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VtM - WhiteWolf: Genealogy

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<strong>VtM</strong> - Review: Nights of Prophecy<br />

legendary Crone of Russia (whose death the Coterie witnesses and plays some small part in). It includes<br />

everything from apocalyptic prophecy to talking with a Methuselah and witnessing said's destruction at<br />

the hands of one of the dread Nictuku. The plot, however, can almost seem a little forced here and there,<br />

possibly requiring some nose-leading on the part of the ST. Other than that, it is a pretty decent scenario,<br />

and will likely leave the players with a lingering impression of just how small even the movers and<br />

shakers of the WoD are, and how incredible the events they witness are. Still, some may find the<br />

comparative lack of player's ability to influence the outcome of this scenario (since Baba Yaga is<br />

supposed to die in cannon) somewhat irritating.<br />

Chapter Four: The Hunters Hunted details the efforts of a small group of Hunters to rid a city of the<br />

plague of vampires, all against the dual glitz and emptiness backdrop of Las Vegas. It servers to<br />

introduce the new players in the WoD stage, the Hunters (as in those from Hunter: The Reckoning). This<br />

scenario is one laced with a good dose of suspicion and paranoia, as the coterie will be left wondering<br />

who the mysterious people are that seem to be watching them… This chapter left me with very mixed<br />

feelings. While I'm all in favor of anything to put PC's on their toes, especially to drive them to paranoia<br />

and fear, the setup for this seems a touch unrealistic in places. For example, I find it hard to believe that<br />

the kindred would just roll over and take it as much as they do in this chapter, so to speak…little effort<br />

seems made on the part of the NPC's of Vegas as writ to look into the appearance of mysterious golden<br />

aura'ed mortals. Moreover, despite the disappearances and later deaths of numerous kindred, few seem to<br />

put two plus two together and go after the mysterious watchers. Maybe I'm just vastly overestimating<br />

Kindred in general, but I think more would have been done. The plot to this section is otherwise OK,<br />

though it is my least favored section of the book.<br />

Chapter Five: House of Lies deals with a lost fragment of the Book of Nod to be unveiled by the<br />

Librarian pack of Montreal. I was particularly fond of this chapter, as it consisted of a blend of paranoia,<br />

betrayal and intrigue neatly blended with a sense of looming danger from the fragment and its contents.<br />

The coterie arrives in Montreal to investigate this fragment, and soon finds themselves hobnobbing with<br />

renowned Noddist scholars from all over. They're soon thrust into the center of an investigation to find<br />

the thief and the truth about the shroud, before the Sabbat inquisition starts executing all those involved<br />

under suspicion of infernalism. This section balances a fair amount of social interaction with a good<br />

amount of investigation, and the BoN fragment is one never before published in tabletop (though I<br />

believe it was in the recent Laws of the Night MET guide) and quite interesting. This section was well<br />

done overall.<br />

In the end, this book is a good showcase of several different ways that vampire can be played, from<br />

social negotiation to action to treacherous intrigue. The revelations herein are a good start to the Year of<br />

the same name, though they certainly leave me thirsting for more. It deals with a diverse selection of<br />

metaplot related issues, including how to use the metaplot in a chronicle. My only wish is that more were<br />

explained, I can only hope this will be dealt with in future books. Overall, I'd say it's a solid book, despite<br />

what I feel to be a rather unbelievable set of circumstances in one chapter and the occasional feeling of<br />

being forced in others.<br />

http://vampirerpg.free.fr/Books/2265.php3 (3 of 3) [6/1/2002 12:21:17 AM]

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