The games in the series have a shared setting, also named the World of Darkness, which is a dark, gothic-punk interpretation of the real world, where supernatural beings such as vampires and werewolves exist in secrecy. The original series' setting has a large focus on lore and overarching narrative, whereas Chronicles of Darkness's setting has no such narrative and presents the details of its setting as optional.

Whereas the original series has a large focus on lore and background information for its setting,[11] the urban horror Chronicles of Darkness setting does not to the same extent;[6][11][12] it does not have a metaplot, and it presents any setting information as strictly optional to include in campaigns. With its lesser focus on lore and less defined world, Chronicles of Darkness also streamlines the character types, stripping the many vampire clans and werewolf tribes from the original series down to five each.[6]


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The Paradox Interactive incarnation of White Wolf Publishing released the fifth edition of Vampire: The Masquerade in 2018, which included references to neo-Nazis and a character interpreted as being a pedophile, leading to accusations that they were catering to neo-Nazi groups. White Wolf Publishing denied that this was their intention, and apologized.[19] Following the use of the real-world anti-gay purges in Chechnya as the backdrop for fictional events in Vampire: The Masquerade sourcebooks, in what Paradox Interactive's vice president of business development described as a "crude and disrespectful" way, Paradox Interactive integrated White Wolf Publishing directly into the parent company, made changes to its leadership, suspended sales and printings of the books, and halted its development and publishing of World of Darkness games.[20] The material was removed from the books, and Vampire: The Masquerade development was moved to the licensee Modiphius Entertainment and collaborators including Onyx Path Publishing.[21][22]

The series' setting, plot, and art direction have been well received,[d] with Rue Morgue describing the series' "fabulous artwork" as one of its major strengths,[72] Fenix praising the series' mood and the quality of the writing,[73] and Realms of Fantasy appreciating the broad scope and the familiarity to players due to being based on the real world.[74][77] Shadis described the setting as "truly unique", bringing something never before seen to games.[78] Some publications found the setting too crowded or defined, however;[6][75] Diehard GameFan thought this took away from opportunities for horror,[75] and Tor.com thought it left little room to tell new stories, often choosing to ignore the metaplot when running games.[6] In his book series Designers & Dragons, Shannon Appelcline considered the series' focus on metaplot to likely be what had caused sales to dwindle prior to the reboot, as players would have stopped playing the games when feeling they could not keep up with the story. Reactions to the Chronicles of Darkness setting have been divided, with some preferring the original series' setting for being more fantastical and grand in scale, and some the reboot's more grounded setting.[3]

The world is a reflection of our own: it's still Earth, with the same countries, the same people in power, a Starbucks on every corner. However, it is nonetheless a worse place: people care a little less, the boot on your neck grinds a little deeper. Gargoyles peer down uncaringly from nearly every edifice, even as the skeletal fingers of those skyscrapers stretch further into the heavens. This is the "Gothic" aspect.

Despite this, or perhaps because of it, you fight back. The systems of power are unfair. Hell, the world itself is unfair. So you fight back. Because you can. Because you have no other choice, if you want to survive.

Since Vampire's first edition stood alone, there was no need to have a separate identity for the larger World of Darkness. Indeed, it wasn't until around the release of Mage in 1993 (when Vampire was in its 2nd Edition and Werewolf was a year into its 1st Edition) that a World of Darkness logo was finally created, based on the logo of 1992's A World of Darkness. The focus is clearly on the "world" of the title.

We have a group of 4 people in the local Area looking for a Story Teller. We are at the beginner level of playing, and would love to experience the world of Vampire The Masquerade. Thank you in advance.

I have a desire to run a campaign for World of Darkness, that uses VTM, WW, and Mage. I wanted to know if anyone has made for free (or paid) a world that has all the components for WoD and if there are other additions like dice, etc. for it. This is one of the reasons I bought Foundry VTT.

Hi! So yeah since the community areound the system is somewhat nich I wanted to check if anyone would know where would I have luck looking for a world/chronicles group, since r/lfg is mostly filled with dnd stuff and I didn't find any roll 20 groups either I am not entierly sure where I could look.

While wod is naturally a pretty miserable place because of all the monsters. The monsters aren't the only reason it's miserable. What are some of the ways you'd portray a constant sense of misery in the world but without it going into the territory (to take from 40k but instead of grim dark its Gothic) of Gothic derp. Where the place is so horrible it breaks suspension of disbelief and stops being fun for most people

Meanwhile, the Americas, New Zealand, and most of Australia will be bathed in sunlight. However, while being huge landmasses, relatively few people live there. North and South America combined only make up about 13 percent of our worldwide population.

When we allowed our algorithms to include astronomical twilight, they calculated Tuesday, December 27, 2022, at 19:39 UTC as the moment of peak darkness.

Convert to your local time

But you and your friends are not alone. You have entered a world of Hunters, humans who dare to challenge the dominion of the monsters who rule over them. Can you trust the fanatics of the Society of Leopold, the scholars and savants of the Arcanum, the ruthless Duffy crime family, or the enigmatic biotech company Fada?

World of Darkness is a franchise of tabletop roleplaying games, created in 1991 and initially owned by White Wolf Publishing, before being passed on to CCP Games in 2006 and finally to Paradox Interactive in 2016. As the name suggests, its primary focus lies in the dark, gritty interpretation of the real world that serves as the backdrop for all of its installments, framed as an urban-gothic setting where supernatural entities of all kinds roam unseen behind the curtains, usually tied together by some overarching metaplot grounded in extensive amounts of background lore, largely inspired by other horror RPGs of the same ilk, such as Call of Cthulhu.

Werewolf, the Apocalypse: The first of the installments to build upon the world of magic and spirits underlying the one inhabited by humans, Werewolf focuses on the struggles and conflicts of the Garou, a race of people birthed either by wolves or humans, who find themselves locked in an eternal war that extends far beyond their own capacity to comprehend. Gaia, the spirit of the Earth itself and mother of all Garou, lies dying and corrupted, as an hyperdimensional force of decay known as the Wyrm reaches down from the stars and threatens the stability of both the material and spiritual worlds, manifesting both as chaotic spirits that exist as extensions of its will and subtle alterations in the day-to-day dynamics of humanity itself, and it is this war for Gaia's soul, above all, that defines the Garou as a people.

Mage, the Ascension: A gnostic setting where the spirit world becomes the primary focus, protagonized mainly by individuals who "awakened" from the physical, concrete reality which the common people often take for granted, and started to experience a much deeper and more complex world, where thought, perception and belief all shape the Tapestry of existence, and the very Consensus of the masses directs the flow of the universe, currently locked into a science-based status quo by the efforts of the Technocracy, the most dominant faction among the Awakened, whose actions have stamped out all belief in magic from the minds of humans, forcing traditional Magicians to seclude themselves and severely limit the extent of their powers.

At its upper echelons, World of Darkness is rapidly skyrocketed to vastly higher levels, with the spiritual world of the Umbra being home to a variety of higher-dimensional spaces, of which the regular 4-dimensional spacetime inhabited by humans is simply a part, as well as higher realms such as the Astral Umbra, where all mathematically coherent objects and phenomena are instantiated as pseudo-tangible realms, which themselves give way to higher and higher levels of abstraction rising up to infinity, all of which culminate at the Epiphamies, purely abstract domains beyond concrete existence entirely, where all definitions and mappings become trivial and cease to apply entirely.

The dungeon's layout mostly consists of paths made out of dark energy, surrounded by a black void. A natural counterpart to the World of Light, it is the Cloud of Darkness' base of operations and the source of the darkness which broke the balance between the two worlds by starting an invasion.

In the twilight of his reign, the first and last emperor of Allag, Xande, desired power above all else. He turned to the terrible being known as the Cloud of Darkness, a ruler of the void, and asked of her strength to make the world kneel before his throne with a covenant of blood. 

 When Xande was slain, his ambitions were laid to rest alongside him. Yet the Cloud of Darkness still seeks to enter the material realm, and will soon find passage through the Voidgate set to manifest within Syrcus Tower. With the fiend's coming, can the fellowship of NOAH brave the void and rescue the three souls able to stem the Cloud's flood of shadows, or will the expedition itself vanish beyond the rift in the World of Darkness? ff782bc1db

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