Posted on May 27, 2008 by Matt-M-McElroy
Previous Hunter topics include Light in Shadows, Professions and Endowments. Each of them explored just a bit more of the setting of the upcoming game.
We’ve talked briefly about the daily lives of the Hunters, made a small mention of compacts and conspiracies once or twice already. There has been a lot of speculation about each of these words (and their possible meaning) on forums and blogs.
Just to recap some of that text:
Hunter society is small and secretive, even in large cities like London or New York, but it is also vibrant and constantly in flux. Individual hunters band together to form cells, pooling their skills and resources to take on solitary monsters that threaten their communities. Sometimes these hunters become aware of other cells in their area and they form broader ties that grow into larger compacts, creating a network that spans entire cities or regions. In rare cases, hunter compacts grow so large that their resources and influence span entire countries.
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Posted on May 22, 2008 by Flames
CCP, one of the world’s leading independent game developers, has announced the results for the election of nine delegates to the Council of Stellar Management (CSM), a democratically-elected representative council of players chosen by fellow EVE Online players after an exciting two-week voting period that ended May 16.
“Since the earliest days of EVE’s development, we have relied heavily on collaboration with our playerbase regarding world issues. CCP has followed and nurtured what governing and organizational structures emerge within EVE and also brought best practices from the real world into the virtual world,” said CCP CEO Hilmar Veigar Petursson. “The formation of the Council of Stellar Management signifies to us that that EVE has extended beyond the parameters of being ‘just a game’ into something more meaningful. As this first group of Councilors works with us over the course of the next six months, we look forward to seeing how our combined efforts can further expand the potential for virtual worlds to entertain, educate and inspire.”
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Posted on May 20, 2008 by Matt-M-McElroy
We’ve talked about Light in Shadows as the theme of Hunter: the Vigil and we’ve looked at one of the Professions featured in the upcoming game.
Yet the question remains…how do they hunt the monsters of the World of Darkness?
Anyone can grab a gun and start blasting away, but is that enough to destroy a vampire or werewolf? What good are bullets against a ghost?
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Posted on May 13, 2008 by Matt-M-McElroy
Last week I talked a bit about the theme of Hunter: the Vigil. The theme of the game is Light in Shadows and I talked about how Hunters team up to fight against the things that lurk in the shadows of the world.
I also mentioned that most Hunters have “day jobs” since nobody really gets paid to stake or shoot supernatural creatures. This week we’re going to take a closer look at the “day job” element of Hunter: the Vigil.
In Hunter: the Vigil these “day jobs” are called Professions. They seem to be the everyday “real” careers that “normal” people have in the world. The trick for a Hunter is balancing the demands of the hunt with the realities of the job.
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Posted on May 8, 2008 by Flames
The World of Darkness Through Innocent Eyes
Monsters don’t just lurk in remote forests, nightclubs, slums and the rooftops of the city. They’re in your neighborhood, watching you as you walk to school. They’re waiting for you in the woods behind your house as you and your friends build your fort. They’re under your bed.
Adults have learned to live in the World of Darkness by ignoring the supernatural, by pretending it isn’t there and going about the lives they have made for themselves. You don’t have that luxury. You see the world through a child’s eyes, and that means you haven’t learned to look away.
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Posted on May 6, 2008 by Matt-M-McElroy
The theme for White Wolf’s new game, Hunter: the Vigil is “Light in Shadows” and this theme is well presented in the advance materials I’ve seen already…
family, or those driven together by maddening circumstances. They protect
their stretch of forest, their city block, their network of women’s shelters. They don’t know the depth of what’s out there, they only have the meager light of their own candles to light the way.
Candles give way to torches, to cells who band together in localized compacts. They pool resources. They provide moral support. They present a more unified front against the denizens
of darkness.
And torches give way to raging bonfires as those compacts grow outward globally and backward through time. Ancient groups and modern conspiracies supply their hunters with potent weapons, some of which are so strange that those who use them can only wonder how long they can truly maintain their own humanity.
This theme continues throughout the text. Individual Hunters acting as a point of light, driving back the shadows. Together that light shines brighter, those shadows retreat or are destroyed outright by the fire. Still, those shadows never go quietly and there are always more of them creeping their way into the world.
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Posted on May 5, 2008 by Flames
It is curious that Vampire adventures seem to be particularly susceptible to this kind of role-playing when the rules-givers at White Wolf are forever bringing out new rules constraining vampire characters to behave in certain ways and to react to each other based on templates relating to membership of different social organizations and family structures. This seems to be rather un-American to me – no wonder there are so many foreigners in the World of Darkness. Europeans, for example, with their dastardly class-based societies and ability to speak languages. Rafael Pope, a central figure in this adventure, for example, is described as ‘a tall European man, probably Italian.’ Not Scandinavian, then or Slavic or Gaelic. In any case, obviously someone to be watched and subject to the vampiric versions of phone-tapping and having to take his shoes off before being allowed on an aeroplane.
Review by John Walsh
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Posted on May 1, 2008 by Matt-M-McElroy
Lords of Summer is a Character Book for Changeling: The Lost
Swear again your allegiance to your Court
take up your knight’s banner and badge once more
The ties between us shall be renewed, and the old oaths fulfilled
We all stand together in summer, the season of war
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Posted on April 22, 2008 by Matt-M-McElroy
The folks at White Wolf may be at GTS (GAMA Trade Show) but they still have a few surprises in store for the fans this week… The first one is the new logo for Hunter: The Vigil. Check it out -here-. While the logo is certainly interesting it was the flavor text that got me […]
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Posted on April 10, 2008 by Matt-M-McElroy
They Win. They Always Win.
The Ventrue — ancient kings and cutting-edge moguls — have a simple reputation. They win. They always win. They are known as Lords, and across all the World of Darkness, wherever you find vampires, you’ll find Ventrue behind them, pulling the strings.
Ventrue: Lords over the Damned is a clanbook for Vampire: The Requiem.
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Posted on April 7, 2008 by Flames
Scion is about the only recent output from White Wolf that I’ve really cared for other than Exalted. While the game overall seems to have been completed with Hero, Demigod and God it’s nice to see that it’s getting some ongoing support and even more nice to see that White Wolf seems to be one of the first companies to really start taking PDF publishing seriously. There’s still some imperfections, I believe the idea is to sell sections of the Scion companion bit by bit as complete PDF releases, but to omit some final sections which will only be present in the print version, but it’s a big step in the right direction and one that I hope will be followed up on by other companies. Incidentally, I was about to write a Celtic pantheon fan-offering up for Scion when this came along, so they just managed it in the nick of time!
Review by James ‘Grim’ Desborough
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Posted on April 4, 2008 by Matt-M-McElroy
White Wolf Publishing has recently put together a new Storytelling Adventure System website to feature the “Playable Stories for all White Wolf Publishing Games” series of products that we’ve been raving about here on Flames Rising (including a Mini-Reviews of Fear-Maker’s Promise and Criminal Intent). Check out the new website: www.white-wolf.com/sas for a look recent […]
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Posted on April 4, 2008 by Flames
Even Mages are Afraid of Someone Breaking into their Home A mage’s Sanctum is his home, and the Hallow is the soul of it. When bereft of these two things, the mage is not only robbed of her sanctuary but also the Mana that replenishes her magic. Wars have been waged among mages for centuries […]
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Posted on April 2, 2008 by Matt-M-McElroy
I talked a bit about Midnight Roads when it was released -here- and The Harvesters makes a great companion to it. Well, now you can get a very cool Bundle of these World of Darkness products at RPGNow!
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Posted on March 30, 2008 by Flames
Joe Carriker speaks with PSI Point Blank
Joe Carriker, the Vampire: the Requiem developer, was recently interviewed by Boyan Radakovich, the Director of Hobby Sales and Marketing for Publisher Services, Inc. (PSI) as part of their new Point Blank podcast. This business-focused podcast is scheduled to regularly include members of the White Wolf development team as a part of its standard format, but Joe’s interview went so well, it is now a segment unto itself!
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Posted on March 20, 2008 by Matt-M-McElroy
A great follow-up tale to Stolze’s earlier Requiem novel A Hunger like Fire, this time we learn about some new members of Chicago’s undead society. Most of the characters in this book, with two notable exceptions, are members of the Lancea Sanctum Covenant. The two exceptions are “Earth” Baines and Aurora…but I’ll get to them a little later.
Events in A Hunger like Fire have put Solomon Birch, the ranking member of the Lancea Sanctum, in a dangerous position. A few members of the Covenant feel he is no longer fit to lead them and begin planning his removal as Bishop. Deals are made, gossip is whispered, and pawns are set into motion.
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Posted on March 17, 2008 by Flames
The characters in Scion are the long-lost, illegitimate, half-human children of the gods of old, the pantheons, the Norse, Greek, Egyptian, Japanese, Aztec and Voodoo pantheons respectively (though I’m not sure Voodoo deserves to be in such company really). There’s the possibility to play scions of other gods and pantheons as well, but these aren’t detailed in this book.
The Scions are contacted, equipped and gifted by their errant parents and put to work to defend humanity from the machinations and monsters impinging on this world at the behest of the Titans. To help them with this they get magical powers, magical items or companions and other gifts from their parents. Superpowered individuals rampaging about the modern world as demigods, fighting monsters and ancient gods (of the wrong sort).
Review by James ‘Grim’ Desborough
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Posted on March 4, 2008 by Matt-M-McElroy
Some of the great products on sale include: The Harvesters (World of Darkness) – White Wolf Publishing People Disappear All The Time. Will You Be One Of Them? A story in the Storytelling Adventure System for the World of Darkness, inspired by Midnight Roads. 100 Horror Adventure Seeds – Postmortem Studios 100 Horror Adventure Seeds […]
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Posted on March 3, 2008 by Matt-M-McElroy
For Free RPG Day, Impressions Advertising & Marketing works with hobby game retailers and RPG publishers to bring NEW RPG Quickstart Rules and Adventure Modules into the hands of gamers. Consumers will be able to grab brand new material for a variety of RPGs — no overstock, retail-priced or dead product here. The goal of […]
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Posted on February 21, 2008 by Matt-M-McElroy
The roads are lovely, dark and deep… Matt McFarland has put together some pretty impressive World of Darkness titles over the years. He even won an ENnie for the Awakening Demo. Now he brings us Midnight Roads, a story book for the World of Darkness. Hitchhikers, ghost towns, new Merits and a host of interesting […]
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