White Wolf: The Dirge
I don’t know what this means for the larger WOD brand, or what happens to the ragged tatters of the company that has been frayed and shredded over the years since the EVE Online developer bought the pen-and-paper company. I know it means layoffs, so, fuck. I also know that, at present, Onyx Path continues to roll out its gleaming obsidian walkway of horror-fantasy gaming delights, acting as the spiritual and also literal successor to the White Wolf voodoo — and according to Rich at Onyx Path, everything shall continue apace.
It’s worth taking a moment, maybe, to note that White Wolf is part of my DNA. I grew up reading D&D, but I grew up playing White Wolf games. My first Vampire: the Masquerade character was a pre-made Nosferatu named “Sewer Billy.” (I still have his character sheet around somewhere.)
I loved those games so much that I knew as I got older if I was going to continue playing them while maintaining the illusion of being an adult, I had to monetize that experience, which I did by writing for the company. I worked writing some free stuff online in coordination with sites like Ex Libris Nocturnis and Shadownessence. Then later I answered a writer’s all-call from the company and was lucky enough to get the gig; I started off writing Hunter: the Reckoning, and wrote games for them all the way through to me acting as line developer for Hunter: The Vigil and even into Geist: The Sin-Eaters. The games always amazed me and as I worked more and more with them in a freelance capacity, I got to see exactly why they amazed me — because some truly amazing people were making these goddamn games. Fellow freelancers and developers: Ken Cliffe, Justin Achilli, Ethan Skemp, Aileen Miles, Aaron Dembski-Bowden, Eddy Webb, Mur Lafferty, Will Hindmarch, Matt McFarland, Jess Hartley, Rose Bailey, Mike Lee, Patrick O’Duffy, Travis Stout, David, Filamena Young, scads more. So many of folks I count as friends even still.
I learned to write better during my time freelancing. I learned discipline with deadlines. I found out what appealed to me about games, story, character, and horror. Really fundamental stuff.
When they got bought by CCP I was hopeful, you know — more money for them, plus hey, who didn’t dream about a World of Darkness MMO? Turns out, it wasn’t to be. I don’t know why, really. From the outside, it’s easy to suggest that it was fumbled and mishandled — and, actually, even from my limited glimpses inside it looked that way, at times. But I also know that not everything works out and sometimes, shit happens, so who knows? What I know is it’s sad to see good people let go, and sad that the dream of a WOD game is now shriveled up and going dusty like a sun-cooked vampire. Eve was never a game I could really understand, but I loved how player-driven it was, and hoped to see the same here.
Onward and upward.
What I will say is, White Wolf has left an enduring legacy behind — the last couple days I was up in Erie, at Penn State, where students read my book, Blackbirds as part of a women’s studies / female superheroes unit (whee!). And while there, I had people still want to talk to me about gaming. I had one professor show me his first edition copy of Wraith. I had one student — college-age! — want me to sign several White Wolf books for her gaming group. Exciting stuff, and makes me proud to have been a part of all that.
*pours a cup of d10s on the curb for the World of Darkness MMO and White Wolf in general*
To those gone: best of luck to you going forward.
To those who still play the games: fuck yes.
To Onyx Path: keep on kicking ass.