a new place in life.



Publication history


  • ''World of Darkness'' (August 2004)

  • ''Ghost Stories'' (November 2004)

  • ''Antagonists'' (December 2004)

  • ''Mysterious Places'' (June 2005)

  • ''Chicago'' (December 2005)

  • ''Armory'' (January 2006)

  • ''Second Sight'' (April 2006)

  • ''Shadows of the UK'' (June 2006)

  • ''Skinchangers'' (July 2006)

  • ''Tales from the 13th Precinct'' (July 2006)

  • ''Shadows of Mexico'' (October 2006)

  • ''Urban Legends'' (April 2007)

  • ''Book of Spirits'' (May 2007)

  • ''Monte Cook's World of Darkness'' (August 2007)

  • ''Asylum'' (August 2007)

  • ''Reliquary'' (September 2007)

  • ''Changing Breeds'' (October 2007)



WoD MMORPG


A merger between website)
According to the latest news, work has already begun on the WoD MMORPG and full time production is to commence within the year. Razorwire : news


REFERENCES



SEE ALSO


  • Conrad Hubbard (White Wolf web designer, freelance author and one of the designers of the new World of Darkness)

  • JessHartley.com - Official site for Jess Hartley (White Wolf freelance author and developer)



EXTERNAL LINKS