The World of Darkness (Main Rulebook)

The World of Darkness (Main Rulebook) We Live Our Days Completely Ignorant Of The True Terrors Lurking Around Us Only Rarely Do Our Experiences Draw Back The Veil Of Shadows And Reveal The Horror In Our Midst These Glimpses Into The Supernatural Can Cause Us To Retreat Into Comforting Lies There Are No Such Things As Monsters Or Stir Our Morbid Curiosity Only A Few, However, Can Overcome Their Fear And Dare To Look DeeperThe World Of Darkness Rulebook Introduces A Version Of Our Contemporary World Where The Supernatural Is Real Players Join To Tell Tales Of Mystery And Horror, Where Theme, Mood And Plot Are Important To A Character S Experiences Than His Weapons Or Equipment Inside Are Rules For Character Creation, Task Resolution, Combat And Any Activity Your Character Attempts As He Delves Into The Shadows

Writer Game Designer White Wolf s World of Darkness and HDI s Fading Suns Sign up for emails about New Releases from Bill

➶ The World of Darkness (Main Rulebook)  Free ➬ Author Bill Bridges –
  • Hardcover
  • 222 pages
  • The World of Darkness (Main Rulebook)
  • Bill Bridges
  • English
  • 13 May 2018

10 thoughts on “The World of Darkness (Main Rulebook)

  1. says:

    Of all the things the New World of Darkness got right, I think this shines as an achievement Rather than spend each corebook rehashing common stats, that precious page space can go to important unique material It s a shame you have to pay for basic info, of course, but even this book alone tries to make it possible to role play a decent, engaging game I just see it as White Wolf trying to avoid clutter and over saturation with redundancies and it is a great indicator of how sexy and sleek the WoD is now for new blood and old fans.

  2. says:

    utter garbage, a system that doesn t work, does not offer procedures on how to use it when do we roll Why do we roll Who decides what happens in the shared imaginary space Answer the GM, at his whim, ignoring rules when he pleases, as they re expected to get in the way of fun anyways, hence the golden rule and the most ridiculous guidelines on how to be a GM make this steaming pile of manure a shining example of how to not create a game, any game.

  3. says:

    This is another somewhat dishonest review, since I don t know that I actually read this whole book Well, I think I did, but I did so in two parts I read the setting stuff fluff a while back, and thought it was well written, but basically just standard White Wolf World of Darkness stuff Not BAD, mind, just standard Didn t make me say damn, I want to run this game.This time, however, I was looking at the systems, because I was considering using this game to run some sort of Dark Ages fantasy game of unknown content or setting, and wanted to see if this seemed workable Also, I was just impelled by curiosity, because White Wolf tends to put out stuff that I really like conceptually, but then falls apart when I start rolling dice.To my pleasant surprise, the new Storytelling system seems pretty robust on the surface Granted, this book deals primarily with playing normal people, but for that function, it seems like the system works pretty well It s straightforward, seems reasonable easy to remember, combat looks like it should be really fast, and there aren t too many weird exceptions I m sure once you start piling powers and shit onto that, it gets much complicated and confusing real fast, but fortunately, if I m running a low fantasy game, that shouldn t be a huge issue And I m not quite up for trying to run a modern nWOD game yet, though I suppose the upcoming Hunter The Vigil could change that I think I m going to look over a couple options, and then start to try and make some kind of decision.In any case, it seems like a neat system, and could be fun to run play at some point I m sure there s broken stuff in it that I ve missed, but no system seems completely free of that sort of shit

  4. says:

    I think there are a number of things to balance in RPG rulebooks.Too little fiction leaves the novice gamer stranded, and even the experienced gamer has to work to get the world feel intended Too much gets in the way of the nuts and bolts, and delays the good part creating a character or scenario and actually playing the game.Too much emphasis on combat in the rule book tends to indicate that the game designers aren t really interested in role playing, and aren t likely to create materials which support the style of play I prefer True, a talented GM DM Storyteller whatever can run a game with a different slant than the game is designed to, but it s still discouraging to read a book which devotes three paragraphs to character development and background, and dozens of pages to bullet weights and impact ratios.The World of Darkness rule book, to my mind, is too heavy on fiction, but very reasonable in terms of amount of space devoted to combat I m looking forward to getting a chance to play in it.

  5. says:

    I ve owned this rule book for over ten years and have dipped into it before but not in any great depth I recently played a game run by the London Darkness Roleplaying Club and thoroughly enjoyed it I also picked up a mini iPad at the Same time so I thought I d read the whole book cover to cover I haven t done that since Call of Cthulhu 4th Edition came out.I admit that I m a big fan on the old classic World of Darkness games and I m not too keen on the re imagined books of the new series However, I have to admit that this is a very good rule book and these rules are much neater than the old games It s a shame that they didn t think to bring out classic WoD modules to accompany it I still can t see myself playing the new Vampire, Werewolf, Mage or Changeling but this book covers playing mortals something the original series didn t do.All in all, I think I ll try these rules out with my group and see if they like them.

  6. says:

    Possibly the best role playing game system I ve ever seen, a core rulebook allowing one to tell almost any kind of horror or ghost story imaginable, incredibly customizable the use of Vampire, Werewolf, Mage, Promethean, Changeling, Hunter, and Geist is only the barest edge of possibility with this system.

  7. says:

    Fun addition to the WOD universe, retold slower, intensely.

  8. says:

    It tries to pull away from crunchy systems but in doing so removes easy to decipher rules in favor of obfuscated systems It could learn a lot from OSR and PbtA systems.

  9. says:

    This has to be one of the best books I have ever used to play a RPG I am currently giving it away by leaving it at the college and hoping that they use it as much as I did back in the day.

  10. says:

    A great story telling game engine Well written with fiction included to set the mood Recommended

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