Posted on February 28, 2011 by Flames
Dance ‘Til Sunrise
What are you willing to do to make it through tonight? What about tomorrow night? And after the deeds are done and your belly’s full of blood, how are you going to live with yourself?
The Danse Macabre asks those questions in new ways, and provides new tools to answer them in your own chronicle. So let’s get some razors, and open up some old wounds…
The definitive companion to Vampire: The Requiem.
Flames Rising is pleased to present an exclusive excerpt from this new Vampire: the Requiem sourcebook from White Wolf. Danse Macabre is available at Amazon.com and RPGNow.com.
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Posted on February 18, 2011 by spikexan
The traditional print run of Mage: the Awakening ends with my favorite kind of supplement–the advice book. Although gaming advice is merely a click away today, some of the first useful gaming advice I gleaned came from the original White Wolf lines. Rather than rehash decades old thoughts on gaming, the focus instead turns to new ground. This book tweaks the core principles–setting, magic mechanics, and character–before setting loose some ideas on actual Mage chronicles. I’ll try to go chapter-by-chapter once I get the artwork out of the way. Before I do, one pointer: there is never a reason to quote Ayn Rand. Ever. Seriously.
For me, the book’s artwork isn’t very special. I do like the cover art by Imaginary Friends Studio; however, the interior art wasn’t engaging. It did tie directly to the fiction, which earned it a step up.
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Posted on January 20, 2011 by spikexan
Fallen is Babylon is part of White Wolf’s Storytelling Adventure System, a series of well-tailored games that can be picked up for one-shots or slipped (most of the time) into a campaign. This particular setting makes no specific claim to line. It instead provides a town with a curse of sorts. The appearance is that the supernatural isn’t welcome. Vampires cannot sire here, Will-Workers find their abilities bleeding away the longer they stay, and, well, you get the idea. Of course, a mystery like this needs to be investigated.
Enter the players.
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Posted on November 29, 2010 by Billzilla
White Wolf Publishing seems to have covered everything possible for Vampire the Requiem; it helps they had a previous edition of the RPG – Vampire the Masquerade – to hash out what players though was useful and what they didn’t want. Along comes a small tidbit like Invite Only, and I for one am left wondering “Why didn’t anyone think of this sooner?”
Written by David A. Hill Jr. and Chuck Wendig, Invite Only is a guide to parties — more specifically, parties hosted or attended by the Kindred. Besides giving the less combat-oriented Kindred something interesting to do, parties are also the focus of a lot of deals and surprises in the V:tR world. A Kindred who pays attention could learn a lot at a party – if she survives long enough to make use of this knowledge.
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Posted on October 25, 2010 by Flames
Posted on October 6, 2010 by Billzilla
The vampires of White Wolf’s World of Darkness are consummate predators. Predators – generally speaking – don’t often suffer the company of other predators, particularly those that compete for the same food source, and rarely willingly when it does happen. One of the few things that encourages vampires to interact with each other is affiliation within a covenant. Such affiliations tend – by the very nature of their members – to be relatively loose ties, but they are not fleeting; vampires in the World of Darkness take a very dim view of those who willingly sever their connection to their covenant-mates. In The Invictus, White Wolf takes a look at the feudalistic covenant envied by many and hated by most – even by some of those within.
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Posted on September 21, 2010 by Flames
It’s really only a matter of time, he thinks, twirling his gun around his index finger. The girl’s moves are obvious, rote. She’s a teenager; she doesn’t know any better. She’ll reach out for the only type of protection she’s ever really known.
Which means they’ll be coming.
But that’s just fine, the man thinks as his badge glistening in the moonlight. Police car lights flashing just long enough for him to take an illegal U-turn. It’s fine because they don’t know the game, which means he’ll be able to set one enemy against another and buy himself some time.
He can use them all for pawns.
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Posted on September 2, 2010 by spikexan
A good PDF should be more than just a scanned version of a book. Okay, so many of them are laced with hyperlinks and bookmarks, which are great. Some PDF releases really explore the potential behind pure digital media.
When the second edition of Vampire: the Masquerade came out, I didn’t care about the Tremere at all. They were, to me, an excuse to make sure yet another RPG had a wizard hidden within it.
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Posted on August 2, 2010 by Matt-M-McElroy
FlamesRising.com is pleased to present you with an inside look at an event called “The Grand Masquerade.” This annual event, hosted by White Wolf Publishing, is held for fans of the World of Darkness. This interview was conducted by FlamesRising.com’s editor-in-chief Matt M McElroy, who is also a long-time fan, Storyteller and promoter of White Wolf.
I had the chance recently to sit down with Shane DeFreest, World of Darkness Community Developer for CCP/White Wolf, and ask him about the upcoming gathering called The Grand Masquerade. The Grand Masquerade is a World of Darkness Convention being held on September 23-26, 2010 at the Roosevelt Waldorf Astoria Hotel located in the New Orleans French Quarter.
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Posted on July 20, 2010 by Flames
What would I be, if God wanted me to be something different? I would be whatever God saw fit to make me.
I would be a crow picking at the bones of the dead. I would be a worm nestled in the heart of my enemies.
I would be a faceless angel. I would be a rabid wolf. I would be a broken mirror.
But make no mistake, my children.
Whatever God sees fit for me, one thing will never change. I will always be a monster.
- Solomon Birch
World of Darkness: Mirrors is available at the Flames Rising RPGNow Shop.
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Posted on June 25, 2010 by Billzilla
From their beginnings in ancient Sumeria, the Daeva have specialized at blending in with human society. In game terms, Gangrel may be the most overtly kick-ass clan due to their mastery of the Protean powers of shape-changing — able to sink into any patch of earth at sunrise, or to instantly grow claws and throw down. Daeva, on the other hand, have mastery over social skills, and the most efficient character builds tend to reflect this and play to that strength. Daeva may not be quite the combat powerhouse that a Gangrel can be, but they excel at manipulating others, inspiring desire, devotion and need.
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Posted on May 25, 2010 by Billzilla
In my previous review of Nosferatu: The Beast That Haunts the Blood for Vampire: the Requiem, I made the claim that Nosferatu was arguably the best clanbook of the series. I still stand by that claim, though Gangrel: Savage and Macabre is definitely a very close second.
Gangrel follows the same basic pattern as Nosferatu; a low-status vampire – probably a novice – is recruited to write a journal on the nature of the clan, along the way interviewing a number of clan members for their thoughts and insight. In this case, the book begins with a note that the author, Alice, has apparently gone AWOL. She eventually left this journal on the chest of a dead man, and as time goes on has been taking fewer and fewer pains to cover the tracks of her kills. She seems to be slipping deeper into the arms of the beast that afflicts all vampires – the thing that stirs within them, driving their animal impulses to hunt and kill without thought or care.
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Posted on April 16, 2010 by Billzilla
I’ve been a recent convert to White Wolf’s World of Darkness system, and have enjoyed immensely playing Vampire the Requiem. My initial character was of clan Ventrue – almost by default – but after reading through the Nosferatu clan book, I think I know what clan affiliation my next character will have.
Nosferatu describes the most repellent of the Kindred clans; the most disquieting vampires in the whole World of Darkness. No matter their sire, the vampires of this clan – Haunts, Freaks, and any number of less pleasant terms – have characteristics that set them apart from everyone else – even other Kindred. Their deformities may be physical, or they may tend toward having a powerful odor following them.
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Posted on March 3, 2010 by spikexan
We’ve reached the end of the road or, in this case, perhaps the river (I suppose ferrymen haunt both). Our trip within White Wolf’s underworld concludes with a look at the newest embodiments of death . . . the Geist. Before we get too involved in the newest World of Darkness line, let’s take a step back. The World of Darkness 1.0 saw five main entities–vampires, werewolves, magi, changelings, and wraiths–haunt their shadows. When the reboot happened, four came back.
This book is a return to Wraith . . . but only to a degree.
Wraith: the Oblivion is an amazing game that did some truly inspired things. White Wolf seemed to experiment more with the two bastard children of the five lines. Changeling had their dreadful cards (the art on those were beautiful though) and Wraith had the concept of the Shadow.
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Posted on February 16, 2010 by spikexan
I’m still six feet under only I’m under snow and it’s actually closer to six inches. What’s a little bit of exaggeration between friends? After all, you’re the one reading a RPG review, so it stands to reason that you like either telling or hearing stories. For those of you who missed my review of Book of the Dead, which you can read here (don’t worry I’ll wait), I’m in the midst of a look at White Wolf’s view of the Underworld. Today, we’re going to visit the Ebon Gate, a SAS adventure intended for Geist: the Sin-Eaters.
This adventure is 38 pages, although the first and second pages are full color and black and white versions of the cover. The layout follows the Geist format, which means subtle blues for color, more keys than you’ll find on a school custodian’s key ring, and big whopping numbered pages.
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Posted on February 3, 2010 by spikexan
I’m looking at dead things, specifically games about dead things. My next three reviews are going to cover the World of Darkness’ shadowy afterlife and the things that sometimes make the doorway between worlds a bit more revolving than usual. These reviews will cover Book of the Dead, Geist: The Sin-Eaters, and Through the Ebon Gate. Today, we will take a baby step into the realm of the dead through the guise of the World of Darkness system’s Book of the Dead. This book intends to deliver an encompassing look at the underworld, although admits that having Geist makes things all the better.
Let’s talk about this book’s artwork. Artwork tends to have a direct relationship to the importance of the text. With that said, Book of the Dead must be a critical addition to the White Wolf line. The cover art, which features a Mercy Thompson look-alike, is exactly the kind of cover that prepares me to dig into a book.
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Posted on January 4, 2010 by Megan
Set in a New Orleans that never was, and certainly is not now, post-Katrina, this atmospheric work opens with a story that sums up the edgy infighting of vampiric unlife (provided you can read thin block capitals on a heavily-patterned background – better contrast would have improved my enjoyment of this bit!). The introduction following the story explains how New Orleans seems a city made for the gothic horror feel of Vampire: The Requiem, and explains how the material in the core rulebook perhaps represents common knowledge (and misinformation) about the city, while herein lies the real truth. Thus it is clear from the outset, that this book is intended mainly for Storytellers and not for general player consumption.
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Posted on December 23, 2009 by Flames
Sin-Eaters know that their strange existence is a complicated one. They stand at the crossroads between life and death and endure all the complications of both. But there are others, desperate for something to believe in, who believe that a Sin-Eater’s bond with her geist is a blessed state of unification and a triumph over the limitations of the human form.
These souls make up the brethren of the Glorious Church of the Unified Spirit. They have been told that their path lies not in life or death, but in a divine state somewhere in between. Those who have only experienced one life cannot achieve true enlightenment. The sacred symbiosis of spirit and flesh must be achieved to take the next step. Sin-Eaters are their saints, their bodhisattvas. The brethren are told that they must step through the black gate to reach their potential. They are told that this is humanity’s next step – humanity’s destiny.
They are misled.
A story in the Storytelling Adventure System for Geist: The Sin-Eaters.
Through the Ebon Gate is available at the Flames Rising RPGNow Shop.
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Posted on December 17, 2009 by Flames
I’m going to assume you’ve never been here before. It’s all right, that’s to be expected. Not many people have, you know? I mean… not many people like yourself. People with heartbeats. Everybody else, though – they all come here. A lot of them are still around. You know how some people day the best way to deal with an enemy is to outlive him? That’s good advice most of the time. But right about now you should probably be hoping that all your worst enemies are still alive. – Rio Fletcher, Sin-Eater
World of Darkness: Book of the Dead is available at the Flames Rising RPGNow Shop.
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Posted on October 28, 2009 by Monica Valentinelli
As the player characters plan for All Hallows Eve, they suddenly find themselves embroiled into a deadly fight with a pyrokinetic named Gabriella who has lost control of her ability. Several buildings around the city are on fire; this offers the player characters plenty of options to find and determine the best way of dealing with an “innocent” teenage pyrokinetic.
Description
Normally you’d ignore the vandals creating havoc on Devil’s Night, because you have better things to do. Only this time, they’re not just jumping on cars or bullying kids out of their Halloween candy. This time, they’re trying to burn the entire city to the ground – and they don’t care who gets caught in the flames. That old place on Seventieth Street. A grocery store. Some hospital. You follow the trail of burning flesh and glowing embers straight to a single girl who’s looking right at you with a confused look in her eye.
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