Fri
Nov 30 2012 11:00am
The World of Darkness Shines When It Abandons Canon

The World of Darkness shines when it abandons canonThe World of Darkness is best when it abandons objective truth. Luckily, the new World of Darkness is built on the kind of book where the “Abandon All Canon Ye Who Enter Here” logic creeps in, and the game is vastly the better for it. Whether you play an out of the box World of Darkness game, a modern horror game using the Storyteller mechanics, flip through the books to find system neutral ideas for another game entirely, or if like me you use bits and pieces to run a dark fantasy game, we all win when the World of Darkness plays fast and loose with canon.

The World of Darkness shines when it abandons canon

The old World of Darkness—the world of Vampire: the Masquerade and Werewolf: the Apocalypse—gave way to the new World of Darkness, where the Masquerade was replaced by the Requiem, the Apocalypse by the Forsaken. A big part of the shift was mechanical, replacing some core rules that resulted in statistical anomalies, and another part was streamlining, winnowing the wheat from the chaff, going from thirteen vampire clans and werewolf tribes to five for each, with the same logic carried through to Mage, as it went from the Ascension to the Awakening. Still, that wasn’t the part that caught everyone’s attention; what people were talking about was how the new World of Darkness was getting rid of the metaplot.

Personally, I never minded the metaplot because…well, because I ignored it most of the time. I saw the metaplot as sort of “White Wolf’s story,” and while at points I was charmed by it—Ends of Empire was a great book, and the onrushing armageddon created a tense atmosphere—I felt free not to pay any attention to it when running my own game. A much bigger problem for me was the philosophy of “filling in the nooks,” where every tiny corner of the world and era of history was labeled and accounted for, sometimes in overlapping and contradictory ways. The old World of Darkness was crowded, and because of the “escalating mystery” where each book tried to one-up the last in terms of even more secret even more magical back story, it just didn’t feel like there was a lot of room left to tell new stories.

All that is blissfully gone in the new World of Darkness. From a default position the game assumes that everything in a sourcebook is something you might use. That little ontological gem is something that carries through the entire publishing line, making it all the stronger. As I mentioned before, when that attitude reaches its apotheosis, the World of Darkness really soars, both in the broad context of the entire line, the narrower context of a single game line, or in the most specific of contexts, in a single book that provides an optional tweak, critter, or paradigm.

The World of Darkness shines when it abandons canonBooks like Armory Reloaded, Second Sight and Reliquary are great examples of the first sort (as is previously mentioned Mirrors). Armory Reloaded provides dozens of optional combat mechanics that you can feel free to house rule into your game, or even just use for a single session. Want grittier combat? More cinematic combat? Less lethal combat? You can pick and choose, which is exactly the kind of “tool box” approach that I want from a sourcebook. Reliquary provides rules for “magic items” in a horror context, from crystal skulls to Shakespeare’s lost play about witches, along with rules for making your own artifacts. Second Sight has rules to add psychics and non-Mage magicians to your game by using Merits. You don’t need these books to play the game, but they provide options, which makes them invaluable.

The World of Darkness shines when it abandons canonWithin a game line, the ideology of presenting non-canon options and letting the Storyteller take their pick flourishes. Take Vampire: the Requiem for example. There are groups like VII that are presented as essentially enigmatic in the bulk of the published material. They are the killers of killers, the vampires who assassinate other vampires…but what is their deal, man? Well, their sourcebook, VII doesn’t so much tell you as provide three different possible answers to that question. Take your pick, or cannibalize them for your own take, or…well, do whatever you want, it is your game! Other books are even more extreme; Mythologies—another personal favorite—presents possible origins of the vampire condition, various alternate modes of vampirism and new spins on the vampiric myth, and a host of strange antagonists and curses.

The World of Darkness shines when it abandons canonDanse Macabre similarly provides new takes on old organizations, like the pseudoscientific Ordo Dracul reimagined as a 1%er motorcycle club called the Brides of Dracula, brand new organizations—the Holy Engineers read like insane rantings, receiving messages from the Angel of Death via the God Machine in Orion’s Belt—and a bunch of new rules for replacing Humanity with Atrocity, or anchors to loved ones, or as a system for developing new vampiric weaknesses. Magnificent. Requiem Chronicler’s Guide has a lot of the same stuff, as well. Use them if you want, ignore them if you don’t, or more likely than either bust the ideas apart like Legos and use them to build something new.

The World of Darkness shines when it abandons canonI know I’m talking about Vampire a lot, but that is just because it is my particular poison. The other lines are the same way; heck, Promethean: the Created with it’s “alchemy and hobo signs” flair,is one of the limited lines, with only five books, and three of those books—Magnum Opus, Strange Alchemies, and Saturnine Night—are all collections of possible rules, of theoretical new types of animated undead, previously unknown subtypes of the existing lineages, strange nuclear creatures, and science-fiction Frankenstein Monsters. Personally, I ignore the monsters and give powers out of them to any kind of science fantasy monster that I feel like. Heck, if you squint at the Hunter: the Vigil rules on Dread Powers and the supernatural, that whole game is built to use all the other books as optional, which is an ethos I can get behind.

The World of Darkness shines when it abandons canonThen there are books like Innocents. Big idea books that exist untethered to the core setting or any particular game. Innocents is a rule set for how to play children in the World of Darkness, giving you the tools to build campaigns that vary in tone from The Goonies to The Exorcist or Let the Right One In. Similarly, Inferno has unique rules for playing mortals touched by the diabolical. From infernal pacts to demonic possession, Inferno has suggestions how it can be run stand-alone or integrated with one or all of the other game lines. Book of the Dead has rules on the Underworld—as a big fan of the old World of Darkness game Wraith: the Oblivion’s grim afterlife, I picked this one right up—and how it can be integrated into the cosmology of your game…if you want to. Which really is the point, at the end of the day. It is our game, the Game Master and the Player’s. Providing a modular world lets your customer use the product in the way most effective for them. To tell the story we want to tell.


Mordicai Knode is a big fan of using the new World of Darkness for things like zombie survival or escape the slasher, rather than the typical “you play the monster” game. His Tumblr is usually filled with pictures to nap as props for those games, and you can hit him up on Twitter to tell him about your game.

17 comments
Mordicai Knode
1. mordicai
To nab as props, not nab, but you get what I mean.
Jack Flynn
2. JackofMidworld
Intriguing. It's been years since I sold off my stack of WoD books but I loved the way they tried to create an overarcing world where you could be, well, anything. Heck, even without a gaming group, I kept buying books for a while, just to read the histories they made up (I wrote off the contradictions to the Obi-Wan Theory - as in, "...from a certain point of view"). I wonder if they're going to come out with a new set of novels to go along with the new system.

If nothing else, I'm more excited about this than the new D&D system.
Mordicai Knode
3. mordicai
2. JackofMidworld

I'm a huge booster of the Do-It-Yourself World of Darkness community, not least because it is what I actually use. The big difference between the old World of Darkness & the new is that the old was an enumeration of all the things you could be...& the new is a list of all the things there might be. A small tonal shift with huge ripples.

I believe there are at least SOME novels?

Anyhow, if you try running a tool box World of Darkness game, make sure you fill me in, I'm curious how it goes for you.
Kate Keith-Fitzgerald
4. ceitfianna
This is always how I've played World of Darkness, treating their canon as completely optional. I've only played a little of the new WoD, one werewolf game set in New Zealand that was a lot of fun. What I've done instead is take a oWoD character and made them work in a journaling RP setting, a pooka character. I found that I was able to make her work by doing what I would do in running a game, take what I like and leave the rest. I mainly play in panfandom games and its great to have that kind of character interacting with people like Dracula.

What I've always loved most about WoD is the world ideas and then wondering how the creatures and everyone reacts together. I think its why I like Marvel as well, it and WoD share some of the same ways of approaching the unusual, look at it through the lens of story and emotion. Now I want to go poke around in WoD stuff.
Dr Ether
5. Dr Ether
Perfectly sums up my view of the nwod. The do it your self approach to new wod is one of the highlights. I will make sure to cross post this to the Darker Days Radio communit, a wod podcast I cohost
Cain Latrani
6. CainS.Latrani
This is pretty much what I did with the old WoD.

I loved the games, but have never really been able to adjust to the new ones. I'm probably too invested in the old WoD to ever really adjust. That aside, I never paid any heed to their metaplot, and just used whatever I needed to run my games anyway.

Fun times, those.
Mordicai Knode
7. mordicai
4. ceitfianna

This is true; I'm not a pangenre gamer, but I remember the days of (ugh, I am old) AOL chat rooms, where basically all the roleplaying was pangenre...well, & every vampire was like a 4th generation half-fey abombination, but that is another issue entirely. As I've grown older, I actually REALLY want to mix & match my games; have vampires taking bat-themed powers from the Changing Breeds book, have menehune who are fey with Spirit Gifts, whatever. Yes! Also, the fact that an open-ended setting like the new WoD creates a more cogent framework for crossovers.

I should also mention that it works for totally abandoning the frame of vampires & werewolves (& bears, oh my!) as well; my personal campaign, as I mentioned, is a High Weird Low Magic Science Fantasy game...

5. Dr Ether

Hey, thanks for the signal boost! I'll take a look at your podcast; I admit I'm not really a podcast listener, but maybe I can change my ways? I want to see a thriving DIY WoD community!
Dr Ether
8. Dr. No
The "New" World of Darkness is great for "gamers" who want a rules heavy soulless experience with none of the engaging mythology that the original had to offer. The music refrences and significant goth/punk rebel may care attitude are all but jettisoned in this lackluster version. It you loved the Star Wars prequels, New Coke and/or your favorite band
without any of it's original members then this "version" of White Wolf's franchise is for you. It may be a better "game" but for everyone that loved the original being a cultural force of nature then by comparison it's sorely lacking.
Mordicai Knode
9. mordicai
8. Dr. No

I'm not sure I entirely grasp your point, since the premise of the argument that in fact stripping the game of it's mythology & doing whatever you want is a great idea. That is...a type of soda you don't like? I'm unclear.
Dr Ether
10. Dr. No
There was a time in the 1990's where White Wolf's Vampire: The
Masquerade was arguably the third largest Vampire franchise in the world behind Bram Stoker's Dracula and Anne Rice's Vampire Chronicles. This was in spite of the fact that it was a role playing game. Not because of it. The mythology as created under this moniker of the franchise was unique, genre defining and litterally changed the face of not only role playing games but the greater Vampire mythology worldwide from that point forward. (Blade, Underworld, Twilight, True Blood, The Vampire Diaries, etc.)

Simply put, there were vampire myths and culture before Vampire: The Masquerade and then there was the world after. Not since Anne Rice's Vampire Chronicles that was originally written in the 1970's had something so drastically changed the very fabric of vampires as a part of the ongoing modern mythology. Vampire: The Masquerade quite litterally redefined the Vampire myth as we know it today and that had
NOTHING to do with it being a role playing game or how good the "rules" were. Stripping the classic mythology out of the World of Darkness to "do whatever you want" is akin to turning Anne Rice's The Vampire Lestat into a pop-up choose your own adventure book.
Mordicai Knode
11. mordicai
10. Dr. No

Oh! I'm still not sure I understand your point; are you saying that someone else playing the game a different way hampers your ability to enjoy the worldbuilding of the old World of Darkness? Because for me, even though I enjoy using the new World of Darkness as a mechanical system-- because I am a roleplayer, & I enjoy roleplaying games, but often want to tell my own story-- it doesn't detract from the fact that I still have an entire book shelf of old Vampire: the Masquerade, Wraith: the Oblivion & Changling the Dreaming (I've got 'em all except that dang Dark Ages: Fae) books.

I sort of feel like there is some dogmatic line in the sand here but I'm not sure...what it is? Even your example-- a Choose-Your-Own-Adventure The Vampire Lestat-- sounds pretty cool. You don't think that would be fun? You could choose whether you want to embrace your mom or your friend right at the outset, try to rescue Magnus from the fire, deal with Those Who Must Be Kept in all sorts of different ways...yeah, that sounds neat.

Do you only play classic World of Darkness? I mean, I play a lot of different RPGs. I don't even play just one big World of Darkness game-- we recently played a WoD zombie survival horror game, I had a guest spot in a V:tR game that was mostly a "vampires & mages" campaign, & like I said, I run my Weird Fantasy campaign on the World of Darkness system, but that is hyper stripped down, shedding most of the worldbuilding so that I can do my own. I like worldbuilding; that is the kind of Storyteller I am. Then again, I play AD&D on the weekends, too, & that is even less the World of Darkness.

I guess the disconnect here is...why are you upset that someone might...do something different with the game than you? If you want to play using old World of Darkness...well, you're in luck? Since they are publishing content for the "classic" WoD again? I do think that a lot of the oddity of the old WoD-- the tangle of 13 clans versus the simplicity of 5 clans-- is missing, sometimes. Then again, if I wanted to...I could use the fact that the nWoD is built for Storyteller customization to just pop the 13 clans into my game. I'd probably keep the V:tR rules on bloodlines though, since they are much more flexible & better designed. I like the Camarilla & the Sabbat, too; maybe I'd keep them & keep the things like the Invictus & the Ordo Dracul around as conspiracies within those sects? & see, that is my point, I guess, in a nutshell-- that using it as a toolbox is a lot of fun.
Dr Ether
12. Dr. No
Lord of the Rings and Star Wars shine when they abandon cannon. Guns ‘N Roses better without the band! Forgotten Realms more compelling without Drizzt and Dark Elves!

Do these things sound completely ridiculous to you? Well that’s because they are. The very premise that the World of Darkness franchise is better, and “best” served when it abandons any of the core value propositions and unique mythology that originally set it apart from any other role-playing game or Vampire/horror mythology isn’t just wrong, it’s dead wrong and absolutely rubbish.

Let’s take Lord of the Rings and Star Wars as franchises by way of comparison. Would these franchises mean much of anything without the compelling mythology and stories that brought them to life? The stories and the mythology are what made these originally and iconic. They became a cultural phenomenon’s because they offered a compelling rich mythology that also tapped into a cultural identity. Can you imagine these iconic franchises as “just a set of rules” with no real backbone or cultural relevance? If you are thinking well that’s what the Star Wars prequels descended into then you would be correct. The concept that the World of Darkness franchise is better because White Wolf gutted the original mythology and just made the “game rules better” is akin to making an argument that the Star Wars prequels are better because they had better special effects. Or that the current Axl Rose “version” of Gun’s and Roses’ (without any of the original band) is better because he’s hired a bunch of “technically superior” studio session musicians.

The World of Darkness and Vampire in specific was a franchise built on the very premise that “the rules don’t matter”. The rules are only a necessary evil if you must to help the story along. The World of Darkness built its very identity on its mythology, cultural relevance and being a compelling franchise by NOT being a D&D type “rules first” RPG. There are many flaws with this “New” version but the single biggest flaw is the blatant betrayal of the core values that the franchise was built upon.

The “New” World of Darkness’ strongest selling point (being this is a toolbox RPG first and foremost) is and of itself the very antithesis of what made the franchise a global phenomenon in the first place.

The New World of Darkness does nothing to aspire to be anything more than what it is, that being simply a role play game about supernatural creatures. Wizards of the Coast have suffered a similar fate with their 4th Edition Dungeons & Dragons as it suffered many of the same flaws as the New World of Darkness. Those being that in the end these games were lackluster “in name only” versions compared to what came before.

There is a reason True Blood, Underworld and Blade are arguably bigger and better franchises despite the fact that like the New World of Darkness they are all obvious rip offs of it. They at least had the common sense to rip off the best parts of the franchise, those being the story and the mythology. The New World of Darkness is little better than a photocopy of a photocopy. It feels flat and as was said before aspires to little beyond what it is. As a “toolbox” RPG if it wasn’t named World of Darkness it would be OK. Not great and not terrible. It’s better than GURPS, but far less than D20 by a wide margin.

As a franchise called “World of Darkness” there is a reason this version doesn’t have comics, cards, toys, video games or a TV series based upon it. This version may have better "rules” but that’s not what the World of Darkness Frachinse was ever about in the first place.

The World of Darkness is absolutely NOT best when it abandons objective truth. It completely loses the soul that it had and is little more than the very games it once defined itself against.

We do NOT win when the World of Darkness plays fast and loose with canon.

Call this version whatever you like but give is back a "World of Darkness" franchise that had heart and defined itself by not by its “game rules” but by its culture and its social relevance!
Mordicai Knode
13. mordicai
Lord of the Rings and Star Wars shine when they abandon cannon. Guns ‘N Roses better without the band! Forgotten Realms more compelling without Drizzt and Dark Elves!
What, Forgotten Realms without canon, like...some sort of...open license for gaming? Some kind of...story neutral framework that would allow people to use the d20 system in order to tell a story according to their own campaign setting? Shoot, that...sounds like it could...create a renaissance in the industry & a flourishing of interesting third party products? Actually...when you say it like that it sounds pretty great! & the OGL was pretty great. Now that you mention it, I should write a post about how I want the World of Darkness to come out with something similar. Good idea! Thanks

You seem pretty dogmatically opposed to the new World of Darkness. That sounds exhausting. Me? I like Lord of the Rings. I like Star Wars. I like Vampire: the Masquerade. Heck, sometimes I want to have an elf vampire with a lightsaber, even. I like all kinds of different things. Pluralism is great.
Dr Ether
14. Dr. No
I have no problem with the Storyteller System game rules. They have been used on multiple franchises ranging from Street Fighter to Abberant (a super hero game). I have no issue with the D20 open gaming license or the like for any other type of toolbox gaming system.

I and many, many people like me have a huge issue with the combination of ruining a intellectual franchise and diluting its core value proposition in favor of a type of game system.

The New World of Darkness is emotionally flat and not at all culturally relevant in the same way the original IP was by any stretch of the imagination. The d20 phenomenon was very much a phenomenon because it understood the core value proposition of D&D but at the same time didn’t fuck with things that the fans loved like Forgotten Realms, Dragonlance and the like.

Most everyone who’s in and around the games industry knows that Pathfinder has completely kicked the crap out of D&D 4E. The reason primarily being that D&D isn’t “D&D”, Pathfinder is. D&D 4E doesn’t “feel” like D&D where Pathfinder does. Wizards of the Coast changed the value proposition without thinking, knowing or even perhaps caring what mattered to their fans. Wizards of the Coast is in a pretty bad spot right now, they are desperate to get their audience back. Think of how bad a spot they would be in if they had chosen to gut all of their game worlds and simply “reimagine” them? The fact that they didn’t mess with their IP’s when they messed with their game rules might be their only saving grace going into D&D 5th Edition.

The aforementioned franchises didn’t lose what made them special and unique because of a gaming rules change. Star Wars fundamentally didn’t change when it was done by West End Games or Wizards of the Coast because it at heart was still Star Wars.

The New World of Darkness fails primarily because it’s called “World of Darkness”. White Wolf, the World of Darkness and their associated brands were “the rebels”, he “anti D&D”, the “anti-rules” etc. Would I be so harsh on this set of games if it were calling something else? Not in the slightest. Nor would I be as hard on D&D 4E if it was called something else. I might even listen to an Axl Rose solo record as long as he didn’t try and sell it as Guns and Roses.

My main point to this is that value proposition and staying true to what you claim to be matters. This version of the World of Darkness by claiming said name and invoking said legacy does not do that in the slightest.
Mordicai Knode
15. mordicai
14. Dr. No
I have no problem with the Storyteller System game rules. They have been used on multiple franchises ranging from Street Fighter to Abberant (a super hero game). I have no issue with the D20 open gaming license or the like for any other type of toolbox gaming system.
...super unclear on how we're disagreeing now. Since that is...what I'm advocating. Like I said, I'm pretty sure you are arguing with a straw man of some kind of new World of Darkness partisan? You seem to be hitting points of dogma that I'm just...well, I'm not really interested in that. I feel like you are saying that Vampire: the Masquerade is better than Vampire: the Requiem which...is a fine opinion to have? I don't get why you are so upset about it, though. Especially since they seem to be publishing more classic WoD stuff than new WoD material. I'm advocating toolbox gaming with the World of Darkness...which you just said you were fine with. The disconnect is fundamentally mysterious to me!
Mike Marino
16. MinkyUrungus
I appreciate this article - it actually got me interested in nWOD - but please...the ellipses are killing me.
Mordicai Knode
17. mordicai
16. MinkyUrungus

I confess; guilty as charged! That & the em-dash & hey I should point out that when I'm not writing to Tor.com's style guide, I even use ampersands. I'm mad with punctuation! HA HA HA! & I would have gotten away with it, if it wasn't for you pesky kids!

Subscribe to this thread

Receive notification by email when a new comment is added. You must be a registered user to subscribe to threads.
Post a comment