World of Darkness - Wikipedia, the free encyclopedia. World of Darkness is the name given to three related but distinct fictional universes created as settings for supernatural horror themed role- playing games. It is also the name of role- playing games in the second and third settings. The first was conceived by Mark Rein- Hagen, while the second was designed by several people at White Wolf Gaming Studio, which Rein- Hagen helped to found.[1] The first two World of Darkness settings have been used for several horror–themed role- playing games that make use of White Wolf's storyteller/storytellingsystem, as well as Mind's Eye Theatre, a live action roleplaying game based on the core games. The third, Monte Cook's World of Darkness, created by Monte Cook based on the first two World of Darkness settings, includes only a single product. Terminology and themes[edit]In order to avoid confusing the two product lines, players refer to the most recent version of the World of Darkness line, released on August 2. New World of Darkness", and the previous version as "Classic World of Darkness". World Of Darkness Ccp Games StockPrior to the re- release of c. Wo. D it was often referred to as "o. ![]() Wo. D" for "Original" or "Old" World of Darkness. While the newer setting is superficially very similar, the overall theme is one of "dark mystery", with an emphasis on the unknown and personal horror. The apocalyptic theme present in c. Wo. D has been removed from n. Wo. D, as have the "Gothic- Punk" aspects of the world setting. After White Wolf was purchased by Paradox Interactive in October 2. December 2. 01. 5. The “new World of Darkness” was renamed “Chronicles of Darkness”, while the “Classic World of Darkness” was renamed “One World of Darkness”.[2]Chronicles of Darkness (formerly New World of Darkness)[edit]Many details of the setting, especially in regards to its history, are left vague or otherwise have multiple explanations. World Of Darkness Ccp Games EveInstead of reprinting a full rule- set with each major title, tweaked and modified for each game, the new setting uses one core system for all games, a streamlined and redesigned version of the old rule system renamed the "Storytelling System". A core rule book, simply titled The World of Darkness, has full rules for human characters and ghosts; though it has no specific setting material, it establishes a tone and mood for games featuring human protagonists. This is another contrast to the old games, where so many different types of supernatural creature had been defined that normal humans often seemed unimportant. The old setting also made humans a minor threat to the supernatural races, but the new rules make it possible for humans to be powerful opponents to the things in the night. The World of Darkness core book was well received, and won the Origins Gamers' Choice Award for 2. New rule system[edit]The new World of Darkness rules are much more streamlined than the previous system. One 1. 0- sided die is rolled for any 'dot' possessed in Attributes and Skills, and 1 success is achieved for every die showing a result of 8 or higher. The "1. 0- again" rule has been added, in that a 1. Wo. D only for Traits ranked at least 4 out of the usual maximum of 5, and then only for a "Specialty" or particular sub- field of the Trait's application). If another 1. 0 is rolled, this step is repeated until anything but a 1. Exceptional Successes' are indicated by having 5 or more successes on the action and can be regulated by the Storyteller. Dramatic Failures' are now only possible on "Chance" die rolls: When a dice pool is reduced by penalties to 0 or less, a single Chance die is rolled. If a 1. 0 is rolled, it is a success (and, as mentioned above, is re- rolled). If the result is less than 1. Simple Failure'. On a Chance die, if the roll is a 1, then it is a 'Dramatic Failure', which is usually worse than a Simple Failure of the action and is regulated by the Storyteller (although examples of Dramatic Failures in certain situations are occasionally given). The game also features a much more simplified combat system. In the old system, each attack made during a combat scene could easily involve 4 separate rolls and, in many cases, required more due to supernatural abilities possessed by the characters. 'The decision to end the World of Darkness MMO project is one of the hardest I've ever had to make,' CCP CEO Hilmar Veigar Petursson said in a prepared. CCP was founded in 1997 in Reykjavik, Iceland. With the launch of EVE Online in May 2003, CCP established itself as one of the most innovative companies in. Combat scenes involving large numbers of combatants could take a very long time to resolve. The new system requires only 1 roll which is adjusted by the defensive abilities of the character being attacked and represents both the success and failure of the attack, as well as the damage inflicted (indicated by number of successes). The nature and demeanor rules which represented the personality of the characters that were common in the old games have also been removed. In the new system, characters have a virtue and a vice trait that not only represents the personality of the characters, depending on how well the player role- played the trait, but also represents actions that the character can take in order to regain willpower points that have been spent during the course of play. The vices are the same as the deadly sins (lust, gluttony, greed, sloth, wrath, envy, pride), while the virtues correspond to the four cardinal virtues (prudence, justice, temperance, courage) and three theological virtues (faith, hope, charity). Storytellers and Players are encouraged to invent new ones as seen fit. The morality stat represents the moral outlook of the character and the notion that, as a character takes more and more morally questionable actions, he/she will eventually stop feeling bad about it. A character with a high morality would be more moral and saintly, while a person with a low morality would be able to take more dubious actions. As a person’s morality falls, they run the increasing risk of becoming mentally unstable. For example, a hunter kills a mortal cultist who has been trying to kill him. Since she attacked him, it is not murder; it is manslaughter, which is represented as "4" on morality. The hunter's current morality stat is "6." He fails his roll and thus drops to morality "5." In addition, he must now make a second roll to resist gaining a derangement (a trait that affects characters' rolls and actions). ![]() There is some version of morality in each of the game lines which represent internal struggles of the characters. There are also specific action bonuses which can be attached to the Skills. These give modifiers to whatever the person is doing. Publication[edit]The core setting[edit]Each new game setting now consists of a rule book which includes only those rules specific to the type of protagonist portrayed, leaving more room for specifics of that aspect of the World of Darkness. This has also vastly improved compatibility between games, particularly as all characters are created as normal humans and thus have the same basic traits. ![]() Supernatural traits still vary for each character type, but their interactions with each other are governed largely by a single, simple mechanic. The playable supernatural types generally follow similar rules in terms of game mechanics, including: 4–6 inherent "sub- races", to which every character belongs based on the circumstances of his/her transformation into a supernatural being (five Vampire Clans; five Werewolf Auspices; five Mage Paths; five Promethean Lineages; six Changeling Seemings; five Sin- Eater Thresholds; five Mummy Decrees; four Demon Incarnations; five Beast Families). Vampire Covenants; five Werewolf Tribes; five Mage Orders; five Promethean Refinements; four Changeling Courts; eight Sin- Eater Archetypes; five Mummy Guilds; four Demon Agendas; five Beast Hungers). Power level trait (often generically referred to as "Supernatural Tolerance"), rated 1–1. Vampires: Blood Potency; Werewolves: Primal Urge; Mages: Gnosis; Prometheans: Azoth; Changelings: Wyrd; Sin- Eaters: Psyche; Mummies: Sekhem; Demons: Primum; Beasts: Lair). ![]() High levels of this trait often limit the character's ability to interact with the world. Mummy: The Curse is the only World of Darkness game in which players begin at rating 1. Descent). Morality trait, on a scale of 0 to 1. Vampire: Humanity; Werewolf: Harmony; Mage: Wisdom; Promethean: Humanity; Changeling: Clarity; Sin- Eaters: Synergy; Mummy: Memory; Demon: Cover; Beast: Satiety). Falling to 0 typically results in complete insanity and loss of control of the character. Energy trait, consisting of temporary "points" used to fuel various powers with capacity and spending ability based on the "power level trait" (Vampire: Vitae; Werewolf: Essence; Mage: Mana; Promethean: Pyros; Changeling: Glamour; Sin- Eaters: Plasm; Mummy: Pillars; Demon: Aether; Beast: Satiety). Learned powers arranged in traits rated 1–5, capable of rising higher when "power level trait" exceeds 5 (Vampire: Disciplines; Werewolf: Gifts; Mage: Arcana; Promethean: Transmutations; Changeling: Contracts; Sin- Eaters: Manifestations; Mummy: Affinities; Demon: Embeds and Exploits; Hunters (if part of a conspiracy) have access to similar powers/technologies known as endowments; Beast: Nightmares). The three core games are as follows: Limited series setting[edit]In addition to the main three games, there are also additional limited series games. Like Orpheus for the Classic World of Darkness, each of these "fourth games" will have a limited series of approximately six books, including the core rulebook.[3] The first such game is Promethean: The Created for August 2. Frankenstein and similar stories of giving the unliving life through alchemy. The second game is Changeling: The Lost, and was released in August 2. It is a game based around characters that were taken and enslaved by Fairies similar to those of European folk tales, who managed to escape to find they were no longer human themselves, and must find a new place in life. Due to overwhelming positive response to Changeling, White Wolf Publishing has continued publishing material for it, although it is not recognized as a Core series. White Wolf Publishing - World of Darkness. Mark Rein- Hagen started it all with “Vampire: The Masquerade”, a bestselling roleplaying game about controversial subjects and the human condition, seen through the eyes of monsters. Paradox buys White Wolf, World of Darkness, Vampire: The Masquerade from CCP Tom Sykes Oct 29, 2015. One World of Darkness (formerly Classic World of Darkness. Sometimes also referred to as 'Original World of Darkness' or 'Old World of Darkness'. Пока CCP не особо балуют нас новостями по World of Darkness (если не считать конечно предыдущей. Since then, the World of Darkness has evolved into a vast universe of personal horror. Each title features a radical and contemporary re- interpretation of a classic creature from folklore or urban legend. The franchise has spread over multiple media formats with cult digital game titles like “Bloodlines”, “Redemption” and “Hunter: The Reckoning”. Vampire: The Eternal Struggle, created by Richard Garfield in 1. One of the first romantic vampire TV- series, “Kindred: The Embraced”, is loosely based on Vampire: The Masquerade. More than 7 million books and comics set in the World of Darkness have been sold. Tonight, the original saga of monsters among us continues! On October the 2. Paradox Interactive acquired White Wolf Publishing and the World of Darkness. White Wolf is based in Stockholm, Sweden, with a brand new team and a focused vision. As a separate company owned by Paradox Interactive, White Wolf is dedicated to bringing its gritty and mature brand of participatory storytelling to fans new and old. This vision will be realized in multiple digital games titles, across a full range of media and immersive live- action events. We have a deep respect and love for the fans and co- creators of the World of Darkness in all its various incarnations. We look forward to telling our stories and giving the fans everything they need to continue to tell theirs. Our goal is to centralize all aspects of the universe to manage it with the love and care it deserves. We’re now focusing on re- evaluating our business relationships to make sure we’re working with the best creators, developers and artists on the planet! The dark has a purpose.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
May 2016
Categories |