Kickstopper: Retconned Schemes

This article was previously published on Ferretbrain; due to the imminent closure of that site, I’m moving it over here so that it can remain available.

This is going to be a bit of an odd article. I initially thought it’d just be yet another supplement for the rather hit-and-miss Werewolf 20th Anniversary line. However, new wrinkles have arisen over the course of this Kickstarter, wrinkles which have a bearing on a story already partly told in previous Kickstopper articles, with the result that although there’s still a supplement to review here, there’s also a broader story to tell

Specifically, this is a story about the twists and turns of the Onyx Path, and that company’s relationship with White Wolf Publishing.

Usual Note On Methodology

Just in case this is the first Kickstopper article you’ve read, there’s a few things I should establish first. As always, different backers on a Kickstarter will often have very different experiences and I make no guarantee that my experience with this Kickstarter is representative of everyone else’s. In particular, I’m only able to review these things based on the tier I actually backed at, and I can’t review rewards I didn’t actually receive.

The format of a Kickstopper goes like this: first, I talk about the crowdfunding campaign period itself, then I note what level I backed at and give the lowdown on how the actual delivery process went. Then, I review what I’ve received as a result of the Kickstarter and see if I like what my money has enabled. Lots of Kickstarters present a list of backers as part of the final product; where this is the case, the “Name, DNA and Fingerprints” section notes whether I’m embarrassed by my association with the product.

Towards the end of the review, I’ll be giving a judgement based on my personal rating system for Kickstarters. Higher means that I wish I’d bid at a higher reward level, a sign that I loved more or less everything I got from the campaign and regret not getting more stuff. Lower means that whilst I did get stuff that I liked out of the campaign, I would have probably been satisfied with one of the lower reward levels. Just Right means I feel that I backed at just the right level to get everything I wanted, whilst Just Wrong means that I regret being entangled in this mess and wish I’d never backed the project in the first place. After that, I give my judgement on whether I’d back another project run by the same parties involved, and give final thoughts on the whole deal.

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Kickstopper: The God-Machine is Coming Down and We’re Gonna Have a Party

This article was previously published on Ferretbrain; due to the imminent closure of that site, I’m moving it over here so that it can remain available.

Last Kickstopper was an opportunity to look at how White Wolf grew up, sold out, broke free in the form of Onyx Path, and made Kickstarter a significant component of their business plan, through the lens of the rise, fall, and resurrection of the Classic World of Darkness line, as well as examining how Kickstarter specifically plays an important role in the Classic revival.

This time around, the Kickstarter in question gives us a chance to look at the New World of Darkness line and how it’s developed from its inception to the present day. This is a story with a number of curious twists and turns, many of them arising from the unusual situation Onyx Path found itself in. The publication of the core rulebook for the new line came shortly before the acquisition of White Wolf by CCP, makers of EVE Online, whose intention was to make a World of Darkness MMO (confusingly enough based on the Classic World of Darkness setting, though arguably its tendency towards big worldwide power blocs of supernaturals actually made the Classic line more suitable for MMO purposes than the New World of Darkness‘s tendency towards more localised power factions).

For as long as White Wolf existed as a tabletop game producing team after that, their projects were greenlit with an eye to minimising potential disruption or consumer confusion affecting the MMO; for the early part of Onyx Path’s existence, a similar situation has pertained with respect to their World of Darkness products. Now that the MMO has died an ignoble death, CCP gives Onyx Path much more of a free hand in what they do and don’t publish; as we shall see, whilst CCP were still telling themselves that the MMO was a possibility, they forced White Wolf/Onyx Path into a number of contortions which has ironically made the New World of Darkness line a more confusing and less approachable prospect than the old line.

I’ll go into more detail about that along the way. For the moment, I’ll give you a quick rundown of the consequences this confusion has had for White Wolf/Onyx Path’s game lines. Presently, if you want to play the latest version of a Classic World of Darkness game line, you just have to buy the relevant book – Vampire: the Masquerade, Wraith: the Oblivion, or whatever – and set to it. With the New World of Darkness, if you want to play the latest version of the rules you might need to just buy the latest core rulebook on its own (as is the case with Vampire: the Requiem 2nd Edition), or you might need to get the core rulebook for a game line plus the overarching World of Darkness core book (as is the case with Demon: the Fallen), or you might need to get the core book for the particular game line, plus the overarching World of Darkness book, plus a special rules update, as is presently the case with Dan’s bete noire Changeling: the Lost. Onyx Path are currently in the process of minimising the extent of this nonsense, but it’s still something of an irritation.

Continue reading “Kickstopper: The God-Machine is Coming Down and We’re Gonna Have a Party”

Kickstopper: From Each According To His Arteries, To Each According To His Needs

This article was previously published on Ferretbrain; due to the imminent closure of that site, I’m moving it over here so that it can remain available.

This Kickstopper is going to delve quite deeply into what might otherwise be a slightly niche topic for Ferretbrain – I’ve included tabletop RPG products on Kickstopper articles before, of course, but not to the extent I’m going to do here. At the same time, I think it’s justifiable because not only does it involve a company that has turned the Kickstarting of product into a smooth and routine process, but it also involves a product line whose present existence has been shaped by Kickstarter. Moreover, the products provided give a fascinating cross-section of the history of the line in question. What we have is the story of how Kickstarter reinvigorated a game line which in its prime was unquestionably one of the most important force in tabletop RPGs, how the game line in question came to need reinvigoration in the first place, and how Kickstarter allowed a new publisher to rise from the ashes of White Wolf.

In short, we’re going to be looking at how Vampire: the Masquerade rose from its crypt to feed on the wallets of crowdfunders.

Usual Note On Methodology

Just in case this is the first Kickstopper article you’ve read, there’s a few things I should establish first. As always, different backers on a Kickstarter will often have very different experiences and I make no guarantee that my experience with this Kickstarter is representative of everyone else’s. In particular, I’m only able to review these things based on the tier I actually backed at, and I can’t review rewards I didn’t actually receive.

At the end of the review, I’ll be giving a judgement based on my personal rating system for Kickstarters. Higher means that I wish I’d bid at a higher reward level, a sign that I loved more or less everything I got from the campaign and regret not getting more stuff. Lower means that whilst I did get stuff that I liked out of the campaign, I would have probably been satisfied with one of the lower reward levels. Just Right means I feel that I backed at just the right level to get everything I wanted, whilst Just Wrong means that I regret being entangled in this mess and wish I’d never backed the project in the first place.

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Awoo of Darkness: the Supplements of 20th Anniversary Werewolf

Onyx Path originated as a “by the creatives, for the creatives” sort of outfit. They cannot give their writers total creative freedom on all projects, because some of the IP they work with isn’t actually owned by them and has been subject to approvals processes from CCP in Onyx Path’s early years, the new Paradox-owned White Wolf more recently, but within the bounds of those constraints they do prefer to let the project leads on game lines have their own heads.

This has had the upshot that the level of consistent quality one can expect from their game lines varies a lot. I get the impression, for instance, that there’s a fairly solid team behind their Vampire: the Masquerade 20th Anniversary line, because the supplements for that have really been quite good – to the point of setting an intimidatingly high bar for the upcoming 5th edition of the game to clear. On the other hand, controversies surrounding game lines like Beast: the Primordial or the long gestation process of Exalted 3rd Edition have seemed in part to arise from poor judgement on the part of the managers of those lines.

Then, somewhere in between the major controversies and the major successes, you have something like the Werewolf: the Apocalypse 20th anniversary line. Though I thought the core 20th anniversary book was a pretty decent release, I find its supporting supplements to be a decidedly mixed bag – and so far as I can tell, I’m not alone in this.

Continue reading “Awoo of Darkness: the Supplements of 20th Anniversary Werewolf”

Freak, C’est Sick

As well as existing within the setting of Werewolf: the Apocalypse as a gleeful self-parody of White Wolf, the Black Dog Game Factory actually existed as an imprint of White Wolf, through which they published material which they wanted to flag as being No Seriously This Is For Mature Audiences Only. Ironically, though, Black Dog didn’t produce that much for Werewolf itself. The sole book they put out for it was Freak Legion, a players’ guide to creating and playing fomori.

Fomori in Werewolf are seriously messed up. They’re people who have been infected, corrupted, and eventually entirely possessed by Banes – Wyrm-spirits born out of human suffering – and have become physically mutated as a result. Many of them end up working for Pentex, the evil corporation that acts like a Captain Planet villain that’s the main face of the Wyrm in the mortal world; sometimes that’s because they got corrupted through involvement with some Pentex plot, sometimes that’s because Pentex tracked them down, sometimes that’s because their Bane nudged them into joining Pentex. Either way, most of them end up working on Pentex First Teams – the special forces squads Pentex uses for fighting werewoofles.

There are three components that nudge Freak Legion into Black Dog territory. The first is the body horror intrinsic in the fomori concept. The second is the human misery involved in their creation. The third, and by far the greatest, is the gleefully flippant attitude with which the book handles the other two factors. This might be billed as being for Mature Readers Only, but you only have to read the description of the Savage Genitalia mutation (it’s exactly like it sounds, only even worse if you combine it with other mutations as they suggest) to realise you are dealing with Immature Writers Only.

Now, of course it could be that the authors were playing up to the gruesome, purilely sexist, and gleefully violent tendencies they’d ascribed to Black Dog in the setting material – but then again, wasn’t Black Dog a parody of White Wolf themselves? There’s an extent to which it feels like this is a slippage of the mask of cultured sophistication that White Wolf like to adopt. In the cartoon nonsense of Freak Legion we see a dissolution of 1990s White Wolf’s pretences to high art and clever handling of serious issues to reveal the violence-happy edgelord dorks underneath. At its worst it yields insufferable nonsense like Savage Genitalia; at its best there’s a fresh, exciting edge to it which might not be especially intellectual, but certainly seems to offer more of a clue to White Wolf’s original popularity than any stab at high art.

Ch-Ch-Ch-Ch-Changeling! (Turn and Face the Dream…) Ch-Ch-Changeling!

Of the big five original World of Darkness lines, Changeling is the one it’s taken me the longest to warm to. I think it’s because I had the feeling that to some extent Changelings were a bit redundant. The basic faerie myth being played on is that there’s a race of creatures with magical powers who exist in a place that’s in the shadows of the everyday world where they conceal themselves from the rest of us, but who can have a profound effect on those who stray into their sphere of influence. Right there, I have described most of the other major World of Darkness splats – what is the clear thematic distinction between a vampire court and an Unseelie court with a particular focus on blood economics?

Having had an opportunity to pick up the 1st edition of Changeling: the Dreaming for cheap and flipping through it, I have ended up changing my mind. It helps that the 1st edition of any particular classic World of Darkness game tends to form the most clear and distinct statement of the game line’s intentions*, with0ut the accretion disc of clutter that comes out as a game line progresses – though at the same time, the recent 20th anniversary editions remain excellent collections both of somewhat tuned-up rules and nicely complied heaps of stuff for you to use directly for gaming purposes. 1st edition convinced me that there was merit to the concept – a dip into the 20th anniversary edition would later convince me that Changeling is actually something you could run a solid, viable game around.

(* Interestingly, I tend to think that the reverse is the case for the pre-God-Machine Chronicle entries in the Chronicles of Darkness series. There, the 2nd editions of the respective games have so far seemed to be less cluttered presentations of a particular vision than the 1st editions – because the 1st editions tended to have the baggage of needing to simultaneously offer something new whilst at the same time providing a bit of comfort to fans of their discontinued classic World of Darkness equivalents, like how Vampire: the Requiem had to fill the gap left by the cancellation of Vampire: the Masquerade. Now that the classic World of Darkness is a going concern again, the 2nd editions are doing a much better job of standing on their own two feet as their own particular things.)

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Not Knowing When To Stop Digging

Mummy – also billed as A World of Darkness: Mummy, using the same branding as the original A World of Darkness supplement – was a 1992 release for Vampire: the Masquerade and was one of the last books for the Storyteller system released when Vampire had the stage all to itself. Indeed, as well as hyping the forthcoming release of Werewolf: the ApocalypseMummy makes a mild pretence of being a crossover supplement, claiming that you can use it just as well in a Werewolf game as in Vampire.

However, whilst you doubtless could use the rules explanation from Werewolf to run this, the fact remains that this was released with the distinctive green marbled trade dress that’s associated with Vampire, and precisely because Werewolf was still in development when this was being written it leans on Vampire much more than it does Werewolf; there’s a very, very few token references to the Garou, and the spirit world that the titular mummies enter between bouts of life is clearly based on a rough outline of Werewolf‘s Umbra, but the whole mummy thing calls on Vampire much more than it does Werewolf. (Indeed, the backstory of the mummies is intimately entwined with that of the Followers of Set, having been sparked off by a Kindred intervention in proto-Egyptian politics.)

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