Posted on October 18, 2011 by Flames
The Vampire Retrospective Project continues this week with a new essay from Yair Robinson, a Rabbi who tells about the search for a game that explores a character and the first time playing Vampire: the Masquerade.
It was 1992 or so when Vampire: The Masquerade entered my life. I was a sophomore in high school, knee-deep in the kind of existential crisis that only arises when you’re 15, when my friend Amber and her boyfriend Keith asked me if I wanted to try a new game out called Vampire.
Initially I was unconvinced. I had played role-playing games before, and hadn’t been impressed. Oh, some of them had been amusing: Marvel Superheroes in Middle School (with appropriate ‘pew-pew’ noises); AD&D and MERP, which always struck me as a math textbook pretending to be a game; TORG (not going there), all provided a good laugh but never really moved me, never were more than a vaguely amusing board game. Oh, there was something called ‘character development’ in each of those games, but the rules surrounding them always seemed arcane and overly complex, with most of the effort spent on stats and figures rather than the nuances of the character himself.
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Posted on October 11, 2011 by Flames
Flames Rising is pleased to present you with a special interview, just in time for Sweetest Day! Earlier, we asked you to help us come up with interview questions for White Wolf Publishing developers Russell Bailey and Eddy Webb. We’re happy to share their responses as they dive into your burning questions about Strange, Dead Love, the new paranormal romance sourcebook for Vampire: the Requiem that debuts in early December. Thanks to everyone who commented and shared their thoughts on this sourcebook. The questions below were pulled from your feedback!
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Posted on September 1, 2011 by Billzilla
Setting books are a tough sell in most role playing games. For one thing, if the game master opts to set the adventures of the characters in a different city then those offered – or the players’ characters find themselves drawn in another direction entirely – setting books become less than completely useful. Also, since they will only sell – for the most part – to game masters, more than three-quarters of the potential audience is already uninterested in purchasing it.
Such is the problem with city guides for the World of Darkness; despite aiming for fascinating cities with a great many points of interest besides vampires, werewolves and the like, they just haven’t sold well enough to justify others in the line. However, they are well worth a GM’s time and cash outlay to obtain; besides a wealth of interesting NPCs that might show up in one’s own game, the city books are filled with fantastic plot hooks and useful information that is easily adapted to any chronicler’s setting.
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Posted on August 11, 2011 by Flames
Dave Martin, founder of the Wrecking Crew Demo Team, is here to tell us a little more about his organization and their role at White Wolf’s Grand Masquerade event next month.
The Wrecking Crew
The Wrecking Crew was created by Dave Martin and his gaming group in 1996, and went on to become one of the official demo teams for White Wolf and the World of Darkness table-top games in 2000. Their years of devotion were rewarded in 2009 when White Wolf elevated the Wrecking Crew to the rank of Senior Demo Team. Due to this status, The Wrecking Crew has had the honor of running a number of developer release events including the upcoming Vampire: the Masquerade 20th Anniversary Edition. Though the organization began as a local group in Arizona, it has grown into a national association with members in several states.
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Posted on August 4, 2011 by Flames
Flames Rising is pleased to present the web version of the new release list that White Wolf is handing out at Gen Con Indy 2011. Several members of the White Wolf crew are on-site at Gen Con talking to fans about new and classic World of Darkness games. This is a look ahead at what new products are on the way and some news about the ongoing Now in Print program at DriveThruRPG.com.
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Posted on July 20, 2011 by Flames
The world is a dark and dangerous place.
It is filled with enigmas that do not fit neatly into boxes built by scientists or occultists. That doesn’t stop us from trying to find an explanation for everything. It is human nature to compartmentalize, to label and identify the things that frighten them – a thing named is a thing neutered. But some things refuse to be categorized neatly. Some mysteries evade explanation. Some monsters reject the classifications we attempt to brand them with. These are the seeds of fear and wonder, the exceptions whose only proven rule is that there are no rules that cannot be broken. These are the unexpected plots, the stories which pull player and character alike into situations where their wits, skills and strengths will be challenged.
These are glimpses into the true potential of the World of Darkness.
Glimpses of the Unknown is available now at the Flames Rising RPGNow Shop.
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Posted on July 18, 2011 by Billzilla
James Lowder has been active as a writer and editor sine the 1980s, most famous perhaps for authoring the novel Knight of the Black Rose for TSR, and for editing the All Flesh Must Be Eaten fiction anthologies Book of All Flesh, Book of More Flesh and Book of Final Flesh. More recently, he edited the essay collection Family Games: The 100 Best, and fiction anthologies Curse of the Full Moon and The Best of All Flesh.
I chatted recently with Jim via email about some of his most recently completed projects: Triumph of The Walking Dead – a collection of essays on the longrunning comics series and AMC network’s successful TV series – and Silent Knife and Strangeness in the Proportion, two novels from White Wolf publishing currently being serialized on the White Wolf web site and awaiting print publication.
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Posted on June 29, 2011 by Flames
This SAS compilation for Changeling: The Lost takes the players’ characters into the weirdly fantastic realm of the Hedge, where the terrors and wonders of the Fae lurk, and into the passion and courtly conflict of those who have escaped the Faerie lands and back into our world. Both adventures showcase different aspects of the world of the changelings, as well as providing a ready-made motley to jump right into the action.
Fear-Maker’s Promise Compendium is now available in both digital and print formats at RPGNow.com!
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Posted on June 21, 2011 by Monica Valentinelli
Wow. This year’s free RPG day freebies were outstanding. We decided to shop at NobleKnight.com because we were looking for a copy of the Hellboy: Sourcebook and Roleplaying Game — and found it! At Noble Knight, we snatched a first edition, first printing from this fully-illustrated edition published by Steve Jackson Games. Also included in the “paid” portion of our haul, was the Pathfinder campaign setting Undead Revisited. I can’t help but think the name implies a double dose of necromancy — as if one wasn’t bad enough!
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Posted on June 15, 2011 by Flames
Recently David Hill sent us a Design Essay about his latest World of Darkness product the Forsaken Chronicler’s Guide, which was released in serial format. Now the complete guide is out in eBook format.
You come with me, you’re on a journey. You leave this safe and boring world and strap into a wild ride. You won’t know where you’re going. That’s okay-because I don’t know where I’m taking you. All I know is that life is short, but my teeth and my claws are long. The night awaits us, and I am hungry. Aren’t you hungry, too?
– Anna Koren, Wild Child
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Posted on May 16, 2011 by davidahilljr
We have a new design essay from David Hill Jr. In this essay David tells us about developing the Forsaken Chronicler’s Guide, which is the latest supplement for the Werewolf: the Forsaken RPG from White Wolf.
We’re coming up on the release of the fourth volume of Forsaken Chronicler’s Guide, so I thought I’d give a bit of insight into the development process for this particular project.
A couple of years ago, I pitched the idea of a Chronicler’s Guide for Werewolf: the Forsaken to Eddy Webb. I knew Forsaken was a bit more of a niche game, so the Alternative Publishing model might fit a bit better than a traditional, full release.
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Posted on April 7, 2011 by Flames
FlamesRising.com is pleased to present you with an in-depth look at Paths of Storytelling, White Wolf Publishing’s latest release for Vampire: the Masquerade.
Although this interactive story was written for their annual April Fool’s joke, the stories have encouraged fans to take a trip down memory lane for the twentieth anniversary of Vampire: the Masquerade.
Joining us today is the developer of this product, Eddy Webb, along with the trio of authors: Jess Hartley, Kelley Barnes and Monica Valentinelli.
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Posted on March 26, 2011 by Flames
A Chronicle Companion for Werewolf the Forsaken in Four Parts
The full book includes:
• Thirteen chronicle kits, which modify, emphasize and defy your expectations of what Werewolf the Forsaken can be.
• Ideas for chronicles set in ancient Sumer, in the trenches of eternal war, and with urban fantasy romance.
• Every kit contains tools for players and Storytellers alike, with ideas to integrate them into existing chronicles as well as new ones.
In this first part, we strip Werewolf the Forsaken down of its fundamental components.
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Posted on March 22, 2011 by spikexan
Preludes. Some of my best memories of Storyteller games circle around Preludes. I could sequester away a player for perhaps an evening and, for a session, really get into that particular character’s head. Dice rarely hit the table. It was about motivations and character. I mention this because this eBook flirts with being a look at preludes. Let me clear that it isn’t, but even the author allows that some Storytellers will use it for exactly that purpose.
The PDF’s artwork is mostly good. In fact, there are some pieces within the file that are damned good (no pun intended. Really.). I personally liked Shane Coppage’s art the best (the cover belongs to this artist). The artwork proved a little distracting in that some pieces look like Hollywood was tapped for character inspiration.
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Posted on March 17, 2011 by Flames
White Wolf is making a 20th Anniversary Edition of Vampire: The Masquerade and we want your help!
Why are we? Vampire: The Masquerade changed everything! Exploding into hobby games in 1991, it evoked and inspired a generation of fans of which the game industry had never seen before or since. The gothic and punk subcultures from which it drew, previously unseen in the gaming world, created an unparalleled worldwide phenomenon that spanned novels, TCG’s, LARPs, video games, and television. But it all started with one RPG. 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. This combined with the unwavering sheer dedication of an unparalleled fan base is the reason this book is being published. 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.
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Posted on March 16, 2011 by Flames
The latest supplement for Mage: the Awakening debuted today at RPGNow.com. Dubbed Mage Noir, this new World of Darkness supplement offers a fresh historical feel. Set in the 1940s, the book covers a mage’s perspective in America. Writers include Matt McFarland and Filamena Young.
Mage Noir is an eighty page PDF, and is available at RPGNow.com for a retail price of $8.99.
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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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