October 26 2004
World of Darkness RPG Rulebook
I won’t bore any of you with a total breakdown of the significance of this, but will sum it up with geekspeak, if’n you don’t understand, maybe you just weren’t meant to know or shouldn’t know. This is the new corebook for the new World of Darkness (abbreviated nWoD in appropriate rpg places), White Wolf’s signature world (the old WoD ended in grand fashion, so instead of this being a revised world, this one is all new!). The core rulebook idea is a great one, instead of all the game lines having a similar, but not exactly the same mechanic and rules-set, this one establishes all the lines with the same rules. It also better allows for the inclusion of “normals” in your World of Darkness, and actually encourages players who might later become Vampires, Werewolves, Mages or even Turtle-spirits to start as “normals” and role-play their transformation. Mechanically, this iteration of the Storyteller system is much cleaner and lends itself more to the type of play that White Wolf encourages: it is a cohesive, rules-light mechanic that actually makes sense. The fiction in the core book is decently written and actually quite evocative of the type of world that exists just outside the one we see with our own eyes. Reading the core book actually has inspired me to put serious thought into running a modern-day horror game.
