[newbie] World of Darkness, need some information please

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Archived from groups: alt.games.whitewolf (More info?)

Hallo all,

I'm new to this group and to the World of Darkness. Currently I play in a
couple of D&D parties, so I'm familiar with roleplaying though.

I was browsing the White Wolf internet site today, and I downloaded the free
introductionary scenario. I would like to ask a couple of questions about
the World of Darkness, and White Wolf in general.

If I'm not mistaken, the world of darkness is the campaign setting, for
which several other books are available. What books do you need to start a
campaign?

Do you need a sort of 'dungeon master' as per D&D to run a game? Is there a
minimum number of players required?

I think WoD is more story telling than D&D, am I right about this?

I'm a total newb, please excuse me for any silly question.
Thanks in advance,

Maarten
 
Archived from groups: alt.games.whitewolf (More info?)

In the borning days of the third millennium, Maarten wrote:
>Hallo all,
>
>I'm new to this group and to the World of Darkness. Currently I play in a
>couple of D&D parties, so I'm familiar with roleplaying though.

Welcome to the adult table. 😉

>If I'm not mistaken, the world of darkness is the campaign setting, for
>which several other books are available. What books do you need to start a
>campaign?

It's more like a seperate system than a campaign world. It doesn't use the
d20 system. The mechanics are referred to as the Storyteller system. The
only dice you need are d10, but you need a bunch of them (10-15 should be
sufficient). The emphasis is more on the story and character development,
less on the detailed mechanics. If you make a character, it is recommended
that you come up with a credible backstory and personality before you start
putting numbers on paper.

They just recently did a total reset on the WoD, so this is a good time to
pick things up. The only book you absolutely *need* is the main World of
Darkness rulebook. This has the basic rules for running a game.

However, there are three main gamelines that exist in the WoD: Vampire,
Werewolf, and Mage. 'Vampire: the Requiem' (White Wolf is very fond of
colons) is out already. It has the special rules for creating and running
games where the players are vampires. 'Werewolf: the Foresaken' comes out
next month, and 'Mage: the Awakening' comes out in the spring.

>Do you need a sort of 'dungeon master' as per D&D to run a game? Is there a
>minimum number of players required?

The WoD equivalent of a DM is the storyteller. He pretty much fills the same
role. The minimum requirement is one storyteller and one player.

>I think WoD is more story telling than D&D, am I right about this?

You are correct, sir.

>I'm a total newb, please excuse me for any silly question.
>Thanks in advance,

No problem.

--
Brian Merchant (remove 'remove' and 'example' from email)

Puritanism didn't keep the puritans from sinning, it just kept
them from enjoying it.
--Father Joe Breighner
Country Roads
 
Archived from groups: alt.games.whitewolf (More info?)

Maarten wrote:

> Hallo all,

Hello!

I don't think we've seen a New Guy in, like, half a year. Stupid
imminent death of USENET.

> I'm new to this group and to the World of Darkness. Currently I play in a
> couple of D&D parties, so I'm familiar with roleplaying though.

> I was browsing the White Wolf internet site today, and I downloaded the free
> introductionary scenario. I would like to ask a couple of questions about
> the World of Darkness, and White Wolf in general.

'Kay.

> If I'm not mistaken, the world of darkness is the campaign setting, for
> which several other books are available. What books do you need to start a
> campaign?

That depends on what version you want to play in.

Up until very, very recently, the World of Darkness was a set of six or
seven game lines with massive numbers of supplements. You can ignore
the next four paragraph if you're not interested in past versions of the
game.

IGNORABLE PARAGRAPH #1: Each game had its own corebook. The games (and
corebooks) were called Vampire: The Masquerade, Werewolf: The
Apocalypse, Mage: The Ascension, Changeling: The Dreaming (discontinued
early), Wraith: The Oblivion (cancelled), Hunter: The Reckoning, and
Demon: The Fallen. There was also a limited series game called Orpheus,
and several supplemental games without the core rules built into them
(requiring another corebook to play), called Kindred of the East and
Mummy: The Resurrection.

IGNORABLE PARAGRAPH #2: These games started thirteen or so years ago,
and had a huge following. However, they got really clogged with
material, and it became very intimidating for new people to start -- who
wants to start playing a game where the basic set of books is considered
to be the corebook plus five or six more hardcovers?

IGNORABlE PARAGRAPH #3: So White Wolf ended those game lines, by
destroying the world they were set in. Since the last edition of all
those game lines had been about the imminent end of the world, this
wasn't inappropriate.

IGNORABLE PARAGRAPH #4: If you want to play one of the previous versions
of the World of Darkness, you'll have to track down one of the
above-mentioned corebooks. Be aware that the systems and settings are
incompatible with the current WoD, and the books themselves are out of
print and may be hard to find.

(That's done, now, on to the current stuff.)

In order to start playing a (current) World of Darkness game, you just
need the corebook, called The World of Darkness. It looks like this:

http://secure1.white-wolf.com/catalog/product_info.php?products_id=488

It contains the a brief description of the setting (which boils down to
"Like our world, except kinda like in those horror movies where nobody
believes in ghosts and things but they exist anyway behind the scenes,
and occasionally somebody runs into them and bad things happen"), and
the core rules for mortal characters.

Only mortal characters, mind. It also has rules for ghosts, but not as
player characters.

(It's a good set of rules, BTW.)

If you want to play a monster, you'll need one of the supplementary
books. At the moment, there is only one. It's called Vampire: The
Requiem. It looks like this:

http://secure1.white-wolf.com/catalog/product_info.php?products_id=489

(Only a bit shinier, because the cover is printed in metallic ink that
you can't really see on a computer screen.)

At the moment, those two are the only two books published so far for the
(current) World of Darkness. You need The World of Darkness in order to
use Vampire: The Requiem -- it's not stand-alone. (This is a major
departure from previous versions of the game.)

Additional World of Darkness games will be published in the future.
We're all eagerly waiting for Werewolf: The Forsaken (due out in April
2005), and Mage: The Awakening (due out probably summer 2005).

In addition, supplements for the existing game lines will be published
-- they're all going to be hardcover, and White Wolf is trying for two
every month. November is kinda weird because it has October and
December's release schedule squished into it, but we're looking at
Coteries, Nomads, and Rites of the Dragon (all Vampire supplements) and
Ghost Stories and Antagonists (both general World of Darkness
supplements) all due out by the end of November.

But as usual, you don't need supplements. I could see running a solid
mortals-only horror game with just The World of Darkness, and I can
easily see running a solid game of vampires with just The World of
Darkness and Vampire: The Requiem.

> Do you need a sort of 'dungeon master' as per D&D to run a game? Is there a
> minimum number of players required?

The dungeon master / game master / referee player is called the
Storyteller, and yes, you need one. The minimum number of players would
be 2 -- one player and one ST -- and the maximum is, as usual, however
many you can get together in one room and not have the game dissolve
into endless arguments over what'll be on the pizza.

> I think WoD is more story telling than D&D, am I right about this?

It /aims/ to be. It's even in the name -- the system behind the
(current) World of Darkness is even called the Storytelling System
(previous versions used a slightly different system called the
Storyteller System).

However, in practice, you can use it to do the same sort of play style
you can do in D&D, just as there isn't really anything in D&D that
prevents you from running it as a story telling game.

The system /is/ somewhat tailored more towards coherent narratives, though.

> I'm a total newb, please excuse me for any silly question.

You haven't asked any silly questions yet.

> Thanks in advance,

This is a "You're welcome" in advance, then -- I hope you found my post
helpful and informative.
--
Stephenls
Geek
"I'm as impure as the driven yellow snow." -Spike
 
Archived from groups: alt.games.whitewolf (More info?)

"Brian Merchant" <remove.cheebie2001@comcast.example.net> wrote in message
news:r43ao0h3uv176fia9hhnj47i792uf1j246@4ax.com...

> They just recently did a total reset on the WoD, so this is a good time to
> pick things up. The only book you absolutely *need* is the main World of
> Darkness rulebook. This has the basic rules for running a game.
>
> However, there are three main gamelines that exist in the WoD: Vampire,
> Werewolf, and Mage. 'Vampire: the Requiem' (White Wolf is very fond of
> colons) is out already. It has the special rules for creating and running
> games where the players are vampires. 'Werewolf: the Foresaken' comes out
> next month, and 'Mage: the Awakening' comes out in the spring.

Actually, Werewolf comes out in February next year, and Mage sometime in
summer/autumn (possibly in time for GenCon).

Imran
 
Archived from groups: alt.games.whitewolf (More info?)

In the borning days of the third millennium, I. Inayat wrote:
>Actually, Werewolf comes out in February next year, and Mage sometime in
>summer/autumn (possibly in time for GenCon).

*Checks release schedule

*Swears prolificly

Now I have to revise the Christmas list I gave my wife. Somehow I got it into
my head Werewolf came out in November.

--
Brian Merchant (remove 'remove' and 'example' from email)

Puritanism didn't keep the puritans from sinning, it just kept
them from enjoying it.
--Father Joe Breighner
Country Roads
 
Archived from groups: alt.games.whitewolf (More info?)

Maarten wrote:

> Hallo all,
>
> I'm new to this group and to the World of Darkness. Currently I play in a
> couple of D&D parties, so I'm familiar with roleplaying though.
>
> I was browsing the White Wolf internet site today, and I downloaded the free
> introductionary scenario. I would like to ask a couple of questions about
> the World of Darkness, and White Wolf in general.
>
> If I'm not mistaken, the world of darkness is the campaign setting, for
> which several other books are available. What books do you need to start a
> campaign?

All you really need is the World of Darkness Corebook, if you'd like
to run a game using human beings as the PCs. You can throw them up
against just about anything your imagination can conceive (the setting
is very Cthuluesque in my opinion.)
If you would like to run a game where the PCs are vampires, then
you'd also want to pick up Vampire: the Requiem. You could wing it with
just the core book, but V:tR lays everything down for you.
Werewolves and Mages are still forthcoming. Given that you're just
beginning to look into the World of Darkness, you're probably better off
just sticking with the new books, although you can check out some old
edition books if you can find them.

> Do you need a sort of 'dungeon master' as per D&D to run a game? Is there a
> minimum number of players required?

Yes you need a Dungeon Master, or a Storyteller as White Wolf calls
it. Almost all tabletop RPGs require someone in control to describe how
the world unfolds before the players.
There is no minimum or maximum, although three to five players plus a
Storyteller tends to be the ideal size (in my opinion.) You can run a
game with one player and one Storyteller though, if you like.

> I think WoD is more story telling than D&D, am I right about this?

Generally, yes. This has been both a blessing and a curse in the past,
but I find the White Wolf setting is much more conducive to
plot-building games. Combat is less a requirement and more an option
(sometimes a last resort.)

> I'm a total newb, please excuse me for any silly question.
> Thanks in advance,

No problem, my friend. Welcome to a new experience, I hope you enjoy it.
 
Archived from groups: alt.games.whitewolf (More info?)

Stephen Williams wrote:
>
> All you really need is the World of Darkness Corebook, if you'd like
> to run a game using human beings as the PCs. You can throw them up
> against just about anything your imagination can conceive (the setting
> is very Cthuluesque in my opinion.)

Another good analogy for a human-centric game is a (possibly) more overtly
supernatural version of "The X-Files".

--
Christopher Adams - Sydney, Australia

"The least Charles could have done", said Constance, considering seriously,
"was shoot himself through the head in the driveway."

- Shirley Jackson, "We Have Always Lived In The Castle"