World of Darkness: Mirrors (Post-Mortem Q&A)
And, bam. My copy of World of Darkness: Mirrors dropped into my hands today. Exciting to have, because this is one of those books I was most excited to develop. See, more and more I become convinced that while a core book’s purpose is to lay down the law, everything that follows should endeavor to bow to no law: in the first book you build the prison, and subsequent books show you how to escape that prison.
I know there exists some frowny-face action over the toolbox approach, and I get that. In many ways, I miss the “old” World of Darkness for all its Byzantine canon and its signature characters. What I felt about the oWOD, though, was that it was about someone else’s game. It was about the guy who played Jan Pieterzoon or about the girl who ran her pack through the events surrounding the death of the Stargazer Tribe.
The “new” World of Darkness, though — well, that feels like it’s for my game. Not the game of someone distant, but the game of this motherfucker sitting right here.
The nWOD didn’t want me to read. It wanted me to play.
Mirrors is for me the culmination of that attitude. I wanted the writers to take the rules and molest them, mutilate them into shape and more importantly, show everyone else how to shape the game to their whims and wishes. You want to see the intro to my outline, the one I sent to the writers, well, here’s a portion:
The Idea Is This
The World of Darkness and the Storytelling System as they exist are written to strike a balance.
The setting of the World of Darkness (we’re talking from the Rulebook here, not with the addition of the various cores) is purposefully a bit direct and flavorless – it’s got that creepy occulted-conspiracy vibe, but never commits to it entirely because the World of Darkness is meant to be a template over which all the core games can be laid.
Similarly, the Storytelling System isn’t meant to skew one way or another; it’s a system that tries to marry the simplicity of story-based games with a reasonable-yet-unobtrusive conflict resolution system. It favors story more than system, probably, but not by much.
Both the setting and the system have, throughout all the current gamelines, taken on something of a “toolbox” approach. Lots of tools for different purposes. Some games and books do this more directly, others try to keep the tinkering behind the scenes or at a minimum – this is easy to see in the major gamelines. You look at, say, Promethean: The Created, and you’ll see a game whose themes and notions are very concrete and very intact. The toolbox factor is present, but not extreme or overt. Hunter: The Vigil is something of the opposite: its themes and notions are, frankly, all over the place, but that’s as designed. It doesn’t approach the hunter experience from one direction, it tries to approach it from all directions. The themes are a bit muddier, perhaps, but the variation on “play experience” is far greater.
One of the more recent overt examples of this is what you’ll find in Armory Reloaded, with the final chapter: “Combat Hacks.” [Matt] McFarland and [Travis] Stout took combat and rejiggered it, providing a beautiful basket brimming with all manner of crazy ideas. (I will send the “Combat Hacks” section along for reference.)
That’s what this book is, except not bound only to combat systems.
We’re going to take the World of Darkness setting and the Storytelling System and offer a variety of “hacks” that players and Storytellers can use to customize any and all aspects of the game we can think of.
Multiple play-styles and play experiences will be addressed and provided for.
The Approach
Here’s part of the approach we’re taking:
We’re not judging the system or the setting as it stands. Maybe the system and setting work for you as written. Maybe they don’t. I don’t care. This book isn’t here to say, “Gosh, it works perfectly,” but it’s also not here to say, “Whoa, this shit needs fixing.”
It’s not about repair. It’s not about building a better mousetrap.
It’s about variants. Options. More tools in the toolbox.
You probably play videogames, right? Multiplayer-type? Even if you don’t, you’re likely familiar with, say, Halo? Well, when you start a Halo multiplayer game, you can customize certain elements of this session. Bigger shields. Lower health. Only certain guns on the board. Everybody’s invisible. Whatever. (More obscure but no less relevant is the game called Worms, which features tiny cartoon worms blowing the unmerciful fuck out of each other with lunatic cartoon weapons like bazookas and flying sheep and holy hand grenades. Worms also allows customization, often far deeper than most games – how many seconds is a round, the level of gravity, the type and theme of the board you’re playing on, how many banana bombs a worm gets, and so on and so forth.)
That’s what we’re looking at, here. We want this book to serve as a kind of Advanced Options Bible for anybody about to begin a World of Darkness game. We want them to pick up this book before really settling into the game to say, “Do I want to borrow anything from this book for the current game? Should I use this Virtue/Vice hack? Maybe I’ll take a different look at Morality this go-round.”
We want to encourage them to fiddle with the levers and knobs.
Oh, one more thing about approach: include lots of transparency. Any time you can clue them into the nitty-gritty of how a mechanic really works, do so. Feel free to remind them, “Hey, three dice generally equals one success,” or “Here’s what happens if you tweak the difficulty or add 9-Again or 8-Again.”
Questions, Questions
Whatever you’re writing in this book, whenever you’re writing it, you should have a few questions firmly stapled to your brainmeats.
First: “How can I dial this up?”
Meaning – how to make it more complex? More present and overt? How can I make this system or setting element a more prominent feature than it already is?
Second: “How can I dial this down?”
Meaning – how to either simplify it or reduce the game’s focus on this one thing? Note that those can be two very different approaches. You can punch up an element’s meaning while making the system more simplistic, certainly.
Third: “Can I fit one more option in here?”
Meaning – when you think you’re done, don’t assume you’re done. Try to approach the element from a new direction. Rethink it one more time. What happens if you remove it? What happens if you replace it with something entirely different? Even if that just means throwing in a quick 200 word sidebar to give some off-the-cuff variant, do it.
Tricky Shit
Writing this book might be some tricky shit, and here’s why:
It’d be great if we had 300,000 words to totally just blow the doors off this thing.
We don’t.
Hell, we could probably write a nine-volume series.
We won’t.
So, that means the writing needs to be punchy. It needs to be brief. Systems and options need to be very sharply written – lean protein, no fat. Right?
Except…
Fat is delicious.
Seriously. Fat and seasoning is what makes most protein delicious.
So, we need to add the fat back in.
Which means we need a really delicate balance.
That balance is writing a punchy system without using lots of junk words, but also writing it in such a way that it is interesting to read. A book of system and setting permutations runs the risk of being a useful but dull menu, and we cannot have that.
So, I encourage you to write conversationally. Enjoy yourself, because if you’re not enjoying yourself, the reader won’t enjoy himself. Obviously, we’re still writing a World of Darkness book, and horror blah-blah-blah darkness, but in the end, have a little fun. Speak to the reader directly. Speak to the reader in a frank discussion.
Don’t bog your systems down with heavy game-ist theory, but do approach each option as a kind of argument – discuss briefly why the reader might want to use this, and why they might not want to use it. What’s the point? What can be the result?
Again, the Combat Hacks chapter from Armory Reloaded is a good starting point – it provides lots of options, but it presents them in an interesting, readable way.
Lucky me, I got a bushel and a basket of kick-ass writers to do the job. Together, those crazy dicemonkeys and playgibbons descended out of the light of the sun and leaped down from the trees and ninja-fucked the shit out of this book. They did a slamming job, and they get a tip of the hat (and a tickle of the nipples) from me. Hopefully they have their books and are happy with the end result.
In fact, I should thank all the writers who did work for me on the books I’ve developed, and since I’m getting all maudlin here (seriously, my panties are moist with tears), I should also say thanks to all the great developers who have let me pollute their books with my foul-spunked word count. I’ve written, mmm, well, let’s just go with “a lot.” (At the last rough count it was somewhere in the neighborhood of 2.5 million words written across a number of game lines.)
Which is, as they say, batshit. Hell, it’s moonbatshit, you ask me.
I don’t know if my ride with White Wolf or the World of Darkness is really for-real done, but I know that I don’t have any work lined up at present. Mirrors isn’t strictly speaking the last writing or developing I did — I did quite a bit of mutant wordsmithy on Danse Macabre and also pinch-hit the second stage of development on that book, so keep your grapes peeled, cats and kittens.
Anyway, I figure this is a good time for a Q&A. You got questions about Mirrors, I’ll try to answer them. Well, I’ll definitely answer them — I just don’t know if they’ll be the answers you want.
To head off one question I suspect I’ll get: yes, the mighty Stephen Herron did write a Sci-Fi “Shard” for the book. And yes, I went ahead and cut it out of the book. I had two reasons for doing so.
The first and biggest reason is that the book ran way over word count. Bursting at the seams like a microwaved baby hot dog. For example, the space allotted to the Shards section was 60,000 words, and with the Sci-Fi section in, that section’s final draft tallied to a big ol’ 70k. And that was just that one goddamn section. All the areas of the book ran over count. Normally, hey, writers should write to spec — but what, I’m going to complain because everyone delivered a little extra awesome-sauce? (For future record, though: writers, write to spec, or I’ll punch you in your respective gender-specific genital regions. You don’t write to spec and you make Santa cry, you make angels kick babies, and you make me cut word count from other people’s sections. Don’t make me get nut-punchy. Or labia-slappy.)
The second reason was that the Sci-Fi section was a great sampling of lots of awesome ideas, but it ended up a little too scattershot — science fiction being as broad a subject as it is, well, it’s hard to say, “Here’s the entire genre of sci-fi crammed into a World of Darkness can in 15,000 words.” Pretty tough job. And Stephen did it with aplomb — I blame myself for not seeing that problem ahead of time and planning for it in the outline. Stephen’s section was solid, and in a perfect world I could’ve thrown him another 10,000 words (or even 100,000 words) and said, “Hey, keep going with this, because I want to see more, more, more.”
(So, to reiterate — he did his job. I didn’t do mine so well.)
Unfortunately, yeah. Way over word count. Which means I either needed to pick through the little-bitty sections and start clipping (which then creates the worry of, “Can this system stand reliably on three legs instead of four?), or I needed to find a big honking section that could undergo the brutal swipe of the developer’s machete. Hence how the sci-fi section, while good, ended up on the cutting room floor.
So, apologies to Stephen and all of you for that. The realities of cramming lotsa lotsa words into a not-so-hugetastic book are harsh and unyielding. Like the DMV. Or herpes.
You’re going to ask me now, “Will it be released as a PDF?”
And my answer is, I have no idea. I’m not an employee of White Wolf. That decision lies squarely in the hands of Eddy Webb — and, for the record, he’s aware of this, he knows all about it, so please don’t get all up in his shit about the issue. No matter how politely you press, it will only serve as a redundancy. He knows. He’s on it. He’ll make the right decision, and if it doesn’t end up in a PDF somewhere, maybe I’ll be allowed to post it here (or Stephen can post it to his site).
That out of the way, onto the Q&A.
You got questions, ask.
I’ll answer!
July 14, 2010 @ 7:20 AM
Alrighty then.
Q: If you were to make one part of this book a whole OTHER book on its own – with enough space to flesh out the details to effectively make a complete game – which part would it be?
July 14, 2010 @ 7:28 AM
@Daniel —
Woundgate and the whole of Malcolm’s fantasy setting.
A really incredible section that for me just came together nice.
It’s exactly what I want from a fantasy setting spun off from the World of Darkness — Exalted is great and all, but I feel like Woundgate really nails it for me.
This probably dovetails nicely into a conversation about what the writers brought to the table. Sometimes, you want writers to be, for lack of a better phrase, under control. You want to give them strict operating procedure — put up the fences and make sure they play only inside those boundaries. That has nothing to do with the writers themselves, but rather to do with the fact that sometimes a book’s content is canonical or otherwise locked down and you can’t have a lot of “straying,” content-wise.
But the authors in this book are, for me, renowned in their ability to think on their feet and bring some raw creativity to the table. Malcolm’s section is a good example of this. Malcolm’s a guy who I think is best-served by giving him a purpose and then letting him run — some authors, you want to give them a bullet point list of instructions, “Do this, do this, do this.” Malcolm, you just tell him the end of the story and he’ll get you there however he needs to. And it’ll be unexpected and cool as hell.
Woundgate shows that, as do his numerous combat hacks.
Thing is, all the authors in this book operated well that way, I think. They saw the open door and heard the call to run through it and write what lurked on the other side, and they all did that with excitement and ability. I can’t say enough about the authors here — my only wish was that I could’ve gotten even more awesome authors inside these pages.
But yes, if any one part of this book earned itself a complete game, it’d be the fantasy shard slash Woundgate setting.
— c.
July 14, 2010 @ 8:02 AM
Chuck is 100% right on how he described the Science Fiction Shard – it was a bit too scattershot. I still can’t quite believe I managed to cram cyberpunk, combat hacking (like, with hackers), starships as a merit and a system to create technological devices into the same section as an overview of 1000+ years of futuristiic “what ifs”. It really probably was quite a lot to try and cover in the word count allotted.
I’m sad it got cut, but I get why and I agree with it. I always had a vague feeling that I’d not really done the genre justice, though even another 25,000 words might not help with that either.
Still, hopefully some part of it will see the light eventually. It would be cool to work with some other writers to expand out what I started.
July 14, 2010 @ 8:04 AM
Oh, a question. This is a Q&A, I guess.
Of the many awesome system hacks and twists presented in Mirrors, which would you include in a theoretical World of Darkness 3 core book?
July 14, 2010 @ 8:09 AM
@Stephen:
Another 25k would’ve done your section wonders. Were I a better developer I’d have provided stronger focus — “Do cyberpunk,” or “VAMPIRES IN SPACE.” So, again, apologies on that.
As to what section I’d hold over into a sequel?
On a lark, I have to say the Extraordinary Mortals section. I love the way that turned out, and think it’d be a good mode for a “human” corebook. Still human, but allows you to play the humans of fiction — the Sherlocks, the Houses, the Michael Weston from Burn Notices.
I also like the spirit of the Forbidden Lore section.
— c.
July 14, 2010 @ 8:20 AM
I think you’re right, having a specific focus would have made the section better, in many ways. Though I think we’d always have regretted what we’d not been able to cover – that is, in fact, the eternal regret of the RPG developer.
The vibes are very positive toward the Extraordinary Mortals section. I’m looking forward to seeing folks use it for pulp adventures as well as more high-concept modern stuff.
July 14, 2010 @ 8:25 AM
Stephen:
Yeah, you do cyberpunk and someone’ll be pissed that you didn’t do space. You do space, someone’ll be pissed you didn’t include aliens. And so on, and so forth.
Damned if you do, and if you don’t, I guess.
The Extraordinary Mortals section has the advantage of being able to fit in a number of molds across a number of game types. Conspiracy, occult vibe, Lovecraftian, pulp goodness, adventure, whatever. It moves across the spectrum nicely.
— c.
July 14, 2010 @ 8:32 AM
I may, or may not have mentioned it here, but i occasionally run a HELL of a good espionage game with NWOD core. As a matter of fact, i’m getting ready to run a new game of it with some new people soon.
“Clandestine” as i call it, runs heart-breakingly fast, is extremely bloody, and makes me realize what a clunky groaner “Top Secret S.I.” used to be, when i once extolled it as being elegant in its simplicity.
My only gripe is that i wish that i could use something like “Dramatic Editing” from Aeon Adventure, but it ran off of a power stat that the core rules don’t possess, and doesn’t work well fueled by willpower. But who knows, i may yet conquer this problem.
So, i expect i’ll be tooling along at some point to pick up a copy of Mirrors, because i rather liked some of the combat hacks, and intend to use some of THEM.
July 14, 2010 @ 8:45 AM
Question: When you read any of the “tools” the writers came up with for WoD: Mirrors, did any of them make you go, “Oh shit, I wish I had a time machine so I could go back and put that directly into Hunter Core?”
Statement: I hope you get more work from White Wolf, you name on a book certainly gets my attention. For example;
Some Guy: A book of snails for nWoD.
Me: pfffft not interested.
The same Guy: Written by Jazz Wangdang
Me: Chuck Wendig?
That guy again: Yeah.
Me: I think I’ll get that.
July 14, 2010 @ 8:50 AM
@Darren:
Heh. Thanks. I don’t know that any part of it really throttled me to be in Hunter, as Hunter is pretty jam-packed. But some stuff would definitely fit — Heroic toughness, the Rapport system, the Extraordinary Mortals bit (maybe serving as a “tier one-point-five”).
Oh, and World of Darkness: The Sluggening is actually canceled. Sorry, doc.
— c.
July 14, 2010 @ 9:07 AM
I was thinking Mollusk: The Gastropod, geared to those who like a slower pace of game.
Question: When my wife asks me why I “wasted” more money getting WoD:Mirrors, how should I sell the product to her?
Translation: What do you think is the primary selling point for this book?
July 14, 2010 @ 9:09 AM
@Darren:
Because the book has more bang for your buck.
We crammed a billion ideas into 224 pages.
Even assuming that each idea is worth naught but a penny, damn, that’s still a good deal at $31.99.
And actually, this occurs to me that I now have a copy of Mirrors (and the Mage Chronicler’s Guide) to toss up on my BOOKS FOR SALE link.
Hurrm.
— c.
July 14, 2010 @ 10:05 AM
Sounds like a hell of a book, Chuck. Right up my alley.
For what it’s worth, I think futuristic WoD has some kind of hex on it. I pitched ways to do a futuristic WoD like twice a year every year, and always got shot down. Often with brutal mockery. But you managed to take it farther than anyone, and that’s awesome. I’d love to see that PDF surface some day.
July 14, 2010 @ 10:09 AM
Thanks, @Will — yeah, it’s tricky, because where do you begin and end with a sci-fi setting? I mean, same goes with Fantasy, I suppose, but fantasy isn’t driven by time or option. Sci-Fi covers so much automatically: space, cyberpunk, the future, aliens, whatever.
— c.
July 14, 2010 @ 10:34 AM
@Pete: you might want to look at the Mage Chronicler’s Guide, specifically the section about the Action Horror genre. The Action Pool that they describe there could easily have fit (thematically) into Mirrors; it serves a purpose not unlike what Inspiration did for Adventure; and you could easily co-opt it to act as a “fuel” for Dramatic Editing.
Back on topic, since this is a Q&A: if you had it to do over again, what else (besides tighter guidelines on the Sci-Fi stuff) would you have done diifferently?
July 14, 2010 @ 1:23 PM
@Dataweaver — If I had to do it over again? I’ll cheap out and say that I’d hold a gun to somebody’s head and get another 100k of word count for the book. 🙂 Some books are huge (Damnation City, the upcoming Danse Macabre), and in a perfect world Mirrors would be of equivalent size. Thing is, I don’t have control over that. So, what else would I or could I do differently? Man, I really don’t know. I have the book right here and I’m so happy with it, it’s hard to find regret. I’ll cheap out a second time: I would’ve found a way to get some of my other favorite writers into the book. Hell, if I could’ve gotten Travis Stout and Aaron Dembski-Bowden on board, whoo. Or Filamena, or David, or Jess — well, the list goes on and on.
— c.
July 14, 2010 @ 11:05 AM
So, Mirrors is a big part of the reason I blog every day these days. It was an awesome project, and as someone who has done most of his writing for himself, it was an interesting experience to get in on a group project like this, especially one with so many people who were very much bringing their A game. There was a lot of talent flying around, and on some level I felt like I’d just been drafted out of the european leagues – sure, I was good within my sphere, but this was a whole other game.
Not to say I’m unhappy with my part of the book. The ideas were good, and they seem to have come through well enough, but I walked away feeling that my actual writing chops weren’t where I wanted them to be, so I started doing the equivalent of working out.
Now that I see the finished book, man, I was right. This is some hot, hot stuff. it is so good that it is not self-esteem that makes me glad my bit doesn’t suck, but rather that I would feel awful if I’d managed to mar something this badass. 🙂
I am seriously proud to have my name attached to this.
-Rob D.
July 14, 2010 @ 11:50 AM
Woo-hoo! I just can’t wait to put my hungry hands on WoD Mirrors!
Two questions, then:
1. This post is so interesting and revealing about developing and writing in the RPG industry. Here in Brazil we’re still toddlers in that field. I’d love to make something like this post available to our Brazilian gamers who can’t read English. So, I’d like to ask you, Chuck, if you’d give me permission to translate it and post it at Devir’s blog Close Contacts: http://blog.devir.com.br. Brazilian WoD fans will love it.
2. Almost everybody is poking me around with questions about a rumor that WoD and MtA are about to be discontinued by White Wolf. And they say the rumor began with WoD Mirrors and Mage Chroncler’s Guide parting words. Would you mind to comment it?
Nice writing to you again,
MC
July 14, 2010 @ 11:56 AM
I was amazed at just how jam packed full of awesome the book was when I got it. So many good ideas in such a little space. I enjoyed writing for it even more than I usually enjoy writing for Chuck (how much he enjoys my writing for him may be a different story *wink*). I’m glad folks are digging their toes into it and finding new ways to play. =)
July 14, 2010 @ 1:20 PM
@John: Hey, I must like your writing, since I hired you all the damn time. 🙂
@MC: Sure, permission granted. On the subject of discontinuation? I’ve no idea. I think they’ve made it pretty clear that no other hard-copy books are going to be produced for the line and that the future is uncertain — and certainly the essay at the back of Mirrors speaks to “no more WOD books,” but that essay *also* hints at a new future. I’m genuinely not privy to much of what’s coming down the pike, so your guess is as good as mine.
@Rob — No, definitely don’t be upset with your part of that book. It’s great stuff. But even still, I admire your go-fix-um spirit. Every writer should be on notice to up his game, no matter how good he already is. Awesome!
— c.
July 14, 2010 @ 1:35 PM
So would you say the whole WoD Revealed section was semi inspired by True Blood >.> what with the show being about vamps that come out of the coffin? Granted, a much darker version.
July 14, 2010 @ 1:41 PM
@Jason:
Not actually, no — actually, that “revelation of the monsters” has been something our troupe has bandied about for a while. Even since oWOD, I think.
— c.
July 14, 2010 @ 1:53 PM
So, for someone who can’t afford to buy Mirrors atm, can you preview how Werewolves are affected by the revelation? >.>
July 14, 2010 @ 2:00 PM
@Jason:
Oh, I get it. You want HOT FREE CONTENT. Cheater.
Kidding. 🙂
For the werewolves, well, let’s just say that Lunacy takes a hit, the Pure get grumpy, but after all is said and done the mission still remains the same for the Forsaken — except now it’s fucktons harder.
— c.
July 14, 2010 @ 2:10 PM
I just had a story idea flash in my mind >.> like a Forsaken pack of Iron Masters working for the government to keep things “safe” 😛
July 14, 2010 @ 2:27 PM
Great comments so far, so I think I’ll ruin things. Chuck’s little signiture he adds to the end of his comments looks like a robotic claw trying to pick up a pea.
– c.
July 14, 2010 @ 3:38 PM
@Darren:
I can never unsee that (re: robotic claw, pea).
Well-played.
— c.
July 14, 2010 @ 3:08 PM
I have about a trillion questions,and it bugs me, because we’ve taken a hit to our money so it is going to be months before I can afford to get this book. So, some random post about writing or food or penises in the future, you’ll get a wall of BS from me about Mirrors. Until then, I have to avoid the hell out of this book so it isn’t ruined for me.
Damnit!
July 14, 2010 @ 3:37 PM
@Ricky-Rock —
Dude, it’s not like it’s the SIXTH SENSE — I don’t think you need to worry about spoiler warnings. 🙂
— c.
July 14, 2010 @ 3:53 PM
My work here is done. 🙂
July 14, 2010 @ 5:45 PM
@Rob I thought it was just me that felt like that, on every single book I’ve worked on for Chuck.
July 14, 2010 @ 10:06 PM
Dammit, Chuck, now I want this book something fierce, yet my budget for gaming books is bottomed out at the moment. Curse you, Wendig! Curse you!
July 15, 2010 @ 3:19 PM
Right now there’s not much in the way on info coming out of WW via the old fashioned channels, which are unfortunately the only channels I have access to nowadays.
So, from the above I gather that the book contains the following sections:
Fantasy setting
Extraordinary Humans
Sci-Fi (or maybe not, was the entire section cut?)
What else can we expect?
I’m not asking for spoilers or the mooted ‘hot free content’ (although that’s welcome). I asking for a content summary (which Amazon.co.uk isn’t giving me) and some teasers.
Is that too much?
July 15, 2010 @ 3:21 PM
@Nook:
Well, in effect the book gives you:
a) new ways to create a character
b) new rules once you have the game going
c) new “shards” — setting hacks — for the world of darkness
and
d) house rules from all the writers
So, pretty much any rule contained within the game gets some kind of variant.
— c.
July 15, 2010 @ 4:08 PM
This book looks awesome! Only positive reviews on WW’s forum. It seems to be what we’ve all been wishing for and even more. Can’t wait to get my hands on it.
July 15, 2010 @ 10:00 PM
I don’t think Mirrors is so great.
Cause I don’t own it yet. 🙁
But I will at Gencon! Huzzah!
July 17, 2010 @ 11:16 PM
I’m sad to read this and see the sci-fi setting hacks got….hacked.
I haven’t ran WoD since i finished up a 5 year game with the gehenna and what not. I love the new rule system for nWoD but I never did get too much into the setting like I did. I’m mainly speaking of Vampire by the way.
So I had been kicking around a custom science-fiction setting and bounced it around 4 different systems before deciding to use the books I had been buying and not using (bought every core book when they started comming out…..then stopped) and I now currently run a sci-fi game using the nWoD rules.
The hardest part was some of the stuff that is “key” to a far future game. Starships and I had hoped implants/cybernetics.
I was always at a loss as to how to handle these within the system. Always unsure and after a year ago (maybe? when did immortal come out?) saw this and started seeing rumors and comming to my own Idea’s….I hadn’t been this excited about a book since VtM Midnight seige.
Now the main meat that I was looking for got cut.
I will still prolly pick the book up….if anything as a pdf…..but I REALLY REALLY hope that they release the sci-fi section as a pdf or errata or something. Hell I would even pay a couple of bucks for a pdf of that if it is as big and good as you said it is.
July 19, 2010 @ 11:12 AM
@PyroTech, Starships and cyberware? Funny you should mention those two particular concepts. I actually did write about that stuff, and provide some system ideas.
Huh! Fancy that!
July 21, 2010 @ 12:06 PM
Is there any new Changeling content in the book?
July 21, 2010 @ 12:59 PM
Yep! New Changeling content shows up in fits and starts, but it’s in there.
— c.
July 23, 2010 @ 7:18 PM
@Stephen Herron: Did you really have to tease that?? Definatly a dick move 😛 lol
Anything you may be at liberty to share? or a number for someone I can call at all hours of the day/night demanding that it get released as errata or pdf extra or something?? 😀
Cybernetics would be the most interesting.
did i read that they also have race stuff within the fantasy section? that could prove usefull too even for my sci-fi game.
Well….either way, good to know that stuff is out there in the interwebs. I am reading the book now and thus far love what has been done.
Writing Incarnate » Predators Review and Gen Con Prep!
August 3, 2010 @ 12:15 AM
[…] stand out or need something to help expand your own World of Darkness, I recommend picking it up!http://terribleminds.com/ramble/2010/07/14/world-of-darkness-mirrors-post-mortem-qa/ My schedule for the Con is below but subject to change: ThursdayWishes from Space: A Green […]
Writing Incarnate » Predators Review and Gen Con Prep!
August 3, 2010 @ 12:17 AM
[…] stand out or need something to help expand your own World of Darkness, I recommend picking it up!http://terribleminds.com/ramble/2010/07/14/world-of-darkness-mirrors-post-mortem-qa/My schedule for the Con is below but subject to change:ThursdayWishes from Space: A Green Lantern […]
Writing Incarnate » Predators Review and Gen Con Prep!
August 3, 2010 @ 12:21 AM
[…] http://terribleminds.com/ramble/2010/07/14/world-of-darkness-mirrors-post-mortem-qa/ […]
Mirrors | Stuff, and things.
May 7, 2015 @ 10:42 PM
[…] at Chuck Wendig’s blog, Terrible Minds, he’s discussing the most recent (and final, in many ways) book from White Wolf. World of […]