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November is a busy month for White Wolf, with ten major releases for their Trinity, Vampire, Mage: The Ascension and other game lines. We have all the details in our Mid-November games rundown.

Games and game accessories are listed by publication date; most recent first. Where available, links to SF Site reviews are provided. Click on the thumbnail image to get a look at the full size cover.

New Gaming Arrivals: Mid-November 1998
Trinity Field Report: Alien Races (Trinity Universe Update)
Bryant Durrell
White Wolf (gamebook, 24 pages, $4.95 US)
There are other science fiction role-playing games on the market -- including the excellent Fading Suns from Holistic Design, Marc Miller's Traveller, and TSR's new Alternity rules -- but it's looking more and more like Trinity is well and truly the one to beat. At present no one can match White Wolf for both quality and quantity of supplements and support material. I'm particularly impressed by these compact Field Reports. For less than the price of a paperback, you get a full-color sourcebook that fleshes out critical corners of the Trinity Universe. Alien Races is the second, an extremely well-written setting dossier for all players which updates us on "everything the Trinity has recorded about the officious Qin, the fanatical Chromatics and the lascivious Coalition." All the dirt you need on the three spacefaring alien races in the Trinity universe.
review Trinity Overview by Don Bassingthwaite
Art: Geof Darrow
Shattered Europe (Trinity sourcebook)
Bruce Baugh, John R. Snead, Greg Stolze
White Wolf (sourcebook, 144 pages, $19.95 US)
It's a good sign when a weighty gaming sourcebook lands on your desk with a cover by the incomparable Geof Darrow (of Hard Boiled fame). The interior art, by eight White Wolf artists, is also above average, and is nicely highlighted in a 48-page color section. Subtitled a "Psi Order Aesculapian & Europe Sourcebook," Shattered Europe offers greatly expanded source material on both the Aesculapian Order, with its psi-healer "docs" who bring hope to those in despair, and the European continent, sixty years after its devastation at the hands of the corrupt Aberrants. Also included are detailed tips on playing a vitakinetic, including new psionic powers, and information on European society and the political scene.
Art: William O'Conner
Darkness Revealed #3: Ascent into Light (Trinity Adventure Series Sourcebook)
Bruce Baugh, Richard E. Dansky
White Wolf (sourcebook, 120 pages, $15.95 US)
Ah, this is handy -- the back page of Ascent into Light lists all the current gaming supplements for Trinity and the publication schedule for 1999. Let's see -- counting this week's new stuff, there are currently seven core releases and two Field Reports, and three adventure books (all in the Darkness Revealed trilogy). Coming next year are ten major new supplements and expansions. No doubt about it -- if you're serious about SF adventure gaming, Trinity is where the action is. "The Darkness Revealed series (which began with Descent into Darkness and Passage Through Shadow), reveals the answers to some of the greatest mysteries in the Trinity Universe. In part three, the characters are centre-stage, venturing into deep space in search of the final truth to the many mysteries and conflicts that stagger humanity." This thick adventure module contains the conclusion of the trilogy, with two complete adventures usable for any Trinity series, as well as important source material on North America, Africa, and extrasolar space.
Art: Bill Sienkiewicz
Digital Web 2.0 (Mage: The Ascension Sourcebook)
Phil Brucato et al
White Wolf (sourcebook, 136 pages, $16 US)
White Wolf certainly has respect for the great comics legends -- this month sees cover art from Geof Darrow, John Bolton, and in this case the brilliant Bill Sienkiewicz (of New Mutants and Stray Toasters fame). Digital Web 2.0 is a sourcebook for White Wolf's FRPG Mage: The Ascension, and presents a unique picture of the Internet, White Wolf style. "Not so very long ago, a tragedy opened the doorway to a realm of possibilities, a new creation where thought was power. More recently, the Virtual Adepts and their Technocratic rivals have waged a subtle war to control this magnificent Zone. Barely a year ago, a massive crash wiped the system, thrashed hundreds of Webspinners, and reduced years of work to ruin. The old world is dead. Reality 2.0 is waiting..."
Art: Steve Prescott
Gurahl (Werewolf: The Apocalypse Changing Breed Book 4)
Jackie Cassada and Nicky Rea
White Wolf (sourcebook, 136 pages, $17.95 US)
The latest sourcebook for the Werewolf: The Apocalypse role playing game is the fourth book of the Changing Breed set. It details the society of the Gurahl, including information on their four scattered tribes and their distribution around the globe. As with all tribe books, complete rules for running Gurahl are here, including gifts, rites, fetishes, totems, and even sample characters to give you a sense of play balance. If you're interested in the tale of the world as presented by the gentlest Changing Breed, this is where you'll find it. With eight pages of comic art by Steve Prescott.
Art: Miran Kim
Vampire Storytellers Companion (for Vampire: The Masquerade)
Clayton Oliver
White Wolf (gamebook, 72 pages, $14.95 US)
The introduction describes this book as the "overflow" from the Vampire: The Masquerade core rulebook -- it helps round out the world but isn't necessary to every story. Its four chapters detail: three of the so-called "lesser bloodlines," families whose origins are shrouded in mystery and whose members prowl the night, hiding from the Camarilla and Sabbat alike; Secondary Abilities, with more in-depth Traits and systems to create your own Abilities as well; new Disciplines and frightening vampiric powers associated with the lesser bloodlines; and Arms and Equipment. In addition, there are expanded character sheets compatible with the revised edition of Vampire: The Masquerade, and a tri-fold Storytellers Screen on solid stock. All in all, a must-have for serious players.
Art: Tony DiTerlizzi
Land of Eight Million Dreams (for Changeling: The Dreaming)
Deena McKinney, Jim Moore and Wayne Peacock
White Wolf (gamebook, 152 pages, $18 US)
The latest thick sourcebook for Changeling: The Dreaming takes a long and detailed look at a rich setting for fantasy roleplayers of every kind: Asia and the Far East. "In ancient times, the fae of China served as the messengers and servants of the spirit world. They were the emissaries of nature, the guardians and protectors of the sacred places. The hsien -- known as changelings in the West -- are the descendants of beings who were trapped in the realm of flesh during the Shattering... beings who struggle to survive in a world of mortals, a world full of other supernatural beings who would destroy them." Among many other things, this sourcebook details an entirely new Asian kith, complete with new Arts and powers, and an assortment of rich plotlines and storythreads ready for use in an Asian chronicle.
Art: John van Fleet
World of Darkness: Tokyo (Wraith: The Oblivion Sourcebook)
Bruce Baugh and Mark Cenczyk
White Wolf (World of Darkness sourcebook, 96 pages, $14.95 US)
White Wolf's World of Darkness game setting -- which encompasses virtually all of their modern day game systems, including Vampire: The Masquerade, Wraith: The Oblivion, Mage: The Ascension, and Changeling: The Dreaming -- is one of the most fully detailed fictional environments ever created. Whether you're a hard core gamer dedicated to one or another of the game systems, a devotee of fine writing, or just a student of the craft of game design, the World of Darkness has something to command your attention. "From Yu Huang's minions to Western opportunists, from hengeyokai to hsien, all of Tokyo's supernatural residents are here, waiting to share their wisdom -- and their appetites -- with you. World of Darkness: Tokyo also contains a city guide, a history of Middle Kingdom Tokyo, and everything else you need to set a game in this mysterious metropolis. The lights of Roppongi beckon. Will you heed them?"
Art: John Bolton
Libellus Sanguinis 2: Keepers of the Word (Vampire: The Dark Ages Clanbook 2)
Jackie Cassada, Richard Stratton, Cynthia Summers
White Wolf (sourcebook, 112 pages, $15 US)
The second in the series of Dark Age Clanbooks boasts -- in addition to a gorgeous cover by comics great John Bolton -- the secrets of three Dark Medieval Clans: the Brujah, Toreador, and Tremere. In addition, there's considerable information on expanded Discipline powers, Merit and Flaws, as well as a collection of new tools for creating a Dark Ages character (always trickier to get right than it appears), as well as templates for each clan and some revealing nuggets of clan history. "Here is all the majesty and knowledge of Athens and Rome, of Carthage and of forgotten Ur, kept against the ravages of the centuries... prepare for your instruction, childe. It is my fervent hope that you will survive it."
Art: Katie McCaskill
Laws of the Hunt (for Mind's Eye Theatre)
Jess Heinig, John Wick and Alison Young
White Wolf (rule book, 184 pages, $15 US)
Along with a very small handful of other companies, White Wolf has pioneered live action role-playing with a variety of quality products and promotions. Their Mind's Eye Theatre line offers some of the best material available for live action RPG enthusiasts of all kinds. In Laws of the Hunt, players take on the role of supernatural hunters, mortals enmeshed in a very dangerous profession. "In a world twisted by dark magic and despair, supernatural creatures rule from behind the scenes. Vampires pull strings in the deadly games, while werewolves roam the woods. Mere mortals are playthings and puppets -- until they decide to fight back... Even vampires fear the Inquisition, and the Government's Special Affairs Division of the FBI is a dangerous as any supernatural enemy. Bring a new angle to Live-Action games with mortal hunters updated from the Antagonists rules, and the addition of new sorcery."
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