Generally, the world of gaming is infected with stereotypical fantasy worlds and science fiction motifs. It is prevalent among video games and board games alike. Even the famed Zombie ideal is starting to become sickeningly overdone. However, in between these other games we occasionally get a few really great games with a darker tone of the beloved horror genre. White Wolf's The World of Darkness is one such game. One of my most preferred weekend activities is to play table-top role-playing games. Particularly I enjoy games that require heavy story telling elements such as this game does. (The system it uses is called, after all, the Storytelling System.) As a writer it is an exciting and lucrative practice to create a story in collaboration with a group of 3 to 6 other people.
Usually, the typical gamer I encounter prefers games that are rules and number heavy. Games such as Wizard of the Coast's Dungeons and Dragons and Monte Cook's Numenera focus on fantastical worlds, epic player characters, and a heavy smothering of rules and dice systems. Even though this is what my gamer friends usually prefer I generally find them suffocating after some time. I prefer my games to have heavy story elements, relatable and realistic characters, and a light rules system.
For those of you who don't know what a table-top role-playing game is, let me explain. This game is like to playing a video game/board game mash up. Instead of having the computer generate a character, players make one up on paper without the aid of a computer program. Additionally, all of the character actions are measured by rolling dice, similar to a board game. The most important element of this type of game is the player's imaginations. The story, world, and all the events that happen therein are created by the imaginations of the players.There are no graphics or game pieces. Everything takes place in the theater of the mind. The use of numbers and dice are meant to help propel this experience and not be the experience itself.
The World of Darkness, published originally by White Wolf Game Studio, is a game with a modern gothic horror setting. The characters which the players take control of are normal every day human beings. They live normal lives. That is, until they are initiated into a world which hides in the deep shadows around them, a World of Darkness!
Usually, the typical gamer I encounter prefers games that are rules and number heavy. Games such as Wizard of the Coast's Dungeons and Dragons and Monte Cook's Numenera focus on fantastical worlds, epic player characters, and a heavy smothering of rules and dice systems. Even though this is what my gamer friends usually prefer I generally find them suffocating after some time. I prefer my games to have heavy story elements, relatable and realistic characters, and a light rules system.
For those of you who don't know what a table-top role-playing game is, let me explain. This game is like to playing a video game/board game mash up. Instead of having the computer generate a character, players make one up on paper without the aid of a computer program. Additionally, all of the character actions are measured by rolling dice, similar to a board game. The most important element of this type of game is the player's imaginations. The story, world, and all the events that happen therein are created by the imaginations of the players.There are no graphics or game pieces. Everything takes place in the theater of the mind. The use of numbers and dice are meant to help propel this experience and not be the experience itself.
The World of Darkness, published originally by White Wolf Game Studio, is a game with a modern gothic horror setting. The characters which the players take control of are normal every day human beings. They live normal lives. That is, until they are initiated into a world which hides in the deep shadows around them, a World of Darkness!
Playing this game is like being able to act in your own horror movie or like writing a story of horror fiction with the help of the a few other players. Possession, haunted apartments and houses, cursed woods, and demonic rituals are all prevalent in the world. These are all the things that hide just beneath the surface, just out of view of the human eye. Basically, whatever horrible thing that players can imagine may surface in the game.
For a role-playing game the rules and dice system are relativity straight forward and easy. The rule book is comparatively thin and easier to read. However, those who are new to role-playing may find it to be complicated and taxing if they've never experienced a game like this before. But once you start playing--just like any other board game--you quickly get the hang of it.
Before playing the gaming group will need to get together to make some preparations. Each player makes a character that they want to represent them in the game world. They do this on a specified "character sheet" that outlines their normal abilities, skills, occupation, name, etc. One player, however, will not make a character. He is selected beforehand to act as "the storyteller." He will act as a guide for the game. Instead of making a character he prepares a story scenario that will effect the players. This may require making up locations, monsters or antagonists, and other non-player characters. Based off the wealth of information provided in the rule book he creates a structured environment for the characters to inhabit.
For a role-playing game the rules and dice system are relativity straight forward and easy. The rule book is comparatively thin and easier to read. However, those who are new to role-playing may find it to be complicated and taxing if they've never experienced a game like this before. But once you start playing--just like any other board game--you quickly get the hang of it.
Before playing the gaming group will need to get together to make some preparations. Each player makes a character that they want to represent them in the game world. They do this on a specified "character sheet" that outlines their normal abilities, skills, occupation, name, etc. One player, however, will not make a character. He is selected beforehand to act as "the storyteller." He will act as a guide for the game. Instead of making a character he prepares a story scenario that will effect the players. This may require making up locations, monsters or antagonists, and other non-player characters. Based off the wealth of information provided in the rule book he creates a structured environment for the characters to inhabit.
After the initial preparations the players can then jump in and play. Players take turns deciding what their character might do in any given situation. Sometimes players may turn on one another, other times they may choose to help or save other players. It all depends on how the story plays out. The storyteller this whole time is describing the events as they happen, telling them what the demonic ghosts or monsters may be doing, and helping to referee the game. Overall, it is an engaging, engrossing, and enjoyable experience for the entire group.
In some cases players may be initiated into the world of darkness and become a monster themselves. These types of events require extra source books such as Vampire: The Requiem or Werewolf: The Forsaken. Although I enjoy these books and the way they branch out I much prefer playing "vanilla" World of Darkness. I am a big fan of horror movies and survival horror video games. Playing as only humans in the game makes for a great experience in the vein of classic horror. Although, I am not adverse to having an Underworld type experience where all the players are vampires or werewolves.
The core rule book on its own is a great and usable source for a fun night of horror gaming. The book has some great pieces of urban gothic art in it. Obviously, not all of these are created equal, but overall the presentation is edgy and beautiful. Additionally, the book is filled to the max with flavor text. Little snippets of fiction help bring the game rules and descriptions to life and makes them more understandable. Occasionally, the rules or the fiction can feel long winded or dragged out, as if it is just there to take up space. However, this is such a minor thing that it is easy to overlook. The book itself is well organized and easy to read. It is relatively easy to find and understand all the rules in the game, which is something I can't say for most other role-playing game core books.
There are many extra source books for this game that are meant to expand the world. There are books that give descriptions and rules for specific locations, urban legends, enemies, and character bonuses. Many of these books are great ways to help expand the game, but if you have a group of imaginative and creative players (especially the storyteller) you may find you'll never need the extras because you could come up with them on your own. This is also the newer revised edition of the game. Many gamers prefer the older games but I started gaming with the newest versions and prefer them.
In some cases players may be initiated into the world of darkness and become a monster themselves. These types of events require extra source books such as Vampire: The Requiem or Werewolf: The Forsaken. Although I enjoy these books and the way they branch out I much prefer playing "vanilla" World of Darkness. I am a big fan of horror movies and survival horror video games. Playing as only humans in the game makes for a great experience in the vein of classic horror. Although, I am not adverse to having an Underworld type experience where all the players are vampires or werewolves.
The core rule book on its own is a great and usable source for a fun night of horror gaming. The book has some great pieces of urban gothic art in it. Obviously, not all of these are created equal, but overall the presentation is edgy and beautiful. Additionally, the book is filled to the max with flavor text. Little snippets of fiction help bring the game rules and descriptions to life and makes them more understandable. Occasionally, the rules or the fiction can feel long winded or dragged out, as if it is just there to take up space. However, this is such a minor thing that it is easy to overlook. The book itself is well organized and easy to read. It is relatively easy to find and understand all the rules in the game, which is something I can't say for most other role-playing game core books.
There are many extra source books for this game that are meant to expand the world. There are books that give descriptions and rules for specific locations, urban legends, enemies, and character bonuses. Many of these books are great ways to help expand the game, but if you have a group of imaginative and creative players (especially the storyteller) you may find you'll never need the extras because you could come up with them on your own. This is also the newer revised edition of the game. Many gamers prefer the older games but I started gaming with the newest versions and prefer them.
Summing it Up
The World of Darkness is by far my favorite table-top game, role-playing or otherwise. It captures the dark mood of modern horror films and horror novels like no other game I've played. It also facilities a never ending open world of opportunities to work with. The rules are realistically simple and straightforward and the gameplay is imaginative and engrossing. However, this game is not for everyone. It is a little more time consuming than most board games, especially if you include the preparation time. Some new players may find the rules to be too much but such is the nature of a role playing game. But, if you have a group of willing and creatively minded players this is one of the best games on the market.
Language: 5
Gore Factor: 4
Sex Factor: 4
Scare Factor: 3
Fun Factor: 5
Overall Rating: 5
Language: 5
Gore Factor: 4
Sex Factor: 4
Scare Factor: 3
Fun Factor: 5
Overall Rating: 5