Against the Darkness

Once upon a time, when the sun fell, we knew only darkness. We sat huddled against the cold in trees and caves imagining the hunters that sought us in the night. Every so often, often enough to justify our fears, they would come. When this happened we would lose someone, sometimes more than one someone. Death and darkness became synonymous.

Over time, all this imagining did us some good. We imagined whether there could be food on the other side of the hill we had never seen. We imagined there were predators where there may or may have been. Those who imagined better survived longer, and bore children who carried the spark of imagination within them.

 

That spark eventually manifested as fire itself, born from our hands, but first created in our minds. No longer were we bound to spend each night trapped in fear and exhaustion. We brought the sun to earth, and those that once hunted us learned to keep their distance from the flames that lit the night.

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Our imaginations never ceased. Instead, we began to envision things that had never existed, events that had never happened, and places no one had ever seen We had become aware of ourselves as individual minds, but more than that, we realized that we could see ourselves as things we had never been. We carved masks and wore paints, and in the light of the flames (which had burned away the darkness of death) we took on the roles of spirits, heroes, and gods. We danced and we sang because we were free not only from fear, but from the boundaries of our physical forms.

Now the world is lit by light so great that in many places you cannot see the stars. Many still live in fear and darkness, but every day those who live in fear number less than ever before. The stories we tell  reach across time and distance to affect lives in ways we will never know. Radio, television, and the internet reach numbers that would take years for any single person to count aloud.

 

Roleplaying games as we know them are largely a modern invention, created and developed in the last fifty years. As a skill and as an artform we have only begun to scratch the surface of what is possible with this medium. The roots of our hobby run deep, to one of the cores that define us as a species: the power of our imagination.

 

These games we play show us that we can see ourselves in others. We can take on the personas of other people and see ourselves through them as the hero or the monster, as the villain or the victim. We imagine these other selves of ours enduring experiences we will never have in our mundane lives, the sweet taste of victories we will never win, the utter agony of pains that will never touch us, joys and despairs freed from the chains of physical reality that bind us.

 

I would never suggest that imagining something is the same as experiencing it. I would say that it can give us an idea of that experience, whatever it is. Imagination can broaden our perception of the world around us and allow us to see more than we have before. It can let us more easily understand the successes and plights of others and try to put ourselves in our (their?) place.

If we are careful not to let this turn to arrogance, our ability to empathize and sympathize grows. We can see our selves in others more clearly, and envision a world that is better than the one in which we live. The stories we tell have origins in one of the collection of traits that allowed us to evolve. If we are compassionate and brave, the stories we tell can help us to go further still.

 

Escapism and entertainment are not the only uses or purposes of roleplaying games. When we pursue them with the goal of playing to explore, we can touch the first spark of the flames which freed us from death and darkness once more. Just as with fire, this power can burn, and we must treat it with all due care and respect. Every time we do this, we take one powerful step closer to becoming whatever it is we desire to be.

JP Bauer is a gamer who currently lives in the southeastern United States. He thinks roleplaying games are pretty special and wants to play them with you.

Vampire: The Masquerade 5th Edition Alpha Release Review

Vampire V5 Alpha Playtest Overview

 

I attended GenCon 2017. This was the first time I’ve ever had the chance to attend and the convention was amazing on so many levels. I was invited to attend by The Wrecking Crew, a gaming demonstration group. They usually demo and playtest White Wolf and Onyx Path Publishing products. At their invitation, I got to run 5 play tests of Vampire 5th Edition’s Alpha release. Over these sessions I got very familiar with my particular take on the adventure, Rusted Veins, and very familiar with certain elements of the rules which I leaned on heavily. Upfront, this set of the rules and the adventure was a significant improvement to the pre-alpha slice which came out at World of Darkness Berlin.

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This Alpha product included a significant slice of rules, particularly focused around Hunger, Compulsions, combat, and some disciplines: particularly Potence, Presence, Fortitude, Celerity, and Obfuscate. These rules will be outlined more fully below. Mechanically, the game has some departures from previous Editions of Vampire. Particularly, as in the pre-alpha, the inclusion of Hunger dice is different. That said, this mechanic is a boon for adhering to the theme of Vampire: The Masquerade and ensured that the concept of The Beast and the need to Feed were incredibly present.

The module adventure, Rusted Veins, was written by Matthew Dawkins, with contributions and assistance from Kenneth Hite, Jason Andrew, Karim Muammar, Martin Ericsson, and Jason Carl with special thanks given to consultant Monica Valintinelli. The Alpha ruleset was written by Kenneth Hite, Jason Andrew, Matthew Dawkins, with guidance, editing, and contributions from Karim Muammar, Martin Ericsson, and Jason Carl.

Rusted Veins is a continuation of the Forged in Steel chronicle from the original Vampire: The Masquerade 1st Edition core book. It also continues the stories in Ashes to Ashes (1st Ed) and Dust to Dust (V20). Thematically, the story in Rusted Veins has the feel of Vampire 1st Edition. It’s gritty, street level, and the night to night need to survive felt incredibly present. Vampire at its finest offers a chance to explore dark themes, recognize them, and then work to find ways to conquer the darkness while staring deeply into the abyss. This story succeeds at that, there were a few elements I chose not to include while I was running, but Matthew (and other writers) did such a wonderful job creating multiple hooks that this wasn’t a problem.

Honestly, if this quality of work continues than I anticipate that Vampire 5th Edition will win awards. It’s gritty, honest, and it opens a door into the classic World of Darkness that needs to be opened and enjoyed. A shout-out to my players at GenCon 50! You were all awesome. I sincerely enjoyed running this game for you. To the players of Baggie, in particular, thank you for engaging with some of the adversarial aspects of this character, it was really awesome.

Below I’ll be diving more deeply into certain mechanics, and elements of the story, but above are my core thoughts in my post GenCon fugue.

Rusted Veins (sections in quotes are descriptions I used in my game)

“Gary, Indiana is a shit pit. It’s broken, run down, and industry has fled. This has left Gary a veritable ghost town, filled with crack houses and dilapidated buildings of all forms. It starts to rain; the rain is falling in heavy droplets that soak you to the bone. The rain in Gary is acidic, and you can hear it making slight burning hissing sounds every few drops, it hurts to stand in the rain for long. A whistling wind blows through the streets, and thunder shakes the windows of your haven”

Rusted Veins is a continuation of Forged in Steel, Ashes to Ashes, and Dust to Dust. This pedigree makes the adventure feel deep, nearly by default. There are layers upon layers present that wouldn’t otherwise be obvious to those who haven’t played those adventures. That said, you don’t need to have read them or know their content to enjoy this adventure. I’ve never previously run any of those chronicles, but I did read through them prior to running Rusted Veins. Having done so, I didn’t add any of their elements into the game at all, and that wasn’t a problem. That said, there are hooks that would allow you to do so if you were interested in trying it out.

We were provided character sheets, and detailed two-page backgrounds on each character. I gave my players a chance to read these backgrounds and most groups spent between 10-20 minutes reading through them. Dawkin’s stated goal of ‘a plot-hook in every paragraph’ is clearly present. Each character is really well detailed, and there is a story-hook and role-playing guidance in every paragraph. This creates a lot of depth, and I noticed that players focused on different elements for each run through. There were some key things that stood out for each, but I was surprised in my Sunday game when a player focused on an element of their character no-one had mentioned in any of the other playtests. That’s cool, that shows a lot of depth and a lot of options to explore. Honestly, these characters are deep enough to run a continuing chronicle, and Rusted Veins could easily be run over several gaming sessions if you wanted to run it with your home crew.

The core plot returns you to Gary, Indiana, the home of Modius and Juggler (two elders, one Camarilla, and one Anarch). Modius is the official Prince of Gary, but he’s nearly powerless at this point, flexing his muscles in small ways to try and impact events in the city and further. That said, he is personally capable in a fight (as written) and is heavily involved in the plot of Rusted Veins. Juggler is now the Baron of Gary, having been granted the title in the aftermath of Dust to Dust. Further, the feared vampire hunter, Sulivan Dane is present in this story and his character was the most fun for me to introduce to the players. In each run, I used a variation of this description.

“Lightning flashes, thunder rolls, and for a moment you can see clearly through the rain. Standing a distance away is an ancient Catholic priest. He’s still got strong, broad shoulders, and his face is hard. He’s holding an umbrella, and is wearing a long black trench coat. At his side is a sword, handle barely visible. As the light fades, a palpable feeling of dread crawls through your belly.”

Dane isn’t described as having a sword in the official materials, but I wanted to call back to the tropes of trenchcoat and katanas, and Dane offered a fantastic way to do so. Most of the players found his character particularly intimidating with how I described him. Goal achieved.

Running this 5 times gave me a few chances to approach the introduction of each of the core NPCs in various ways. I used different accents, voice inflection, and presentation for each of them every time. This helped me to differentiate the games in my mind. It also helped me to see various ways an adventure like this can be adjusted to create more tension, or allow the tension to fade, as thematically appropriate.

We started each session with feeding. The new You Are What You Eat mechanics were fun to play around with, and I often used my own judgement on what bonuses to provide the players. These sessions set the tone for the game. They also gave us a chance to investigate the Composure mechanic and use the new Hunger rules. Since you cannot get rid of Hunger without killing your victim, this created some serious tension at the start of the game. Every time, at least one character would fail to control themselves, and their feeding victim would die. Some players tried to hold off on Rousing the Blood as long as they could after making it to Hunger 0, some didn’t care and they were more than willing to try and use their Disciplines or increase their statistics whenever they got the chance.

We then moved into the main plot, which was a fetch-quest with lots of interesting complications and plot developments that adjusted the story as we went through it. Most of these complications were player driven too, and several sessions saw the players handing me and each other various slips of paper to represent text messages they were sending to the main NPCs and to one another. Hopping away from the table and talking in private was also incredibly common, and this created obvious and interesting tension as the players left at the table often speculated on what the others were planning.

In the end, Rusted Veins allows for an interesting exploration into what it means to feel an ever present vampiric Hunger. It offers choices, and the most frequent comment on my survey sheets was, “I felt like I had tons of choices, and this was awesome.” The choices that characters had gave them a sense of ownership over their characters, and to my knowledge not a single player felt uncomfortable investing themselves in roleplay. That said, if any of you folks read this, I’m happy to hear some negative feedback. Or even more positive feedback, I’m always interested in having that.

There is an epilogue in Rusted Veins. I chose not to use the Epilogue, since it took away from the cool sensations and ideas present in most of the core adventure. In the Epilogue the players would play other characters for a very short period of time. To be honest, this is an awesome mini-adventure, and I would encourage those that eventually see it to use it as a separate session at some point. It also has relevance for long-time vampire fans. For GenCon, it really didn’t work well, but the core concept is cool.

Mechanics

In most cases I’m a mechanics light kind of storyteller. I use them when I think they make the most sense and I generally find a way to use them that makes sense to me. This isn’t a great thing for a playtest though, and I tried to retain the new rules as much as possible. That said, there were a few times I went off the rails while I was running. I’m not upset with how I kept most of my games rolling along, but if there was a weakness of mine during the playtest it was my lack of a full grasp of all of the new mechanical elements of the game. Below is a description of the rules from the playtest, and how I ran them during my game.

Dice Pool and Successes

Vampire 5th Edition is going to be a dice pool game using D10s. You create your dice pool in the same way that you have always done for the World of Darkness, Attribute + Skill, in most cases. However, the largest difference is that the target number is now always 6. Then, you count the successes you get to determine if you complete a task. For example, to hit a person, you might need to roll 4 dice. If you roll a 6, 3, 6, and 7, you get three successes. This might be enough for a moderate success, or it might be one short. If you are one short, you may ask to Succeed at a Cost. In this case, the storyteller alters the success to add some elements that cost the player character something. For example, hitting a person, but then falling over after losing their balance at the same time.

It is possible to spend Willpower to reroll a partial dice pool, or the entire dice pool. To be honest, I didn’t catch that mechanic for the first four of my playtests. When it was used, it made a lot of sense. That said, I found that it tended to slow the story down, rather than keep it going. Hunger Dice are also a thing, but I’ll explain those under Hunger below.

Criticals can be achieved in two forms, two 10s on regular dice is considered a critical success. This allows for an increased success or narrative benefit. You can also get a messy critical, if you roll a 10 on a Hunger die (again explained below under Hunger). A messy critical allows for success, but in a way that is over the top, and potentially harmful to the player character’s intentions. This is indicative of the Beast rearing its head, and pushing the character farther than they would do so normally.

Criticals were incredibly fun to use, and messy criticals were awesome to help narrate interesting alterations. The rules include some other elements surrounding Composure, particularly that if a player could not think of a messy result, that they would lose composure. I think my groups and I found a good middle ground between my narrative control of these messes, and their overall control of their characters in most situations.

Virtue and Vice

Instead of a Nature and Demeanor, V5 Alpha playtest used Virtue and Vice. These are mechanics that allow you to regain Willpower when you act in accordance with your Vice. Since acting in accordance with your Virtue is harder, doing so refills all of your Willpower. Most players in my game used these as basic roleplaying hints and we did dip into the Willpower refill mechanic in a few of the games. In most, we didn’t spend a lot of Willpower. That was partly my fault, because I didn’t often suggest it as an option to the players and players unfamiliar with the WoD wouldn’t have thought to do so.

Initiative

Initiative is now determined by Wits+Combat Skill. This is the skill the Vampire uses in their first combat and determines the initiative order. Now, I did not catch this and continued to use the Wits + Dexterity rule from the old version of the rules.

Initiative now flows from lowest to highest, with the person with the highest initiative going last with the ability to react to other characters. Honestly, this is present in several versions of the rules, but I’ve rarely seen people use it, and it’s a shame. This allows for sensible dice pool management if you want to split dice pools, otherwise knowing when to plan to split a pool is nearly impossible to determine. I really enjoyed using this rule and I recommend it to every person playing any version of WoD rules.

Combat

Combat in the V5 Alpha is a contested action. Yes, this can mean a combatant gets hurt when they attack someone. This is why splitting pools can be so effective if used right. You can dodge an attack, and attack in the same round if you are willing to reduce your pools. Damage equals the amount over the contested result a player gets on the dice. Which is much easier than worrying about a mechanic for soaking damage etc. This made combat speed by, in most cases.

There are two types of Health damage, superficial and aggravated. You have Stamina +5 health levels, and superficial damage accumulates and becomes aggravated if enough is taken. Superficial damage is halved for Vampires. We ran these mostly correctly in my playtests, though there are some more in-depth rules that I didn’t use, particularly relating to the Critical Injury table.

Hunger and Hunger Dice

Hunger has a rating of 0-5 and represents a similar in-game concept to what blood points used to represent in earlier editions of Vampire. That said, Hunger feels different. Blood points often didn’t feel like they were important, because they were often fairly numerous (at least in my experience). A vampire with 0 hunger is sated, but the only way to have 0 Hunger is to have killed a feeding victim that night. Waking raises the Hunger of every Vampire to 1.

Hunger is an ever present effect, and every dot of Hunger a character has replaces one of their regular dice. These dice should be a different color to differentiate them, and I recommend red dice… cause, well, blood right? When you replace your die with this Hunger die, you need to look out for two things, if you roll a 1, and if you roll a 10.

A 10 create a messy critical situation, and (in the Alpha) two 1s would cause a Compulsion. This mechanic did not come up often, and there were quite a few discussions around how to adjust it so it would occur more frequently. A good goal for this is probably having it occur around 15-20% of the time, if you ask my completely un-mechanically minded brain.

When you use a Discipline, or do various things that only Vampires do, you have to roll 1 Hunger die. If you roll a 1-3, you raise your Hunger, if you roll a 4-10, you don’t. This encourages players to use their disciplines, but also creates a lot of tension when they do so. This is awesome. This makes using a discipline a dangerous activity, but one that most players feel comfortable using in moderation. In a regular chronicle this is going to decrease Discipline use, and I think this is fantastic.

If a player gets all the way up to Hunger 5, they need to make a Frenzy check. This never happened in my games at GenCon, though it was a constant fear that a character might get to that level.

Feeding

Feeding can reduce Hunger, 1, 2, even 3 points. However, Hunger can only be reduced to 0 if a player accidentally or willingly kills their victim. Most of my players ended up having at least one moment where they seriously considered draining someone. I made my players roll Composure every time they fed. If they failed, they would drain their victim. This doesn’t appear to be in the rules, so this wasn’t really required. That said, it did add tension, and it did make players cautious about feeding and using their disciplines. Every death from feeding resulted in a Humanity point loss.

Compulsions

These were present in the pre-Alpha playtest, but they have been adjusted to remove the elements that made this rule’s element controversial. Now the player can choose, or ask the storyteller to choose a compulsion. This is an interesting back and forth discussion, and usually is pretty quick. Tables for the Brujah no longer included the term ‘Triggered’ and that is refreshing, to say the least. These didn’t come up as much as I would have liked, but they did in a few of my games. When they did occur, it was interesting, and it added a layer of roleplaying and story to the game. So, I think they do exactly what they are intended to do, but they don’t currently happen enough to really be that impactful. I understand that White Wolf is going to be adjusting this mechanic in particular, as they want to get this right.

All in all, Vampire 5th Edition Pre-Alpha rules are really engaging and interesting. I didn’t get the chance to read them as much as I should have and I didn’t always run them exactly the way they were intended. Rusted Veins is an awesome module, and I really enjoyed running it. If this is indicative of what Mark Rein-Hagen, Kenneth Hite, Karim Muammar, and the rest of the team at White Wolf are creating, then I think Vampire 5th Edition will be a really exciting product.

Spring Again At Last: The Return of Changeling: The Dreaming

Now out for public consumption!


When most people describe the World of Darkness the first thing that tends to come up is gritty street wars fought between the undead and other horrors of the night. Sometimes that includes hyper violent Garou burning with deep bloody passions trying desperately to stop creeping death from consuming mother Earth, or Nephandi seeking to corrupt all they touch. However, for some, the World of Darkness is very different.  

Underlying the horrors of the first 4 WoD titles is the hidden chimerical world of Changeling: The Dreaming. When I started gaming in my mid-teens, I lived in a town where Changeling was so popular, our local LARP crew built home brew Mind’s Eye Theatre rules because they couldn’t wait for Shining Host to dive into the capricious machinations of the fae.  

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When I left my early gaming bubbles I was surprised to discover that Changeling is not the universally loved game I was familiar with. I have heard from more than a few people that Changeling is a fine game, but it doesn’t belong in the World of Darkness. So when the Changeling: The Dreaming 20th Anniversary Kickstarter succeeded with flying colors I was excited, not only that Changeling might have another life, but that with a 20th Anniversary edition the full scope of tragedy and horror Changeling represents might be brought into focus for a wider swath of players.

In many ways, the writers for C20 faced greater challenges than previous 20th Anniversary developers. Changeling never got a Revised edition, but unlike the other games in the World of Darkness, Changeling changed focus and central themes more than once during its life. There are several corners of the world that haven’t received any meaningful attention since 1st edition. The result was almost every Changeling book broke new ground, creating a much broader array of content than the line’s relatively modest word count would indicate, with several concepts and rules that were woefully out of date.

Themes

C20 tackled this challenge head on, and accomplished transforming one of the most diverse and honestly inconsistent games in the World of Darkness into a poignant, modern role playing experience. The greatest testament to this accomplishment is the sheer number of WoD fan posts I’ve seen talking about how they didn’t like CtD, but they are loving C20.

Changeling is 1 part politics, 1 part Cthonic horror, 3 parts psychological tragedy built on a pathological fear of death and loss, and some indeterminate amount of whimsy and wonder which serves more than anything to bring the first three elements into deep and painful contrast. C20 is the first Changeling book that captures every emanation of that often indescribable, unshaped mass and weaves it into a coherent whole.

Woo Hoo by Lydia Burris (http://www.lydiaburris.com)

Rules

While the thematic cohesion is a huge win, C20’s greatest accomplishment is tackling the often misunderstood rules system of Changeling. This is done, not only by tying it up into a much more balanced and manageable package, but actually expanding on the system with the concept of Unleashing. Changelings from previous editions were powerful, but deeply limited in how they could apply that power.

With the new magic rules, they now feel much more like the fae of myth and legend, able to wield the raw force of creation, but with often unpredictable and occasionally terrifying results. I have run and played in con games that used the early version of Unleashing shared during the Kickstarter and it adds a satisfying and mythic scale to the game. Beyond Unleashing, the Arts and Realms received an extensive cleanup. They were expanded in some areas, and minimized in others, resulting in a far more coherent and thematically engaging whole.

Storytelling Banality

C20 also borrows a page from modern narrative systems and builds explicit systems around your character’s emotional relationship to the world. This emphasizes the omnipresent threat of banality. In previous editions of the game, characters had a toxic (but often generic) relationship with banality. Now when you build a character, you select a variety of banality triggers, including a trigger that is unique to your character called your antithesis.  

This trigger is something the rest of your motley may find to be a minor nuisance, or in extreme cases may even garner glamour from. To you, it is the epitome of the creeping death of the coming winter. Some of the trigger dynamics could stand to be broader than they currently are, including the seeming triggers, which feel entirely too specific to me and are occasionally inappropriate for Thallain or Gallain characters, but the overall system adds a deeply personal relationship to banality that meaningfully enriches the game.   

Changes in the World

There are several other accomplishments in this edition including the expansion of the Thallain, the reworking of the Dauntain and the Autumn People, and actually wrangling Hsien Alchemy into what feels like a sleek approachable magic system. While I would love to expound on all of the edition’s strengths it would paint an unbalanced picture of the text as a whole. Much like the systems, C20 takes an often radical approach to the backstory of Changeling, and dramatically changes the canon in several areas. Some of those changes were sorely needed, such as the reframing of House Leanhaun, which changes them from arguably more evil than the Baali or Nephandi,to deeply parasitic, but playable. However, some of the changes to the canon feel unnecessary, and more problematically aren’t always well explained.

The flavor section reframes the Sidhe as being split between the Autumn Sidhe who stayed behind during the Shattering and undertook the Changeling Way, and the Arcadian Sidhe. The Arcadian Sidhe came back with the Resurgence and refused to soil their souls by fully bonding with humans. Effectively this was performed as a more violent and incomplete form of the Changeling Way where they displaced a human soul and took its place.

The Autumn Sidhe

Occasionally the text reads as though only House Scatthach and Liam took part in the Changeling Way, sometimes it frames the Autumn Sidhe in generic terminology that could  be read to imply Sidhe from any house might have gone through the Changeling Way. In the House section intro, Liam is listed as a returning House, and only Scatthach is listed as having stayed behind, and then in some of the house writeups there are subtle references to other Sidhe who stayed behind, but often in ambiguous language. The final result is honestly confusing.

During an exchange on Facebook, one of the C20 writers confirmed that any Sidhe that stayed behind became an Autumn Sidhe, which clarified things a bit, but ultimately those sorts of exchanges shouldn’t be necessary. A few explicit sentences in the Autumn Sidhe two page spread would go a long way towards providing clarity on this point. This change also wipes out broad swaths of story centering on the tragedy of the Sidhe who died in the years after the shattering because they were either trapped or chose to stay behind.

I love the addition of the Autumn Sidhe as a general concept, but less absolute framing about how all Sidhe who stayed behind became Autumn Sidhe, and all the Sidhe who returned refused to go through the Changeling Way would have cut off far less existing canon, and created messier, but more diverse plot hooks.

History Convoluted?

While the confusion about the Arcadian/Autumn Sidhe is definitely the most pronounced example of muddled narrative, there were several other smaller moments in the setting and history section that didn’t make a lot of sense, and occasionally even seemed to contradict material that appears elsewhere in the book. There is a lot to love in the C20 setting material. The conflict between the Tuatha and the Fomorians is far more dynamic than I remember in previous texts.

The role Christianity played in transforming the stories about the fae is included, which is something I’ve wanted to see in the game for a long time, but the history and setting content in C20 is best read with a strong eye towards the golden rule, especially if you have any investment in existing canon.

I’ve talked about the good and the bad of the edition’s treatment of Arcadian fae, but then there is my favorite and arguably the messiest part of Changeling, the Gallain. The Gallain are fae who are not a central part of Arcadian society. While there are a few European faeries who are considered Gallain, the term generally refers to non European faeries. Changeling has traditionally framed these spirits as either not being part of the Dreaming, such as the Asian Hsien, or in the case of the Nunnehi and Menehune, as being cut off from the Dreaming due to acts of genocide and violence committed against their dreamers. I’ve never been terribly comfortable with this framing, but I knew the writers wouldn’t have the leeway to dramatically change the way these groups functioned, but I was really hoping for a few more inclusive tweaks to the status quo.

Sprites Dance by Lydia Burris (http://www.lydiaburris.com)

Who is a part of Whom?

Occasionally the approach to non-European Changelings went above and beyond my expectations. The introduction of non-European Thallain gave the Nunnehi and Menehune a much more robust representation in the setting, but also occasionally drifted toward centering the Gallain around European stories more strongly than previous editions. The most pronounced instance of this is changing the Higher Hunting Grounds from being the Nunnehi Dreaming, which is invoked in the Changeling Player’s Guide as an equal but separate place from Arcadia, to being the Nunnehi’s home in Arcadia. On the surface this is a small change, but it recontextualizes the Nunnehi in a way that intentionally or not makes them a part of something fundamentally rooted in European mythology. The other examples of moving towards an even more European centering narrative are less blatant, but I honestly hope they are rectified in future texts.  

Overall, C20 brings Changeling into the 21st century. It is a deeply innovative take on the Storyteller System, and provides a more robust foundation to build a future line on than the game has ever enjoyed. It has done a huge service to the game by inspiring more fans to consider including Changeling in their personal World of Darkness. What C20 needs more than anything else is a full game line. It needs Gallain stories written by authors who have lived the truth of the myths being invoked, and full text expansion on the concepts that were completely reinvented for C20. This book is a monumental achievement, and it would be a tragedy of Arthurian proportions if this resurgence isn’t followed by a lasting and inspired spring of new material.

 

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Camp!? Guest Blog by THE Jason Hughes

I play in, and am a Storyteller for, the Underground Theater Vampire: the Masquerade LARP. For two years, I served as the Organizational Storyteller for the Camarilla, Anarch, Independent Alliance venue. During that time I ran a game that was heavy, dark, and brooding. Players were forced to make difficult choices at every turn and were in constant danger. Winning was surviving. The story was dark, but was it good? I had players burning out constantly.

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I stepped down from the position and spent some time thinking about how to run games that embraced the themes of Vampire and the World of Darkness, but didn’t drive players to burn out or Out of Character conflict. After a time, I realized that the great villains (which is essentially what we are all playing in Vampire) were a bit campy and weird. They all had character traits that drove them to make poor, but interesting and entertaining choices. The best of them had a touch of ridiculous about them. Victory was never enough, it had to be gained in a certain way or through certain actions. Ultimately, great villains were campy.

 

Camp can be zany or subtle. A primary complaint about injecting camp into serious games is that too many Storytellers are already doing it badly. Vampires are battling anthropomorphic snowmen with little story beyond, “Wouldn’t it be cool if?” I am not a fan of genre-breaking silliness. Stories must have depth and connection to the world that we choose to mutually inhabit. Always ask yourself, “Will the story my Players tell sound ridiculous?”

Sinister, isn’t he?

Subtle camp is the difference between executing the prisoners and creating a death trap. When I defeat someone, if I want the best outcome for my character, that defeat should be resounding and complete. However, we shouldn’t want the best outcome for our characters, we should want the best outcome for ourselves as players. Instead of a resounding defeat or complete victory, we want story – a death trap that the rival can possibly escape creates that. A Roll Squad is no fun, a Death Trap could be.

 

Camp is a difficult word. Words have meaning and power, especially in roleplaying games, especially in LARP. I choose camp because it describes the absurd, slightly tongue-in-cheek way that good LARP interaction begins with. We encourage players to be be larger than life and play fearlessly. That requires them to act in ways that are theatrical, not realistic. Subtlety does not need to be lost.

 

“Theatrically” is not a bad word for the style of play that I advocate. However, I want to draw a line between Hamlet, in which a character does some patently ridiculous things in pursuit of revenge, and Titus Andronicus, a play so violent that it makes modern slashers look tame. Both are very theatrical. The characters make big choices and extreme actions, however Hamlet has a subtlety to it that makes it more interesting. Hamlet is also a touch campy (the right kind of campy). He suffers and monologues and wallows. Hamlet acts, but indirectly and in ways that would be less than advantageous for his “player.” That’s what I seek.

 

Sir Laurence, as Hamlet, Tragedy Embodied

The unrelenting gloom and horror of the World of Darkness (and other such games) needs a tinge of the ridiculous to be great. Batman’s greatest villain should be Salvatore Maroni, the Boss of Gotham. He is deadly, smart, and has managed to keep operating, more or less, in a city protected by Batman. There are plenty of fans of Boss Maroni, but he is not the Joker. The Joker is terrifying, homicidal, and campy. In Vampire, do you want to be “Black Suit Person #27” or do you want to be “The Rabid Mongoose of the South?”

 

The purpose of camp in serious games is to increase the potential story and to not leave behind fun in the unrelenting darkness. A small amount of mustache twirling creates a rivalry instead of a enemy. A small amount of the absurd gives players that moment of relief that stands in stark contrast to the serious drama around them. Both create more, and better, story and that is the ultimate goal.

THE Jason Hughes thinks about Larp constantly. He probably has a problem. His wife is very understanding.

Actually, It’s About Ethics in Media Consumption


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Anyone who has ever been part of a subculture knows the bright red sting of controversy.  Sometimes the controversy is low stakes like the general fan rejection of Dungeons & Dragons 4th edition. Sometimes controversies go to the core of a community’s values like the ongoing controversy about whitewashing in Hollywood, and more specifically, to the likely interests of this blog’s readers, the continuing whitewashing of Asian characters by Marvel comics.

Boycotts

Over the years I’ve seen a number of calls for boycotts over these types of issues, and I’ve wondered how useful this tactic is.  Recently, I’ve heard similar calls within the role-playing community over a variety of events that have been litigated enough in the public square that I’d rather not discuss them here, but I do think it’s worth talking about the broader concept of “boycotting” work, especially work in a tightly integrated media landscape like the role-playing industry.

While many people find the idea of a dramatic boycott satisfying, how we make day to day media consumption choices within our hobby and why those choices may or may not have an impact on the industry has the potential to be a much more productive conversation.  Think of it like going on a binge diet, or trying to make long term adjustments to the way you promote health through food choices.  Binge diets do more harm than good, but holistically training yourself to eat in a healthy manner one step at a time is a path to healthy consumption habits. The same thing applies to the commercial choices we make.

Does that work for RPGs?

Role-playing games are unusual media beasts in a lot of ways.  With the exception of Dungeons and Dragons, which is in the hands of a wholly owned subsidiary of Hasbro, RPGs are generally produced by small companies, and in many cases aren’t produced by their IP owners.  The majority of new White Wolf games are produced by Onyx Path Studios, or By Night Studios.  Chill is produced under license by Growling Door Games.  Shadowrun is produced under license by Catalyst Studios.  While there are also plenty of titles being produced that aren’t under license, several of the biggest names in RPGs are developed in this manner.  This complicates any situation where you want to use your economic activity to influence the behavior of a corporation, because it often puts you in a position where you may well be punishing a company you feel behaves in an exemplary manner for the behavior of an only vaguely involved IP owner.

So first let’s address the elephant in the room.  Trying to influence companies through consumption patterns gets a really bad rap because in many cases it’s a lost cause. Ethical consumption is all too often reduced to a marketing opportunity.  Free  Range and/or Pasture Raised chicken, Fair Trade Coffee and Chocolate, and any variety of attempts to patronize kinder, gentler, more labor friendly corporations tend to fall apart upon particularly close inspection.  It takes such massive bad press to impact the bottom line of most big companies that being seen as ethical is at best a matter of appearance and branding for most companies. So the question becomes, why bother?

Ethics?

Setting aside the issues with ethical consumption of non-media products, and even ethical consumption of AAA media, the situation is a little bit different in the world of the RPG. No matter what behavior you want to promote in the industry, it’s fair to say our dollars count for a lot more to a company selling a product like Numenera that had a mere 4,658 backers on its original Kickstarter, or even moreso, a game like Chill that had 793 backers on its original Kickstarter, than Kellog or Dell.  Losing a handful of customers hits most RPG producers in a way it just doesn’t hit the other companies we tend to give our money.

The impact of of our economic choices is amplified for those of us who choose to run games, as opposed to just play in them.  I’m going to be dropping cash on Exalted Charm cards in the near future because a close friend of mine chose to run Exalted and I want to have those cards during game. So, he has effectively made a sale for OPP without spending any money by running that game, and some of my fellow players may follow suit once my cards arrive. The question that has been nagging at the back of my mind is, given the influence we have, what choices will have the most positive impact on our hobby, and how should we interact with those who make different decisions?

Making a Difference

The first question is in many ways easier to answer, though it is far from simple.  The most significant way we can make a difference with the gaming money we spend is by focusing on supporting the creators and narratives we want to see flourish in the world.  Unlike consumption of things like food where we may or may not have the economic affluence to afford the most “ethical” options out there, the money we spend on RPGs is by its very nature disposable and we are not lessened by devoting some of that money to more experimental and inclusive media.  That might mean supporting something entirely new but somewhat traditional, like Ehdrighor because it dramatically expands the potential of big book role playing games, it might be supporting something completely experimental like Bluebeard’s Bride, or it might be supporting a company producing for an established product line telling inclusive stories in a more nuanced way than their lines have been known for in the past. Conscious engagement with these choices help us shape the gaming industry we will enjoy in the future, albeit in small ways.

The other question I posed above is a more difficult one to tackle.  In the past couple months I’ve seen several people upset at events in our community make personal decisions about who they would and would not give their money to and then openly shame others for making different choices.  Often those different choices were well thought out, and a reflection of different ethical priorities.  These choices were not based on willful ignorance or ethical laziness, and even if they were I have yet to see shaming someone for not sharing one’s values change a mind or even inspire greater thoughtfulness on an issue.  I feel that as our hobby grows there is a vital place for discussing our values and who we want to be as a community. While we will never be a monolith, that discourse is a vital part the growth of any community, and with events like the inclusion of game writers in the SFWA, and White Wolf pushing to produce more mainstream World of Darkness related media there is no question that we are growing. We can expect to face several of the same problems other fandoms have struggled with as they have moved out of obscurity and farther into the mainstream.  

Balancing Act

As that happens, it is important to engage with other fans who are thinking about these dynamics in good faith in the spirit of discourse, and not as though they are an enemy. Many people make an unfortunately meager livelihood producing the games we all love so much, and part of our ethical calculus should be the collateral damage of saying we’re going to pull back from supporting a given IP owner and every company that licenses from them.  Some people will care more about drawing a line in the sand based on corporate actions, others will care much more deeply about that collateral damage, and neither group is necessarily wrong.  If we choose to try to effect change through the media we consume then we should try to be aware of the good and ill caused by all our choices, and recognize that the choice to try to effect change through consumption is imperfect, and opinions on its validity will vary.  We should all go forth and be ready to be the change we want in the world, but know our view on that process is not a monolith, much like our community.

Dark, Deep, and Scary: Horror Games

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What’s Wrong With Horror?

Dark horror games often have tropes, concepts, and downright terrible elements that make them rife for abuse by the wrong people. At the same time, games that are willing to address and be open about addressing injustices in our world, through the horror lens, often have created the most inclusive communities in our hobby. These two elements coexist uncomfortably in the same space.

Horror makes us uncomfortable, and that can be an amazing tool to help wake us to systemic problems in society. The recent movie Get Out is a great example of this. This movie is about the visceral fear that many Black members of American society experience in all-white spaces. Some may wish to dismiss that fear, but that will not eliminate it. This method of entertainment allows us to to understand experiences in a way that simply telling may not effectively communicate. Horror games allow us a similar window. For the time in-game, you are living the experience of your character and this can be eye-opening. It can teach through immersive simulation.

Investment

Years ago, Piers Anthony wrote a book called Killobyte, which has a segment that occurs in a digital recreation of Beirut. At the time of writing, Beirut was in the middle of a 15 year civil war which ripped apart society. The characters in the book are stuck in various VR simulations of different worlds. One of them is this digital recreation of Beirut. The players of this game have become invested in their various roles in their simulation. They empathize strongly with the real struggles of the people they are portraying, and even some that empathy bleeds over into the real world.

RPGs may not be Virtual Reality worlds, but they are shared imaginative experiences that allow us to empathize and experience the lives of others. We can experience bleed, having actual emotional and intellectual reactions from our experiences in-character impact us out-of-character. The danger inherent are those players and game masters who use this capacity to abuse, harass, or ignore the real experiences of those they are gaming with. Or, to perpetuate behavior that negatively impacts members of various communities in and out of game spaces.

My Table

We often hear, “it’s my table, don’t tell me what is ok or not ok at my table.” Which, on the surface, is a fair argument. However, if you have 5-6 players and a GM who play to stereotypes, your behavior around that table becomes normalized. If you allow for players to portray stereotypes, they will begin to reinforce those stereotypes in their mind. If you encourage your players to dig deeper and understand the people they are representing, they will either begin to recognize their common connection, or choose not to portray that character’s background because they recognize they are missing some shared experience to connect over. Both appear to be valid learning experiences. Stereotypes and prejudice can be elements of game worlds, but we must endeavor to recognize when we are using them. We must also be able to recognize when they are harming people at or outside of our tables.

Horror games often include violence, abuse, harassment, stereotypes, racism, sexism, body dysmorphia, and many other elements. These elements are present because they are things that scare us as humans. Some people are more impacted by these things than others. Some of these players will enjoy other elements of these games, but will ask not to focus on things that remind them of experiences that were traumatic for them in real life. We need to listen to our players, talk to them, and encourage an open dialogue about what game elements are appropriate for the entire table to investigate.

Some Still Don’t Care

There are some people that will refuse to care about moderating these concerns. They will run scenes with sexual assault without care. They will ignore the triggers of their players and will act abusively if called out on their behavior. If you are reading this article then I’m hoping you are not this type of person, but if you are, let’s talk real quick. By acting like this, you are not being cool, edgy, or artistic. You are making it harder to convince people that horror games are a powerful, beneficial, and fun experience.

There is a fine line between pushing boundaries and negatively impacting people. Talking to your players will help you to modulate that. If you don’t care, then don’t be surprised when people stop playing your games. Don’t be surprised when people that care about player investment and consent disagree with you online and work to limit your involvement in our communities.

It is possible to play horror games and care about consent, investment, and player care. Really. It is possible to ‘tell the story you want to tell’ and do these things. It is possible to scare your players, to make them question what it means to be a monster or human, and to care about your players. It is possible to have your player’s characters breakdown, cry, experience loss, it is possible to have bleed during these events, and it is possible to care about your player’s needs at the same time. I would argue, that is is possible to invest even more of oneself, if you know that your thoughts, expectations, and triggers were taken into account during the creation process of the game.

Moving Forward

It is also possible to fail at doing so, and not lose your players in the future by acknowledging your missteps. During play, elements may come up that you couldn’t account for. Nothing will hurt your game if you stop, talk through what happened, and move forward. If there were a single underlying piece of advice to offer any gaming group? Talk, talk a lot, if something seems off, wrong, or even perfectly right, talk about it. You should talk about the good, the bad, the ugly, and then work together to get more of the good.

Don’t be afraid to write horror games, run horror games, or play in horror games. The issue isn’t horror.

Here are is a short list of horror type games I’d recommend checking out. There are dozens more, some that are better than others.

Urban Shadows
Call of Cthulhu

World of Darkness
Several from Savage Worlds

Josh is the administrator of the Inclusive Gaming Network, and the owner of this site. 

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands

Interview with Nathan and Bob 25 Years of Vampire

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Nathan and Bob of the podcast, 25 Years of Vampire:The Masquerade A Retrospective were willing to do an interview with us about their show. If you are doing a WoD podcast and would like to do a similar interview, please let me know. I think it is interesting to get into the heads of those of us who are podcasting and writing about these games and why. Please click the link below to listen to the interview. You can find their podcast on their website and on iTunes.

Please click this Image or the link below to listen to the interview

Listen Here

Download this episode (right click and save)

 

Josh is the administrator of the Inclusive Gaming Network, and the owner of this site. 

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands

 

An Interview with Chill and Changeling the Dreaming 20th Anniversary Developer Matthew McFarland

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According to the Onyx Path development Blog the Changeling the Dreaming 20th Anniversary edition is nearing completion, and rumors about that the Monsters Sourcebook for Chill 3rd edition is nearing completion.  Given these exciting developments it only made sense for Victor Kinzer and Simon Eichhörnchen to ask Matthew McFarland who is leading development on both of these projects to talk a little bit about these projects and he graciously agreed.

Victor: Thank you for taking the time to chat with us.  For anyone who isn’t familiar, can you tell us a little bit about yourself and your history developing games?

Sure! I started writing games professionally in 1997. White Wolf Game Studio had an all-call for writers, and I sent in the first bit of a novella I was working on. That novella is thankfully lost to time, but it did get me a job writing on Giovanni Chronicles IV, and then I slowly infiltrated the rest of the World of Darkness lines and eventually got a full-time job as Dark Ages developer.

I left White Wolf in 2004, and went to grad school to become a speech-language pathologist, because while you can have steady work in the RPG industry, it was a little too unstable for me as a new dad. In 2012, my wife Michelle Lyons-McFarland and I started our own small press games company, Growling Door Games, Inc. We published two single-book story games (curse the darkness and A Tragedy in Five Acts), and then 2014 we obtained the license to publish a new edition of the classic horror RPG Chill.

Simon: What was it that attracted you to the projects you’re working on now?

Right now, I’m working on a couple of freelance projects for Onyx Path Publishing (which licenses the World of Darkness from the new owners at Paradox)[Editor’s Note, The World of Darkness is a property of White Wolf, AB a subsidiary of Paradox Entertainment Inc.], including the Beast Player’s Guide for Beast: The Primordial and the second edition of Hunter: The Vigil. Can’t talk much about Hunter; that’s Monica Valentinelli’s show, and I’m just a writer. Beast is very much my show; the game was mine pretty much from the ground up (though of course I had a really awesome team of people helping to put it all together), and I’m excited about the Player’s Guide. It’s a chance to flesh out the areas of Beast that I don’t think came through as well as we wanted in the core book, and also follow the time-honored tradition of adding new cool powers, new “splats”, and new toys for players to use.

Outside of Onyx Path, I just finished up writing a sourcebook for Chil called Monsters. It’s a bestiary book, in a way, but it’s also a look into the world of Chill and how the organization dedicated to fighting the Unknown, SAVE, approaches creatures that don’t fall into easily understandable categories (vampires, ghosts, werewolves, etc.). Monsters is the first book in a good long while that I’ve written entirely myself, and it was fun flexing those muscles again. (Monsters should be available for sale in August, by the way.)

Victor: The Changeling the Dreaming 20th Anniversary is the first new edition of the game since 1997.  Can you talk about what your approach was to updating Changeling to the world of the 20teens?

The 20th Anniversary Edition games were meant to keep the feel of the old games, but to update the world around them and (in the case of Changeling) become the revised edition they never got. As such, our approach was to look at what made Changeling awesome. We tried to keep the whimsy, but also the tragedy. One of the greatest explanations of Changeling I ever heard (from a friend and player in Atlanta many years ago) was that it’s like someone pointing a gun at your head and saying “be happy.” We tried to keep that notion, that dreams are hard to maintain in the face of the crushing pressure of the “real world,” but they’re all the more important because of that.

The other thing we wanted to do give changelings a little more magical “oomph.” I’m not a believer in “game balance” as it’s usually defined (that is, given a featureless white room, could two characters stand an equal chance of killing each other), but I do think that changelings in previous editions were a bit too fragile. We changed magical mechanics a bit, and brought in the notion of Unleashing (originally from Dark Ages: Fae) so that changelings have the chance to court disaster with the power of Glamour.  

Victor: One of the major focuses of Keep is inclusivity in gaming, so we have a few questions about the Gallain.  In a blog post about your early playtests for Changeling, you said the theme for the edition is  “powerful nobles hiding in freeholds and staying young while the changelings outside freeze”.  In previous editions the various groups of Gallain were presented with either less oppressive nobles or no specifically noble kith.  Since C20 includes all the Fae how are you including the non European kiths in the theme of this edition?

That’s one theme of the edition, and it definitely resonates more with the European Kithain than the Gallain. The Gallain are in the book, but they’re not the focus of the game (they’re in the Appendix and while there’s enough to play them, it’s severely truncated due to space constraints). I know that’s a roundabout way to answer the question, but the answer is that Gallain don’t get included in the same way, except perhaps insofar as to note that even the “commoner” Kithain, who are the bottom class of that particular system, still get to participate in that system. Gallain don’t, necessarily (which might not matter, depending on where they are).

Simon: Part of any good story is compelling antagonists. Changeling’s ultimate enemies, the autumn people, the people who disbelieve the fae out of existence, are a powerful metaphor for the destruction of culture. With that in mind, how do you go about creating autumn people that speak to that kind of horror while at the same time being sensitive to real world colonization experienced by the cultures reflected by the Gallain?

What’s scary about the autumn people, to me, is that they don’t have to confront the fae to destroy them. They’re not aggressive (necessarily), they’re confirmation bias made manifest. They’re a form of privilege, if you will, because they don’t see what they don’t need to see. I think that’s pretty relevant for the Gallain and their cultures, too (though of course, not all Gallain use dreams and Glamour the same way as Kithain).

Simon: Given that the Inanimae can reflect how different cultures perceive their environments how do you see the Inanimae fitting into the 20th Anniversary of Changeling?

One of the notions that the book brings up is that during the Mythic Age, everything dreamed, including the world. Bearing in mind that, like the other Gallain, the Inanimae don’t get a lot of space in Changeling 20th, I think the takeaway is that part of ignoring dreams and Glamour is ignoring the natural world. That’s something that people (both in the World of Darkness and in the real world) do at their peril, but it’s hard, and again, what makes autumn people scary and frustrating isn’t that they go out of their way to ruin the world (a la Pentex) but that they can blithely ignore the problems.

It’s easy to imagine an Inanimae looking at a changeling and saying, “well, sure, whine all you want, but people still write books, using paper that they make from the mulched-up bodies of my family.”

Womb of the Earth by Lydia Burris


Victor: When I first started playing the World of Darkness I was in a community of gamers where Changeling was incredibly popular, but in more recent years I’ve discovered that a lot of White Wolf fans feel Changeling doesn’t fit into the broader World of Darkness.  Where do you think this sentiment comes from, and did you make any changes in C20 you can tell us about that help the fae interact literally and thematically with the broader World of Darkness?

So, personally, I never had any trouble making Changeling fit into the greater World of Darkness. I used to do a lot of crossover (still do, for my Chronicles of Darkness games, where it’s much easier), and what it boils down to is that themes unique to one game might not work for all the others, but there are themes that are intrinsic to the World of Darkness as a whole. The death of creativity and passion is strongest for Changeling, of course, but tell me you couldn’t make that work for Vampire, too. Hell, “our way of life is dying” is perfect for Werewolf as well as Changeling. “Discovery and passion are intoxicating but dangerous:” Changeling and Mage.

Mechanically, of course there are some things you have to work around (not everyone has the same Traits, for instance), and if you’re doing crossover, you can’t just throw any old characters together and think they’ll work. I happen to think that’s true no matter what game you’re playing, though.

Simon: Throughout the CtD line the three major Gallain groups, the Nunnehi, the Menehune and the Hsien, are either excluded from or not a part of the Dreaming. Has this dynamic changed at all in C20?

We don’t get into the cosmology of it very much, due to space. Nunnehi and Menehune still deal more with spiritual expressions of Glamour than Dreaming-based expressions, though.

Victor: I’d like to talk briefly about another one of your upcoming projects, the Monsters sourcebook for the Chill Role Playing game published by your company Growling Door Games.  Can you tell us a little bit about Chill, and the Monster book specifically for anyone who isn’t familiar with the game?

Chill is an investigate horror RPG in which players take on the roles of members of SAVE (the Eternal Society of the Silver Way). SAVE is an organization dedicated to protecting people from the Unknown (the supernatural in general), which feeds on humanity’s fear, misery, pain, and sometimes just flesh and blood. Our first sourcebook, called SAVE: The Eternal Society, delved into the history and current state of the organization.

Monsters, like I mentioned earlier, is a bestiary book, but it’s also mostly written in-character, from the perspective of a SAVE researcher working on a classification system for monsters. It was a lot of fun to delve into how SAVE saw these creatures when she was writing it (in the 1980s) and then add commentary from a more contemporary agent. There are a lot of fun “Easter eggs” in the book that refer back to the Chill core book and to SAVE, and I think it will be fun for readers to see these characters’ stories as they read about these monsters.

The second edition of Chill presented adversary books in this format (Lycanthropes, Vampires, Apparitions), and I was always impressed with how skillfully the in-character information evoked the horror of the setting. I’m trying for something like that: Fun to read, evocative for players and Chill Masters.


Victor: I saw you comment online a few months ago about tweaks you were making to the Monsters in the book to remove some of the invisible bias that was present in previous editions of the game.  Can you talk a little bit about how you approached this and in general how you approach making those kinds of revisions to RPGs with established fan bases who may be resistant to any changes in their favorite games?

As far as making changes to games with loyal fanbases, I’ve always found that if you try to please everyone, you please no one. I love the 2nd Edition of Chill, and our edition draws very heavily on that one. I’ve always been very clear about that, and while I do get fans of the first edition sometimes who complain that our version isn’t enough like that one (the first edition drew more inspiration from pulp-horror and Hammer films), for the most part folks grasp what we’re doing and are with us.


I think the comment you’re referring to was in noting that there were quite a few creatures in previous editions that presented as female, and were said to “tempt” or “deceive” men. If you look at how female-presenting creatures appear in horror generally, you see a lot of that, so it’s by no means unique to
Chill or to RPGs, but since one of the big themes of Chill is that fear becomes manifest in the Unknown, I wanted to address that. I play a lot with the notion of unreliable narrators in Monsters, talking about SAVE making assumptions that it really has no business making, and members letting their own biases creep in. The kind of meta effect of that is that we wind up hanging a lantern on some of the sexist implications of previous work; Dr. Garrett, the narrator of Monsters, notes that female-presenting creatures are consistently described in certain ways that male-presenting or genderless creatures are not.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands

Lore of the Bloodlines – Review

I was a backer of Lore of the Clans, a supplement for V20 and one of the stretch goals was Lore of the Bloodlines. I must admit I was not very excited for this book. Yes, there were various writers I liked that were going to write for it, but I found myself underwhelmed by a rehash of various bloodlines that had lots of information already in various books. How wrong I was.

First, the art done by Mark Kelly, Sam Araya, Felipe Gaona, Michael Gaydos, Key Meyer Jr. and Glen Osterberger, is freaking amazing. Seriously, I think this art compares to if not surpasses the iconic art of Tim Bradstreet. I know… that is a bold statement. See the image below.

By Mark Kelly Instagram @grimventures

Who’s here?

Lore of the Bloodlines looks at 9 bloodlines from Vampire: The Masquerade. Those 9, in the order they are presented: Baali, Daughters of Cacophony, Gargoyles, Harbingers of Skulls, Kiasyd, Nagaraja, Salubri, Samedi, and True Brujah. As noted, most of these bloodlines have had a lot written about them in the past. I wasn’t anticipating much that was new or exciting. From the Baali onward though, there were new plotlines, story hooks, and mechanics that changed my mind. The history of each bloodline is presented by new unreliable narrators. The Kiasyd are presented with a new history that ties them more powerfully to the Abyss (an element that has received significant investment in V20 materials, in particular V20 Dark Ages and Tomb of Secrets), as well as presenting a different story about their Fey connection.

You shouldn’t take these stories as definitive, nothing in the WoD is a definitive history. This is another view point that you can use to add to your stories. That is the fascinating thing about the V20 books, they look at material fans are familiar with, turn it on its head, and present a view that doesn’t discount anything previously written but it does adjust it in a way that makes you question The Truth.

Mechanics

Each bloodline has new merits and flaws that fit with their storylines. These bloodlines also have a new combination discipline or two, and potentially new versions of Elder powers. Each of these new mechanical elements is directly tied into the story hooks provided in the ‘fluff’ elements of each section. I particularly enjoyed the Salubri chapter because it tied in directly with some of the material from V20 Dark Ages. In fact, the way the Salubri are described in Lore of the Bloodlines is probably one of the best presentations of the modern iteration of the clan I’ve ever seen.

Part of me wants to give you a bloodline by bloodline breakdown, but I honestly feel like I would be taking something away from the book by laying out too many reasons you should purchase it. Lore of the Clans is a great book, and a fantastic complement to V20. Lore of the Bloodlines takes that model and does it one step better. It you’ve read everything on these bloodlines (as I have) you’ll still gain a lot here. Seriously, this is my favorite supplement for V20 so far.

From an author

I asked Matthew Dawkins, known by many as The Gentleman Gamer, for a quote. He is the author of the Harbinger and Kiasyd sections. If you had one element of what you wrote you’d tell readers to look for, what would it be?

I try to seed plot hooks into every paragraph of my RPG content. Whether I mention an interesting character you can add to a chronicle, an event you can reference or take part on, obscure knowledge to cite, fables to make your in-character observations more authentic, or myths and treasures for your characters to pursue. Both my chapters will have plentiful options for you to take up, ignore, or just enjoy the reading of, as you make your way through the book. More than anything, I want people to read about Harbingers of Skulls and Kiasyd and want their next characters to be from those bloodlines, or want to set their next chronicles with a heavy involvement from one, or both odd lineages.

This book is now out in pdf and POD formats from Drivethrurpg.

Credits

Authors: Matthew Dawkins, Eloy Lasanta, Andy Peregrine, Neall Price, Eddy Webb, and Rob Weiland

Developer and V20 Line Developer: Eddy Webb

Editor: Jess Hartley

Art Director: Michael Chaney

Layout and Typesetting: Becky McGarity

Interior Art: Sam Araya, Felipe Gaona, Michael Gaydos, Mark Kelly, Ken Meyer Jr., Glen Osterberger

Cover Art: Mark Kelly

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*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands

Narrative Dissonance and Humanity in the World of Darkness

World of Darkness

Who is the true underlying villain in the original “big five” games of the World of Darkness?  I can’t really think of a more loaded question related to White Wolf’s flagship IP.  At first glance, it seems as though every game has its own villain: Werewolf has the Wyrm; Mage has the Nephandi, and in some editions the Technocracy; Wraith has, well, everyone; and Changeling has humanity itself.  Some editions of Changeling shied away from the Humanity-as-villain narrative, but whether the enemy was the Shadow Court or uncaring nobles, those foes can be traced back to what humanity’s abuses have done to the Fae.

If you look closely, the theme of humanity-as-villain is central to most of the game lines, with Vampire being the one exception.  In Wraith, Oblivion historically is a more productive force than it is today.  Every description of harrowings talks about how they were once a critical part of attaining transcendence, but over the centuries have become increasingly dark and twisted.  When you look at how Oblivion has manifested in the other dark kingdoms, such as the Dark Kingdom of Ivory, where there is no great human administrative infrastructure, the “sins” of Oblivion seem less cosmological and more the result of humanity’s relationship with their darker impulses.  This is hardly the only game where we see these tropes.

Lydia Wraith Image
Lydia Burris

Mage is an even more acute example. As the Technocracy-as-villain narrative has been intentionally subverted over time, we have seen the horror of Mage shift, holding up a dark mirror.  Mage is a game about a human being displaying enough hubris to believe they have the power to change reality and the wisdom to do it properly, and then act on that belief.  In many ways, the greatest enemy in Mage are the main characters, and every time you spend experience you are giving that villain more power.  While some view mages as a class of “others” like vampires or werewolves, they are arguably the most distilled expression of human existence in White Wolf’s canon of work.

When the villain lives in the mirror, the villain is humanity.

PentexartIt’s a little harder to see this theme in Werewolf. When you trace the Wyrm’s story, it doesn’t take  long to see the paragon of destruction as a victim, and that leaves the Weaver as the real villain. No matter how much emphasis you put on pattern spiders, or the Weaver’s other spirit minions, her greatest avatars are humans.  Pentex is seen as doing the Wyrm’s work, but they function as a strictly controlled and organized corporation.  I can’t think of anything more Weaver-like or symbolic of modern human advancement than the corporation.

That leaves Vampire, the largest and most financially successful game in the World of Darkness.  This is where these themes fall apart.  Humanity isn’t the primary villain in Vampire; Humanity is idealized in the system as its primary morality trait.  The hierarchy of sins for Humanity, which acts as an in-game guide to which actions will send a character into a crisis of morality, reveals a collection of scolds that elevate Christian moralism more than they reflect anything true about innate humanity.

The humanity dynamic is obviously inspired in part or whole by the challenges faced by Louis in Interview With the Vampire. The Embrace, the struggle with shame and guilt, and many of the social/political themes of Masquerade draw heavily on Anne Rice’s early work, and as a standalone piece inspired by and inspecting some of the questions Rice posed in her books, Masquerade holds up very well.  The problem is that White Wolf then published 4 more games that present a much less flattering view of humanity, and the new White Wolf has publicly stated they want to engage more fully with events from the real world.  In a world where Duterte not only exists but has a non-antagonistic relationship with America’s President, I have a hard time envisioning White Wolf engaging with real world events and political themes while presenting Humanity as a glorified ideal to which Vampires cling.

Are Paths the answer?

Vampire provides an alternative to Humanity in the form of the Paths of Enlightenment, which serve as alternate moralities a vampire can use to hold their beastly hunger in check.  In my personal experience, the Paths of Enlightenment become a way to get around tracking morality far more often than they prompt players to meaningfully inspect themes of self justification, which is how they were originally framed.  The burden of calling for morality checks falls on the ST, and in a Sabbat or Independent game where five players each have a different path of Enlightenment, knowing when a given player has violated their path is cumbersome enough that it is often ignored.

It is also wortTuskegee_University_sealh noting that the current relationship between speculative fiction and the idea of “The Other” is very different than it was in the early 90’s when the first edition of Vampire the Masquerade came out.  Vampire swept several issues related to humanity’s less savory tendencies under the rug.  Vampires aren’t sexist, because why would you care about gender when you are an immortal entity with no sex drive?  Young vampires wouldn’t enter the early days of their unlife with that perspective, though they might shift their views on gender after their first run in with a 500 year old female Tremere – assuming they survived the encounter.  

Additionally, our conversations around prejudice have become more nuanced. Claiming vampires become nothing more than ravaging beasts if they victimize people, regardless of their races, genders, sexual orientations, etc., while allowing humans to take similar actions with no repercussions creates some messy narrative dynamics.  A Kindred held to the sins of the path of humanity would fall to their Beast long before they got around to internalizing the “more enlightened” philosophies that allow them to resist that fall if you allow vampires to demonstrate the kind of monstrosity mortals have perpetrated during the Tuskeegee Syphilis Trials, or the Trail of Tears. As many players have pointed out, we shouldn’t minimize these horrors by pretending that only supernaturals are responsible for such acts in the World of Darkness.  In 2017 it’s hard to ignore these reflections of humanity and if we try to play Vampire without them the game ends up being reduced to little more than the urban fantasy escapism that the new White Wolf has said they want to avoid.

The Future

downloadWhite Wolf has announced that Vampire 5th Edition is slated for 2018, and they are planning on making some pretty dramatic changes to the systems, including changes to what the Beast represents.  If the Beast changes, then the relationship between the Kindred and their morality could change as well.  Personally, I’d like to see a core morality mechanic that emphasizes the creeping alien nature of immortality.  I would like to see a mechanic that accommodates what happens when a genocidal despot or a mass murderer styled after the likes of Dylan Roof is embraced without invoking a Path of Enlightenment that exists only in Vampiric society.  I want to see an edition of Vampire that joins the rest of the World of Darkness in forcing us to stare into the mirror to find our horror instead of allowing us to pretend that some alien other is the true monster in the night.

This may be a tall order, and I know that, like all changes to an established and loved product, a large swath of fans would protest a change to Vampire this drastic.  However, Twenty years of thematic development in the rest of the line and the goals laid out by the new White Wolf necessitate some shifts.  I can’t pretend to know exactly what this change would need to look like, but I think while Vampire 5th ed is in development it’s important to talk about our future hopes for the line, because White Wolf has reached out to their fans and by all indications is really listening to what we have to say.  Instead of just posing a solution, I would like to ask the question: “What morality dynamics would you like to see for Vampire 5th ed, and how can the game more acutely focus on the horror of the human condition instead of the evil of the alien vampire other?”

 

Victor Kinzer has been roleplaying since he first picked up Vampire Dark Ages in high school.  He nabbed it as soon as it was released (he might have been lusting after other Vampire books for a while at that point) and hasn’t looked back since.  He role plays his way through the vast and treacherous waters of north Chicago, and is hacking away at the next great cyberpunk saga at http://redcircuitry.blogspot.com/.  He is an occasional guest on Tempus Tenebrarum (https://www.youtube.com/channel/UCvNp2le5EGWW5jY0lQ9G39Q/feed), and is working to get in on the con game master circuit.  During the rest of his life he works in Research Compliance IT, which might inform more of his World of Darkness storylines than he readily admits.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.