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The World of Darkness: Storytelling System…
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The World of Darkness: Storytelling System Rulebook (edition 2004)

by White Wolf Game Studio (Author)

Series: New World of Darkness (Core Book), World of Darkness (new)

MembersReviewsPopularityAverage ratingMentions
514847,101 (3.82)15
The world is not what you think. Beneath skyscrapers' leering gargoyles, factories belching smoke and streets packed with the human throng lurk things we are not meant to see. Creatures dwell in the shadows and hidden places. They watch you, stalk you and prey upon your body and soul. The life you lead is a lie. Your darkest fears aren't make-believe. They're real. And now that you have glimpsed this world of darkness, there's no place to hide. The Storytelling System Rulebook is a stand-alone game for the World of Darkness, and is meant for use with Vampire: The Requiem, Werewolf: The Forsaken and Mage: The Awakening.… (more)
Member:Cassildra
Title:The World of Darkness: Storytelling System Rulebook
Authors:White Wolf Game Studio (Author)
Info:White Wolf Publishing (2004), 222 pages
Collections:Your library
Rating:
Tags:nwod, new world of darkness 1st edition, role playing books, rpgs, nwod core

Work Information

The World of Darkness by Bill Bridges

  1. 00
    Call of Cthulhu Roleplaying Game (d20) by Monte Cook (VanishedOne)
    VanishedOne: On the fairly obvious principle that they're horror-themed tabletop RPG sourcebooks.
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» See also 15 mentions

English (7)  French (1)  All languages (8)
Showing 1-5 of 7 (next | show all)
Fun addition to the WOD universe, retold slower, more intensely. ( )
  bradleyhorner | Jun 1, 2020 |
It started out so well... This was the start-up for the New World of Darkness; a core book that would be the foundation of all future releases. A much better system, correcting many of the problems and issues that had cropped up in the old system. Still a very good game, sadly ended by terrible later releases. ( )
  BruceCoulson | Jan 22, 2014 |
I just found a used copy of World of Darkness to go along with my digital copy so it must be the Fates telling me to write a review.

As a White Wolf fan since 1994 I was skeptical when a new revision was announced following the original World of Darkness. The thirteen-year crash finally occurred and each of their original lines fell to their fates, first with Wraith that poor ghostly step-headed redchild portending the death of Vampire, Werewolf, Mage and the like. I didn’t buy into the new World of Darkness until DriveThruRPG offered it as their monthly free download, and only then because I was curious about what they were going to do with Changeling. It turns out my fears were unfounded and I would be joyous about how all the revisions would turn out.

I heard scuttlebutt about making a book like the World of Darkness core rulebook back in 1997; it is really a no-brainer. It was nice that you didn’t have to buy a Player’s and Storyteller’s handbook if you wanted to play Vampire only just one self-contained book but if you got into the other lines and lord help you if you wanted to run a crossover things go ridiculous fast. There were an entire chapters on the basic rules set that was repeated in each book, often with inconsistencies. This was particularly glaring with the Merits and Flaws which varied widely from book to book. It is so much better to have all the rules in just one book for several reasons. The first is consistency in the rules set as stated above which have also been streamlined and simplified to cut down on game time. Secondly now there is so much more space in the Vampire: the Requiem core book to for vampires. It can be ALL ABOUT VAMPIRES all the time. Thirdly, it made playing mortals cool and viable. I think there was one official mortals character sheet way back in the first edition of Vampire but they were given very little consideration as the years went on. Now all your characters start off as mortals and either stay that way in a viable, fully-supported game line of their own or have a supernatural template built around that foundation. Everyone has morality and everyone behaves according to the same rules set. Very exciting. White Wolf has continued to deliver on this in their “blue book” mortals line, giving us books just about portraying the police, or the military, or travel stories so we don’t have to poke around this Vampire book for this bit of information and that Mage supplement to get that tidbit that should apply to the whole.

But what got me was the fiction. With old World of Darkness books you could play a little game with the flavor fiction where you tried to guess what creature the story was about as soon as possible. Oh, that’s a Silver Fang werewolf. Oh, that must be a Settie vampire. It was pretty clear cut because even though Darkness got a lot of name dropping the world was pretty fully illuminated because everyone thought it was cool to find out what supernatural creature inhabit what niche in the world. I read the fiction in this new book and was clueless, totally blown away. A priest knows his days are numbered as he has found secrets about an otherworldly patron of a small New England town that came over with the first settlers. This ghoul is refined in manners but only blesses the town with good fortune with a tithe of death. I was guessing it had to be a vampire of some sort since it lived hundreds of years… but wait! Sounds an awful lot like an old world fairy tale as well. This thing only “feeds” every fifty years and claims thirteen lives, numbers like that were more reminiscent of a dark Fae than Kindred. Another story presents the last lecture of a cryptozoologist teaching anthropology at a state college before his abrupt disappearance. He talks about traveling to a island in British Columbia and spending time with a hominid creature. Oh, I thought, it must be some sort of werewolf… but the pieces didn’t fit. It went this way for every piece of fiction except the chapter heading splash pages. The monsters were Monsters, unnervingly unclassifiable and mysterious.

That is the great gift of the new World of Darkness book, it brings back mystery and by stripping out the meta plot it makes the game of personal horror personal again. It has some bumps and flaws particularly in its shortcomings of actually executing the horror end of that title but those can be hacked and White Wolf has recently put out some excellent tools to hack the system. I was so thankful, though. So refreshed to be bewildered and confused and scared by a White Wolf book again. There is more power to creatively tell the story as you wish. Boundlessness unhindered by a built-in Millennialism. ( )
1 vote cleverusername2 | Jan 7, 2011 |
This is book is the main starting point for the new World of Darkness Role-playing games. It describes the basic rules and play for average characters. The rules are fairly consistent throughout and there are plenty of examples to help one understand the rules. Good book and a must have for anyone trying to learn the WoD RPG. Well written but since it has lots of information to convey it is a little dry. ( )
  readafew | May 11, 2008 |
A solid, flexible system which lends itself to a free story telling style. The book gives the reader enough information and rules to run any number of decent horror chronicles, from 90's slasher style or lovecraftian maddness are easily run with the book.
As a player and storyteller of the old world of darkness I was apprehensive, but now I am glad I made the purchase.
The first game I ran with it was supposed to be a one shot zombie survival game which rapidly expanded over the following months into a silent hill style survival game.

Great fun. ( )
1 vote LeMC | Mar 28, 2008 |
Showing 1-5 of 7 (next | show all)
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» Add other authors (13 possible)

Author nameRoleType of authorWork?Status
Bridges, Billprimary authorall editionsconfirmed
Chillot, Rickmain authorall editionsconfirmed
Cliffe, Kenmain authorall editionsconfirmed
Lee, Mikemain authorall editionsconfirmed
Achilli, JustinDesignersecondary authorall editionsconfirmed
Bates, AndrewDesignersecondary authorall editionsconfirmed
Boulle, PhilippeDesignersecondary authorall editionsconfirmed
Bowen, CarlDesignersecondary authorall editionsconfirmed
Burnham, DeanDesignersecondary authorall editionsconfirmed
Chambers, JohnDesignersecondary authorall editionsconfirmed
Harper, AnnaPhotographersecondary authorall editionsconfirmed
Hubbard, ConradDesignersecondary authorall editionsconfirmed
McDonough, ChrisDesignersecondary authorall editionsconfirmed
McFarland, MatthewDesignersecondary authorall editionsconfirmed
Skemp, EthanDesignersecondary authorall editionsconfirmed
Thomas, RichardDesignersecondary authorall editionsconfirmed
Tinney, MikeDesignersecondary authorall editionsconfirmed
Wieck, StephanDesignersecondary authorall editionsconfirmed
Yelk, FredDesignersecondary authorall editionsconfirmed
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Wikipedia in English (1)

The world is not what you think. Beneath skyscrapers' leering gargoyles, factories belching smoke and streets packed with the human throng lurk things we are not meant to see. Creatures dwell in the shadows and hidden places. They watch you, stalk you and prey upon your body and soul. The life you lead is a lie. Your darkest fears aren't make-believe. They're real. And now that you have glimpsed this world of darkness, there's no place to hide. The Storytelling System Rulebook is a stand-alone game for the World of Darkness, and is meant for use with Vampire: The Requiem, Werewolf: The Forsaken and Mage: The Awakening.

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Book description
Where the Shadows Grow Long
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 deeper.
Abandon Hope All Who Enter
The 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 more 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. Hardcover. Page Count: 224
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