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VtM - WhiteWolf: Genealogy

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<strong>VtM</strong> - Review: World of Darkness: Blood-Dimmed Tides<br />

how odd, was given for every game to have an interest in doing away with the base. I did not like that,<br />

especially the Wraith and Changeling stretches.<br />

It is the next chapter that the meat starts. The Gangrel Mariners are described as almost a bloodline of<br />

Gangrel who use a version of Protean that is just a bit different from their land-bound brethren. There is<br />

some interesting discussion of the Lasombra antitribu fleet as well, but no where near as much as I would<br />

like. The Werewolf section is sparse, giving several paragraphs to the Garou Nation, some more to the<br />

other Changing Breeds, and then another bit for the Rokea. I understand that the breedbook is being<br />

planned, but some more information would have been infinitely helpful. Next is that pathetically small<br />

and lean Mage section. No where near the level of information I wanted. Wraith was next, and it got a<br />

large section (more than any of the previous lines) detailing the watery Shadowlands. I loved this section<br />

for the most part. Well done and interesting, it explains some of the ways that the factions of the dead use<br />

the oceans. Hierarchy, Heretic, and Renegade ships are all mentioned, as are just how ships function in<br />

the underworld. Also included are rules for wraiths and water (it's solid to them, they need to go<br />

incorporeal to swim) as well as new Arcanoi uses. I also loved the Heike Crabs, but that's because I'm<br />

familiar with the Tale of the Heike. I found them perfect for Wraith. That is followed by an even more<br />

extensive section on changelings and the sea, including a nicely-done in-character description of the two<br />

undersea kiths (merfolk and murdhuacha), but I have to complain on general principle. In a book this<br />

size, the space could have been put to much, much better use - there would have been more room for<br />

Mage for example. The Changeling bit also suffered from a "good = pretty and evil = ugly" stereotype.<br />

The murdhuacha have finally made me hate the idea of the thallain. They should be stricken from<br />

Changeling for all time. The new Arts are amusing, and somewhat interesting, but nothing hugely<br />

noteworthy. My final problem with this section was that while the changelings under the sea were<br />

described as "rare" and "even more uncommon than on land," it also mentioned five (formerly six) coral<br />

cities. Full-blown sprawling metropolises under the ocean and the fae are rare? And that's only one of the<br />

kiths.<br />

The next chapter is the White Wolf obligatory storytelling chapter, but it is actually better than most, it<br />

wasn't a chore to read. Some interesting stuff, but nothing ground-breaking.<br />

The Lurkers chapter had information on animals and monsters in the sea. I have to say that I really liked<br />

the fomori presented, especially the flavor text for the bane lampreys. That's how the World of Darkness<br />

should be, and it makes me pine for a mortal game where the average fomori makes half the part become<br />

alcoholics while the other half goes insane and commits suicide. Generally a good chapter, it also<br />

introduces the Chulorviah, an aquatic mind controlling race of squid. Interesting, perhaps, but it merely<br />

made me feel like the World of Darkness just had another person squeeze into the "Supernatural races,<br />

13th floor" elevator. I can feel the cable straining.<br />

Oddly enough, it is the rules in the Appendix that I found to be one of the best parts of the book, and I<br />

usually don't like rules. Ideas like depth sweat for vampires to lose vitae are really nice, as well as just<br />

how much Fortitude is needed to survive crushing depths. Very nice rules overall.<br />

http://vampirerpg.free.fr/Books/3350.php3 (2 of 3) [6/1/2002 12:20:03 AM]

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