Posted on May 14, 2013 by Flames
Werewolf the Apocalypse roared into hobby games in 1992, inspiring a generation of fans to stand up and howl their defiance at a corrupted world in a battle they knew they were doomed to lose. WtA presented the Garou: creatures at once both man and wolf, and filled with a Rage against the evils that would destroy and corrupt both the natural and spirit worlds. Capable of transforming into a variety of forms and blessed with Gifts that enabled superhuman and supernatural powers, the Garou fought many foes, always knowing that in the end they would fall. But what stories would be told and what songs sang of their exploits!
This epic tragic story, combined with the unwavering dedication of an unparalleled fan base, is the reason this book is being published. Werewolf: The Apocalypse – 20th Anniversary Edition brings the entire World of Darkness experience full circle and will serve as the perfect anniversary milestone to celebrate two decades of gaming the epic sagas of the Garou.
Werewolf: The Apocalypse 20th Anniversary Edition is now available in PDF and Print editions at DriveThruRPG.com!
Posted on March 27, 2013 by Monica Valentinelli
February’s progress report kicked off this new series, so this month’s introduction talks a bit about a dry, boring subject: the internet. I do want to point out a couple of things in case you didn’t know already. First, be sure to check the front page of mlvwrites.com; I updated that with a few new books.
Read more to find news about my games, stories, clients — and comic!
Posted on February 25, 2013 by Monica Valentinelli
Today, I kick off a new series that specifically talks about what I’m up to work-wise. I’ve made it a policy not to over-publicize games and stories that haven’t come out yet, primarily because I’ve been burned on that before. It’s tricky to manage because everybody’s promoting, but sometimes deals go bad or businesses fold or what have you. Hence, progress reports. Not promising you anything, but these are some projects I’m working on, have been involved with, and may be coming to a book store, game store, or online retailer near you.
Posted on January 21, 2013 by Flames
New license for Mind’s Eye Theatre returns the World of Darkness to Live-Action Roleplaying
By Night Entertainment, LLC, has signed an exclusive worldwide license with CCP Games to produce a new product line for popular live action game franchise Mind’s Eye Theatre.
White Wolf’s Mind’s Eye Theatre debuted in 1993, helping to usher in an entirely new era of immersive and interactive entertainment, and adding a vibrant, interactive dimension to the roleplaying game hobby. Legions of Mind’s Eye Theatre fans around the world have been waiting patiently for an updated version of their favorite Live Action game – and now they’ll get it. A wealth of defining material from over two decades of the iconic World of Darkness game setting will be used as the basis for a new line of Mind’s Eye Theatre products.
Posted on October 27, 2012 by Flames
Hi Flames Rising readers- my name is Rich Thomas (richt on the forums) and since 1986, when I began illustrating and art directing for White Wolf Magazine, I’ve been responsible for the look and feel of every White Wolf product ever created — ranging from RPG books, fiction, board/card games and everything in between. I became Creative Director in 2006, which meant I was overseeing White Wolf’s writing and development as well. During this time WW launched multiple Ennie-award winning product lines which I’m very proud of: Scion and Changeling: The Lost.
For a few years I worked with an amazing group of computer game creators as Lead Designer and Content Director for the WoDMMO, but then someone was needed to head-up the team on Vampire: The Masquerade 20th Anniversary Edition, and I had so much fun and had so many great experiences with our tabletop and LARPing fans that I returned to the world of traditional RPGs with a renewed focus on tabletop gaming. In January 2012 I left CCP and founded Onyx Path Publishing and we are the official licensed publishers of the nWoD, cWoD, and Exalted game lines.
Posted on August 9, 2012 by Michael Holland
Denver was not such a great city after all. You’re out on the town one night and you get mixed up with some nightmare straight out of Filipino folklore. Then a cult which called itself the Unmasked “recruits” you and that doesn’t work out so well. They end up trying to kill you and get you into all kinds of trouble. In the end you were forced to kick their sorry butts to the curb. Well, at least it’s over now, right? No, not so much. Welcome to Falling Scales chapter two!
Four months have passed since the dark events which took place in Denver and your lives have become a living hell. Apparently Anna Christopher had friends in high places, the kind of friends who know how to screw with you in the worst possible way. Just when you think it can’t get any worse there appears a glimmer of hope, a light at the end of the tunnel. Freedom from this nightmare can be found in Washington D.C. if you can find it.
Posted on July 16, 2012 by Michael Holland
The moment a happy resident of the natural world becomes aware of the supernatural is a scene that we are all familiar with. Whether this scene appears in literature, graphic novel, television or film we have witnessed the human drama of a character who has realized they no longer understand the world they live in, they are not the top of the food chain and they are not safe. What will they do? How will they cope with these paradigm shattering revelations? Will they survive?
Falling Scales Chapter One takes players deep into this kind of scenario and fleshes it out into a chronicle for characters in the World of Darkness. The characters see something they were not meant to see and they have no choice but to confront this new reality. They are quickly swept up by a group which calls itself the Unmasked, a cult which takes in those who have been exposed to the truth.
Posted on May 30, 2012 by Billzilla
The thing about being a Storyteller is you always need more stories for your players. How often you need new material depends on how efficient your players are at having their characters conclude business from night to night. There are plenty of adventures out there, but few are so nicely tailored to dropping into any campaign like those from The Resurrectionists Collection.
The first adventure, “The Resurrectionists”, involves the PCs in plot to resurrect a torpid elder – a scenario that will likely result in more questions than answers by the end.
Posted on April 11, 2012 by Flames
Have you always wanted to include lupus Garou in your Forsaken game? Or perhaps the Hunters in Darkness into your Apocalypse game? This guide will help you translate the feel and core elements from each version of Werewolf into the other game system and background.
The Werewolf Translation Guide includes:
Translations of all of the tribes and auspices between versions of Werewolf
Conversions for the breed rules into the current World of Darkness rules, including lupus and metis
Guidelines for converting Gifts between systems
The Werewolf Translation Guide is now available in PDF and Print editions at the Flames Rising RPGNow Shop!
Posted on March 26, 2012 by Flames
Mind’s Eye Theatre gives you everything players and Storytellers need to play a live-action game set in the World of Darkness. From setting material and rules for playing mortal characters to Storytelling advice and an innovative challenge resolution system, this book is the cornerstone of a totally new live-action experience. Enter the theatre of the mind and learn the secrets of the night.
For a limited time White Wolf has marked down all of the Mind’s Eye Theatre eBooks, for both Classic and New World of Darkness at the Flames Rising RPGNow Shop!
Posted on February 6, 2012 by Flames
Merchant princes and trader kings, masters of jade and emperor thieves; salesmen born with the trick of selling fire to the gods; genius tacticians and profiteers, hailed by the Fair Folk for their treachery; the Guild is the greatest roll of mortal merchants the world has ever known. For seven centuries the Guild has dealt in coins, chains, spells, and souls, confounding even the might of the Realm—what will it buy and sell to secure its survival in the Time of Tumult? Will the Exalted become its partners, its masters, or its pawns?
Masters of Jade is available now in PDF and Print formats at DriveThruRPG.com!
Posted on January 11, 2012 by Flames
Vampire: The Masquerade exploded into hobby games in 1991 and inspired a generation of fans of which the game industry had never seen before or since. The cultural significance Vampire left on not just the gaming world but on modern vampire-related pop culture can be seen and felt at virtually every turn and in every medium today. Vampire: The Masquerade – 20th Anniversary Edition brings the entire World of Darkness experience full circle and will serve as the perfect anniversary milestone to celebrate two decades of gaming after dark. This is the original Masquerade in all its glory, and our way of saying thank you and welcome home.
Vampire: The Masquerade – 20th Anniversary Edition has been added to the Now in Print program at DriveThruRPG and has three different print options to chose from. They are Softcover Black & White, Hardcover Black & White or a 2 Volume Full Color set.
Posted on January 6, 2012 by Flames
The Flames Rising Shop at RPGNow has over 20 games for $12 Each! A New Year is the perfect time to try a new game, so check out these great deals now!
Get great deals from White Wolf, Archaia Entertainment, Pelgrane Press, Green Ronin, Eden Studios, Crafty Games, Cubicle 7 and more!
There are some amazing deals included in this promotion and this is the perfect chance to stock up on games you’ve always been curious about and didn’t pick up when they first launched such as Artesia: Adventures in the Known World or Dark Ages: Vampire. There are amazing deals on newer games as well, Spectrum Games’ Lovecraftian Macabre Tales and Pelgrane Press’ Ashen Stars are well worth picking up.
Posted on January 3, 2012 by Billzilla
Predators are competitors. They compete with other types of predators for food; they compete with others for territory. And they compete with others of their own kind for both food and territory as well. Sometimes, predators will form alliances with like-minded individuals to protect a larger area, making survival – even prosperity – more likely for all within the group. So it is with apex predators like vampires; they don’t care much to be around each other, but when faced with threats too big for one to handle, they band together to form protective groups. Those groups of like-minded vampires are called Covenants, and one of the most interesting of those is the Carthians. Based on the premise of greater equality and of emulating the institutions of their prey, Carthians hope to both blend in better – be less obviously a predator among the flock – and keep the stifling, unchanging nature of near immortality at bay.
Carthians begins with a fine piece of fiction by Greg Stolze to set the mood, then launches into a dissection of the Carthian Movement – its history, goals, and styles of governance.
Posted on December 27, 2011 by Billzilla
The amount of source material produced for the World of Darkness role playing universe is truly impressive. Not all of it is useful to players – much of it being useful primarily to the game master for the purposes of fueling any individual group’s adventures – and some is of benefit to all players. Night Horrors: Immortal Sinners is a book that is fascinating to read for any aficionado of the setting, but is likely best left to the GMs (or “Storytellers” in White Wolf’s World of Darkness parlance) as it spends most of its 160 pages detailing powerful vampires that the players’ characters could bump into in-game.
Posted on December 2, 2011 by Matt-M-McElroy
One of the tasks I have as Publisher Relations Manager at DriveThruRPG.com is working with publishers to get their books into the Now in Print program.
One publisher that has embraced this program as part of their new publishing model is White Wolf. Not only are they releasing all of their new titles in both PDF and Print, they are working with us to add all of the out-of-print World of Darkness and Exalted titles back in print and available again. The process has certainly had some challenges and taken much longer to get rolling than everyone involved had hoped, but the books are great and the fans have (mostly) been excited about these developments.
Some of the challenges with a project of this size include formatting issues. Some of the books are rather old and access to the original production files is hit-or-miss, meaning some of the books will be built from high-quality scans rather than digital production.
Posted on November 14, 2011 by Flames
The Vampire Retrospective Project continues with a new essay from Dave Martin. Dave is the leader of the Wrecking Crew demo team. The Wrecking Crew ran a number of Vampire tabletop games at this year’s Grand Masquerade in New Orleans.
I am a better therapist because of Vampire.
I know this sounds crazy but it’s true. I run specialty groups for men in prison and on probation – between two jobs I run twelve of these groups every week with each group consisting of six to twelve men. It is my job to confront or challenge them in order to help them grow and meet their own goals.
Posted on November 7, 2011 by Flames
The Vampire Retrospective Project continues today with an essay from Brian Petkash. Brian tells us about his short time working at White Wolf, which in part led to him working with the National Association to Protect Children and becoming a teacher.
Fate is a curious thing
One doesn’t know what is planned out ahead of time, of course—God or the three old ladies or the oracle or the Flying Spaghetti Monster isn’t that open—but with hindsight it’s easy to see the willful hand, or paw, as it is in this case, of the cause-and-effect chain of fate.
Posted on November 3, 2011 by spikexan
Where has the time gone? Knowing this game has been out for twenty years seems wrong to me. There are gamers in my group who were ONE when I was thumbing through my
first copy of the original edition. Wrong, so wrong! Rather than share my Vampire recollection here, I’ll instead talk about this massive (529 pages) winner of the (I assume) 2012 Origins award.
One aspect to the book that is unchanged is it’s layout. The book looks identical to the 2nd release in terms of fonts and structure. Mixed with art both new and old, this makes for a strong sense of nostalgia. The look of the book–fenced in borders, eye-catching headers, and more–was excellent twenty years ago and has aged well. If anything, they have enriched it by adding much-needed color to the mix.
Posted on October 27, 2011 by Flames
The Vampire Retrospective Project continues today with an essay from Shane DeFreest, the former Community Developer for CCP/White Wolf Publishing. Shane tells us about his early introduction to Vampire and his experience being part of the fan community. Shane’s role may have changed, but his commitment to the fans has not.
If you were to go back in time 20 years and tell me that the funny weird looking green book I was putting on the shelf in the section with all the other non-D&D “weirdo role playing games” at the local comic and game shop I worked at would be the single most defining thing in my life, I would have laughed at you and pointed to the X-Men #1 hanging on the wall and said “that defines my life”. Because, for ten years prior to Vampires release, and for as long as I could remember, comics did that for me, not role playing games. Sure, I loved playing D&D for the acting escapism (did theater from a young age) but I was a comic guy and expected that my life journey would forever be tied to superheroes. How so very wrong I would be. That strange green book ironically came out the same year I graduated from high school and my first year of adulthood. I didn’t know it then but my journey into darkness had just begun.