Oct. 25th, 2013

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World of Darkness: The God Machine Chronicle

Part of the premise of the New World of Darkness was that it wouldn’t have a metaplot: They deliberately left out the “shared world” necessity (and the resulting conflicts) of the original WoD, along with the hordes of NPCs running various shows. A lot of the sourcebooks were good about giving options for what could be out there, but the world-spanning (and line-spanning) conspiracies were gone. This book is a shared-world setting book, putting out the premise that the World of Darkness (or, at least, one specific World of Darkness) is run by the machinations of a literal Deus Ex Machina; a reality-spanning machine that might well be God.

This is fundamentally a book of How To run this chronicle. )


Mage: The Awakening – Intruders: Encounters With the Abyss

In a lot of ways, this is a horror book, more in-line with core NWoD, but for the Mage setting. The influence of the Abyss reminds me a lot of the Wyrm in OWoD, but without the greater conspiracy aspects, of course.

Impressively horrifying )


World of Darkness: Inferno

Similar to World of Darkness: Immortals, this is a crossover book, not a core system book, and intended to be a NWoD update to a core line that hadn’t been updated: Demon: The Fallen. They give details of how to mesh this book with the stories, cosmology and systems of Vampire, Werewolf, and Mage. (Plus a few notes for Changelings and Prometheans.) All the bits you’d expect are here: Summoning demons, stats for them, details for making pacts (required sacrifices and received benefits), details of demonic possession (and playing possessed characters), and stats and story hooks for a few sample demons and possessed characters.


Mage: The Awakening – Astral Realms

The rules for magic in the Astral (which are significantly different than the OWoD rules for such journeys, which made Spirit or Mind critical and a bit overpowering) are best summed up as, “If it looks like a duck, magic works on it like a duck.” Given that every Mage character can meditate into a dreamworld, making every form of magic useful (even if Mind is slightly moreso) is great for game balance and making sure that all the players have fun.

The cosmology of Mage, as best I can figure. )


Mage: The Awakening – Imperial Mysteries

A guide to playing archmages, who have grown beyond the street-level rules of the base system into the fourth “tier” of stories, the Cosmic tier. It heavily borrows terminology from Mage: The Ascension. Actual cosmology details? Rules for high-powered magic and systems for the movement of the gods? Yes, please. This is actual cosmology-level world building, which is what I had freakin’ wanted from the beginning. Now do another book that explains the same core setting in a completely different way, and let them fight.

Some great chronicle ideas for those of us who love cosmic worldbuilding. )

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