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The end of the (game)world as we know it

(Before I begin, a quick aside: It's getting difficult to post anything game-related that can match up to Ed's recent string of excellent gaming posts. Great stuff, Ed.)

While I was at Gencon, I stopped by the White Wolf booth to see what their much-hyped "big announcement" was going to be. For those not familiar with White Wolf, they're a major roleplaying game company that publishes a lot of "monster" RPGs with names like Vampire: the Masquerade and Werewolf: the Apocalypse. They had a pretty big impact on the world of RPGs when they debuted with Vampire way back in the 90s. For reasons I won't go into now, I'm not a big fan of their games in general (although I did pick up a hefty batch of Mage and Werewolf sourcebooks recently when my local gaming store went out of business), but they do happen to print one of my favorite RPGs: Hunter. In Hunter, instead of playing a monster, you play an everyday human "gifted" with the ability to see the evil creatures around you and tasked with the job of dealing with them. It's a worthy game, in my opinion.

So what is White Wolf's big announcement? They're blowing up all of their gamelines. Well, most of them--all of the games set in their World of Darkness universe, which includes all of the aforementioned games and a slew of others.

Included as a major plot/setting hook in each of their games since Vampire has been the idea that the end of the world is just around the corner, that your characters are living in the final days of the earth, and that the entire universe is teetering on the brink of destruction. It's big, it's epic, and I suppose it's gotten a bit stale now that we're a few years past Y2K. So over the next few months, they'll be ending the game lines by having Armageddon finally arrive, presumably destroying everything in a series of climactic in-game events.

My first thought upon hearing the news was disappointment that the Hunter line would be ending, but it was impossible to deny the coolness of the basic idea. They're blowing up not just one game, but a whole group of games--some of which are exceedingly popular, sales-wise. I was impressed that they're actually taking on a project with such a huge potential to enrage loyal fanboys.

Mostly, I'm just jealous--because writing a sourcebook detailing the end of the world for a roleplaying game sounds like an incredibly fun job.

Even beyond that, I'm feeling quite inspired right now to run a World of Darkness campaign--Hunter or otherwise. How cool is it to be on hand to play in the closing scenes of the gameworld? Not many games set you up to actually participate in the End. It sounds pretty fun to me.

It's somewhat cheesy, but in a let's-have-fun-with-this sort of way. The countdown to the End, in the form of a daily news ticker at their website, has begun, and reading the news items, I see they're already killed off one major character from the Hunter setting (the August 5 entry--the former Marine/activist), and possibly a second (if I'm correctly guessing the identity of the man in the August 4 story). So far, so good--here's hoping Hunter goes out with a bang.

So yeah. I thought it was cool, anyway, and I'm suddenly a lot more interested in White Wolf's stuff than I was before they made their announcement.

Comments

I've never liked games where the owners of the game maintain a history which they push on you with supplements. When "Traveller" turned into "Megatraveller" by means of extremely contrived in-game events foisted upon you by GDW, it killed my interest.

But obviously this is a minority viewpoint -- that sort of thing wouldn't be so popular if a lot of people didn't really enjoy it.

There's a thread on The Forge about this with differing viewpoints.

Amusingly, I notice just now that it references an ">RPGnews.com article with the following intro:

Let me be the first to say it: LAME, LAME, LAME, LAME. Just like when GDW hosed Traveller with "The Virus". So they're "ending" the World of Darkness? A Gehenna supplement? This is the ultimate reason I hate metaplots.

Oh, yeah, and thanks. :) the 'semiotics of rpgs' articles did end up kind of spiralling into nowhere but they helped me work through a lot of ideas.

I have nothing against metaplots, so long as they are implemented in such a way that it's not too hard to ignore them if you want. Hunter and Exalted, both White Wolf games, have vague metaplots, but I have yet to see a sourcebook for either of them invalidate or supersede any of the information from the core rulebook; nor has any sourcebook radically altered the mood or theme of either game. I'm not sure what the other WW games are like, but if this is what people mean by "metaplot," I can deal with it.

As for the Time of Judgment (WW's name for their end-times event), I don't know why one would consider it metaplot at its worst. They're ending the game lines whether they finish them off with the Apocalypse or not; personally, if the game is going to end anyway, I'll take a flashy, fun ending that ties up all the loose ends over simply letting the game lines just die quietly. If it sucks, I can ignore it with no harm done, and if I happen to like it, so much the better.

It seems to me that it'd be incredibly easy for this guy to simply ignore the Time of Judgment altogether if he hates it so much. Since the old game lines won't be supported at all anymore, you'd be free to do whatever you want with them with absolutely no fear that future publications would affect your game. Isn't that the metaplot-hater's dream--to have a complete game free of any tampering by future publications? Or am I misinterpreting that?

I say, bring on the End!

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