World of Darkness

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World of Darkness
RPG published by
White Wolf
Rule System Storyteller System
Authors Bill Bridges, Rick Chillot, Ken Cliffe and Mike Lee
First Publication 2004
Essential Books The World of Darkness (corebook)
Cover of the nWoD core book

The World of Darkness is an RPG published by White Wolf that focuses on deep roleplaying and, depending on the specific sub-game, horror. The setting can only be described as the modern world, but worse in every aspect. Every creeping suspicion you have is probably true, and the world is dirty and corrupt as we often make it out to be. In recent years, specifically with the release of the new ruleset (the Storyteller system) the line has been trying to avoid the old Gothic feel for which it was known (specifically with Vampire: The Masquerade) in favour of a slightly more traditional form of horror. This has manifested in many ways, but most explicitly in the detail that the supernatural isn't quite as omnipotent as it was in the previous incarnation. In addition, the new World of Darkness is more of a unified setting than the old World of Darkness games; while in the oWoD each game was meant to be played separately (with possibly conflicting fluff) with no central core book, nWoD fits more cleanly together and attempts to balance each game against the others.

The nWoD core book gives an overview of the system and is designed to deal with normal human beings in horrific situations that may or may not always be supernatural in nature. This has little established fluff, making it the most malleable for Storytellers (the in-game term for GM; abbreviated as ST).

The System

The basic system in both the new and old World of Darkness revolves around a dicepool of d10's. Your dice pool consists of a number of dice equal to your relevant ability score plus your skill and other relevant modifiers.

In oWoD, the Storyteller sets the difficulty for each roll depending on the circumstances, with the default being a difficulty of 6. A success is a roll of that difficulty or higher (6 or above, on most rolls). A roll of 1 is called a botch. If any number of 1's are rolled, they cancel out a single success. No more than one success can be cancelled out in this way, so critical failures (A botch with zero successes) are relatively rare. The net number of successes determines how well you succeed, with one success meaning that you are barely able and a greater number indicating better achievement. When you get zero net successes (if you get no successes or if your 1s cancel out your successes, or if you get at least one success and more ones than successes), you fail the roll. When you get zero successes and at least one 1, you botch-- a critical and spectacular failure. If you have a specialty in either your attribute or ability that is relevant on the roll, you may reroll all 10s to gain extra successes, and rolls of 1 on these rerolls do not count.

In nWoD, a success is an 8, 9, or 10, and 10s explode. A critical success is made when you get five or more successes. Instead of altering the target number of the roll, difficulty and circumstances increase or reduce the number of dice in the pool. When your dice pool is reduced to zero or less, you get a chance die. You roll the die normally, but only succeed on a ten (which still explodes) and if you get a one you get a critical failure. All other rolls are called simple failures.

Game Lines

Short Version

  • Vampire: You're the bad guy. Your friends are also villains.
  • Werewolf: You're fighting a war, and you're losing.
  • Mage: You're fighting a war you already lost.
  • Wraith: You lost, you died, and trying to avoid a fate worse than death.
  • Changeling: You're fighting a war and nobody is taking you seriously.
  • Hunter: You're fighting a war and everyone's out to get you and bigger than you.
  • Mummy: You're immortal. ... that's it.
  • Genius: You're a mad scientist. Sometimes you forget that you're mad.

Old World of Darkness (oWoD)

The original World of Darkness game. Covers playing vampire characters in the modern day World of Darkness. It gains its title from "The Masquerade", an in-game set of rules and guidelines dictated by the Camarilla sect in an attempt to keep the mortal populace unaware of vampires and their influence on society. This is also basically the only thing you can get more than one sect of vampires to agree on, and a lot of the game revolves around the resulting political intrigue.
It is heavily influenced by gothic imagery and by a variety of different vampire mythos, including the romanticised version of the vampire popularised by Anne Rice.
Second game to be released set in the World of Darkness. The game covers playing werewolf characters known as Garou. It gains its title from one of the major antagonistic themes in the game where supernatural forces of corruption are attempting to bring about the Apocalypse. The game tended to degenerate into hack-and-slash, mainly as it is a author tract where the authors had conflicting messages.
  • Mage: The Ascension
Player characters in this game come from a variety of backgrounds, both mortal and immortal and are unified by the fact that they all practice magic of one form or another. Magic is defined by the game as a force that can shape reality with the willpower, belief or special magical techniques of the user.
The characters are fairy souls 'trapped' in human bodies to survive in the cold banal world. The game's theme centered heavily on the concept of Chimera, where things weren't magical or mundane, but both at once. So the real world would see an old butterknife, and it would be - but in the realm of faerie, it would also be a mystical longsword. The concept of Banality is unfortunately somewhat awkwardly implemented and requires some work by the Storyteller to appropriately function. The series was cut short, and a number of expansions that were announced were never released. This game is and was massively popular with otherkin since its premise is their delusion, and if you know anybody in 2012 who still plays it your friends almost certainly believe themselves to be elves.
  • Kindred of the East
It is vampires... from the east. Go play vampire the masquerade bloodlines to make that make more sense.
Mortals are imbued with weird powers by mysterious forces in a last-ditch effort to keep the world from circling the drain. Played according to the writing, it's Call of Cthulhu in the World of Darkness- a bunch of scared people who are going to die very horribly unless they're very cautious and paranoid. Played according to the art, it's, well, the licensed H:tR video games.
  • Mummy: The Resurrection
You play a mummy. Which has been resurrected. And has access to a third-level power (out of five) that levels the town you're in.

The game was almost universally met with a directly hostile response, and even reminding a WoD player of it will make him rage. Do it.

  • Demon: The Fallen
The gates of the Hell that the fallen angels have been trapped in for millienia crack open, and the fallen find human hosts and servitors for their various ends.
  • Orpheus
  • Zombie: The Coil - a Fan-made expansion from 2001. Brai-i-ins and grimderp ensue

New World of Darkness (nWoD)

Principal Games

13 Clans with fleshed out, restricting histories become 5 archetypes with vague, open-ended histories. The Camarilla becomes 5 Covenants with mutually exclusive goals. The Sabbat becomes VII, the Infernalists become the more sporadic, less-organized Belial's Brood. Arguably the biggest difference is that you can't just make someone a Vampire by draining them and feeding them your blood, now you have to spend a dot of Willpower.

  • Werewolf: The Forsaken

A slightly more "balanced" version of Werewolf. You can't run around in 8-foot tall invincible war-form all the time, and you see humans as a flock of idiotic sheep that you might have to protect (or not). The "adjustments" resulted, possibly intentionally, in the average werewolf no longer being a match for the average vampire, a criticism invariably met with statements regarding the relative level of coordination between werewolf packs and vampire coteries.

Mechanically simplified and generally considered to be more powerful, M:tA's biggest criticism is that it doesn't have as compelling a plot - specifically, the revised political landscape is the most frequent target of attack.

Limited Release Publications

  • Promethean: The Created

Frankenstein: The RPG. You're a scorned mockery of humanity, most likely abandoned by your creator, left to fend for yourself in this cruel world. You're perpetually dazed and confused, always trying to pick up the ways of humans, but that's not happening because you have a disquieting aura that makes every sentient being in the world eventually hate you, so you can never make real friends and have to live as a nomad. Only five books long, but it pretty much covers all the bases.

No longer are the Changelings faeries, but humans kidnapped by the True Fae and twisted into something not quite mortal. Managed to do the exact opposite of its predecessor and sell enough copies that they extended the series instead of cutting it short. It completed its run with nine books and a long-awaited web enhancement.

  • Hunter: The Vigil

Hunter, without the ridiculously overpowered gifts. You're just an average Joe with more information than other people. For instance, instead of having the power to smite people with holy fire, you might have bullets that are extra-effective against vampires. That, and you can break every conceivable human moral code without going insane, provided you can justify it in light of your "Vigil." Though, of course, this slowly makes you inhuman. Well-known for its antagonists - Slashers - who are the World of Darkness take on serial killers. Once again had "lite" versions of all the other supernaturals, which tended to be more singularly powerful than the real thing, but not as versatile (or player-character-friendly).

  • Geist: The Sin-Eaters

People who die and have spirits decide to resurrect them, getting stuck with said spirit riding shotgun to said person's body and giving them all manner of powers depending on the way the first party died, all to accomplish the spirit's goals. Instead of humanity, you have synergy which is how in sync you are with your spirit, and when you die, someone else's life is stolen, you lose 1/5 of your maximum possible synergy, stunting your abilities permanently. The Underworld is finally fleshed out, but somehow far more foreboding than expected.

  • Immortals

Not an actual gameline as such but a supplement that was released for Immortal characters that follow different ideas of Immortality. Except out of the 3 Immortals in the book, the first jumps off the karma meter so fast its unplayable, primarily because its Immortality is powered by bathing in a LOT of blood, preferably virgin but any human will do. The second, the Body Thief, is almost playable but again the karma meter gets in the way of anything involving the whole body swapping thing, resulting in the character becoming unplayable again. The third Immortal lives off some sort of mystic Chi/Kai stuff and is basically powered by Feng Shui. Its the only that could be considered playable, and the authors must have realized this because its much better worked then the others which seem to have been intended as pure NPCs initially and then left as they are now.

A fan-built WoD set, Genius allows players to gorge themselves on Venture Brothers level superscience while drinking deep from the cup of mundane failure. While Inspiration allows a mad scientist to channel Mania into impossible inventions, their Obligation to humanity gradually gives way to that alien brilliance. If a scientist falls too far off the straight and narrow, they become Unmada, unable or unwilling to accept that they are crazy, that their ideas are true regardless of Mania. Without help or restraint, they become Illuminated. Think Hannibal Lecter in a lab coat and a fascination with altering the DNA of pregnant women.

See Also