RPGnet
 

Dark*Matter

Author: Wolfgang Baur with Monte Cook
Category: game
Company/Publisher: WOTC
Line: Alternity
Cost: 29.95
Page count: 283
ISBN: 0-7869-1433-5
SKU: TSR11433
Capsule Review by Allister Huggins on 11/06/99.
Genre tags: Science_fiction Modern_day Conspiracy
Dark*Matter is the second campaign world for the Alternity line. The blurb on the back of the hardcover says it best: "Think back to every story of alien visitors, psychic powers, occult lore, unexplained miracles, strange cults, and secret societies that you've ever heard...then imagine if they were all true and your job was to investigate them."

Chapter 1: An introuction to Dark Matter

This chapter is of course the requisite "Intro" to roleplaying that we see in other products. One thing I liked was the use of the mini-adventure in this chapter. I do believe it really helps the neophyte when they attempt their first RPG session. My only complaint is that as someone who has the Alternity PHB, I feel it is totally pointless. True, it is only 25 pages, but still. This chapter can be downloaded from the WOTC's Dark*Matter webpage.

Chapter 2: Welcome to the Hoffman Institute

The institue is the default assumption as to who the PCs will be working for. Overview, divisions & resources, institute security, and institue allies breakdowns are given. As well, the institute and the law of the land (usually US law) is given. This chapter also gives a map to the typical institute branch office as well as a picture of the typical ID card. The institute even have a webpage which is a very nice touch that GMs could give to players. The description of the institute and the breakdowns given cover all the relevant bases such as who leads what division, pay, institue titles etc. It accomplishes its job of making the institute feel like it _IS_ a real-world institute.

Chapter 2: Heroes of Dark*Matter

New skills, psionic and non-psionic are given along with modifications to the existing ones. New flaws and perks along with careers for the world of Dark*Matter are given. Very good use of tables to summarize the new information at a glance but my favourite part is the breakdown of language groups. This is absolutely wonderful along with the table of step modifications given for information gathering at libraries of various sizes. The chapter also mentions any modifications to the existing rules and what skills every Dark*Matter hero should have. Only one complaint with this chapter. It would have been nice to know what is applicable from the Psionics guide given the fact that some of the revised rulings are exactly the same as the ones in Mindwalking.

Chapter 4: Arcana

New FX rules are given. It mentions that these may be expanded with the use of an upcoming supplement but it strives to make clear that you don't need the supplement (Beyond Science: A Guide to FX).

FX is broken down into two branches: Arcane and Faith. Both use the same FX pool of points as they are decribed in Dark*Matter as both drawing power from higher dimensions. Only differnce is how that power is unlocked, Arcane being dependent on the knowledge and understanding of the universe and faith being drawn through ceremonies and faith. The actual resolving of spells uses the same mechanic as the normal Alternity one.

Arcane is broken down into 3 flavours with each flavour having about 6-7 spells apiece: Diabolism, Enochian and Hermeticism. The method used to manipulate the universe is different for each. Diabolism requires lifeforce, Enochian entails the use of vows and Hermeticism requires the use of learning arcane formula. The methodology of the 3 are distinct both literally (game-world wise) and mechanically (rule wise). All flavours are open to PCs (yes, you can have good diabolists). Paragraphs are also given of real-world mystics (those who practise Enochian othrwise known as white magic), diabolists and occult books. Rules for possession are also given but of course there is one problem: No rules are given for evil diabolists (the default diabolism system assumes one uses a PC's own lifeforce) even though it mentions that evil diabolists have other methods instead of sacrificeing personal lifeforces.

Faith

Broken down into 3 flavours as well, Monotheism, Shamanism and Vodoo. Each has a distince mechanic flavour that they use to modify their normal roll.

Chapter 5: History of the World

As the title states, this chapter gives a breakdown of the major events of human interaction with the Strangers (the Dark*Matter term for all non-human visitors), Ancent History, Mesomerica, Rise and Fall of Europe, Enlightment and Industrialization and Today. As well, a timeline is given that extends from 28,000 BC to 2001 AD. Closer to 2001 and there are events listed for each year while closer to 28,000 BC, events are separated by hundreds of years. the timeline is a mixture of both real-world facts and Dark*Matter facts. It becomes hard to determine where the truth ends and the fiction begins. A very good job of integrating the fantastical parts of the timeline was done.

Chapter 6: The illuminati

A description of the secret societies of the world. Nine major societies are given big writeup plus 11 smaller organizations given half page descriptions with adventure seeds. The major writeups are in the format Headquarters and Branches, Power and Resources, Followers, Secret knowledge, Primary goal and Common missions along with a history lesson and their current status. GMs are encouraged to create their own secret societies. Alien organizations are also given the same treatment.

This is by far, the best chapter of the book, from the art (the picture of the Rosuricans is awesome plus having art for society symbols) to the history lesson (which is rife with rousing text), this chapter has it down pat. One other good thing about this chapter is even if the players read it, all of the major societies and alien organizations are given a different status. So in fact, there are really 18 major writeups. Only flaw is that the _OR_ for each organization is nowhere as meaty as the default one.

Chapter 7: Places of interest.

Each continent is given interesting sites, of course most are slanted towards areas players are most familiar with, North America. Even my city of Toronto gets sites of interest. The DC area map was a nice touch. Even the oceans and mars and the moon get mentioned. Frankly, from this one chapter a lot of GMs will have no problem coming up with places to send their players.

Chapter 8: Xenoforms

Areas where Kinori, Sandmen, Sasquatch/Yeti and Mothmen live are shown on a map of the world. Stats are given for "Demons", "Angels" , the above 4 alien races and other Strangers. Stats are also given for supernatural creatures such as ghosts and mummies. Alternity fans will get a big kick out of this section when they realize the connections. The art did a magnificent job in that respect.

Chapter 9: Running a DarkMatter campaign.

Everything from using conspiracies, weapon laws outside of the US to general advice, this chapter is targetted at those GMs feeling intidimated with the amount of knowledge stuffed in the hardback and those new GMs. For GMs who are old hands, this is a refresher course.

Chapter 10: Campaign Options

Focus on playing PCs using non Hoffman institue backing, advanced heroes, and alien heroes. Not much else.

Chapter 11: Raw Recruits

An 18 page adventure. An adventure which introduces new players to the setting and the most important thing. Knowledge is power. Players should be able to go through this adventure without using their weapons and given that one of the goals is not to break cover, using guns in your typical american suburb is a no-go.

Last page is a Recommended reading and viewing table.

Style: Frankly, it rocks in this manner. From the small but legible typeface, to the use of art, to the great index, it covers all the bases.

Substance: Only small problems as mentioned in the above review.

Style: 5 (Excellent!)
Substance: 4 (Meaty)

[an error occurred while processing this directive]

[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ]

Copyright © 1996-2009 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2009 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.