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Nights of Prophecy

Author: Achilli, Grabowski, McFarland, Rosenberg, Shomshank, Soulban and Mosquiera-Ashiem
Category: game
Company/Publisher: White Wolf
Line: Vampire
Cost: $19.95 or £13:00
Page count: 160
ISBN: 1-56504-229-8
SKU: WW2265
Capsule Review by Stephen Joseph Ellis on 04/17/00.
Genre tags: Modern_day Horror Vampire Gothic
Nights of Prophecy

This 160 page book is the first Vampire Revised book of adventures, and so updates and fills in White Wolfs metaplot concerning the Revised changes. For example, it addresses with the disappearance of the Tremere antitribu, the death of Baba Yaga, appearance of Hunters, the Eastern Kindred and so forth.

However, this book and hence this review is aimed strictly at GM's and Storytellers, so all you player types go click on the review of WoD:Combat or your favourite clanbook of something, because it'll spoil the adventures if you read any further.

Nights begins by updating the GM on the sect changes in the WoD. It has nice bits on the Camarilla retaking New York which could be very good campaign of adventure material in itself as the Ventrue show the world what it is like to be competent and unified. Its pretty frightening, not even the Sabbat and Tzimisce 5th Gens can stand against them, however it would probably took Ventrue himself to dominate them into cooperation. (We also find out a little about what the Tzimisce Antediluvian has been up to beneath NYC. (Even the Nosferatu don't want to hide down there anymore). The Sabbat and Anarchs are updated with the Sabbat finding itself the target of elders (and critters in Peru) while the Anarchs get stepped on some more. There is an interesting discussion about the Assamite curse and how the GM can give alternate explanations for it. (including the idea that a 15th Gen. thin-blood made his own discipline that changes a Cainites clan weakness! And that then the Assamites used him on their Antediluvian. I'm sorry Mr. Achilli, but they call that Munchkinism where I come from.)

It rounds off with an explanation for the death of the Tremere Antitribu (which seems to contradict at least some minor points from Transylvania Chronicles 4 which had the players partaking in the Antitribu massacre.) And then there are some strange letters about future plot ideas, including the Tremere researching humanity's True Name in Salt Lake City, the True Bruj getting cozy with the Setites and researching the past, and the caste system of India's Kindred. All in all, this last part is smoke and mirrors with WW hinting that future books will reveal even greater secrets.

As for the 5 adventures in this book, they are a pretty mixed bunch. Each has a different author so they vary wildly in mood, detail, action and unfortunately quality. But before I address each one individually, I have to mention the new policy in this book of not giving any stats for the NPC's. That's right, it has write ups on their background, motivation, Gen. and clan, but not what abilities and powers they possess. The argument is that this allows more room for adventure information, and discourages GM's from combat. The idea is that you'll tailor the stats to your own chronicle, or just ignore the rules and describe what happens. Now while I have no problem ignoring stats and creating an exciting and challenging game, I do like to have the option of using official stats (if only to compare outcomes with other games). Furthermore stats in my opinion discipline writers to balance their NPC's and consider what tricks, tactics and ideas they could squeeze out of them. At a glance, the GM could see whether the local Prince would Dominate the characters or persuade them, or merely frenzy and kill them all if they gave him lip.

However, the major criticism of this policy within the context of Nights, is that Kuei Jin and Hunters are described (and the characters are expected to fight them) but the GM has no idea what special powers they might possess, how tough they are in relation to Cainites and so forth. This seems to be a major oversight that will increase the GM's workload considerably. Especially as those scenarios where they appear are written as combat intensive.

Back to the adventures. The first, 'Return to the Succubus Club' is written by Justin Achilli himself and is very reminiscent of his favourite book Chicago by Night (right down to the artwork). Basically the traveling Succubus Club (without any real relation to the original) comes to Atlanta and the PC's get to interact with the weird and wacky Kindred there (including a transsexual Daughter of Cacophony and a midget Tremere.) The adventure intentionally lacks a coherent story line being based upon nonlinear encounters with the denizens. The most interesting of which is a Jyhad power play between the off-screen Methuselah Menele (again from 'Chicago') and his arch nemesis Helena of Troy (who is also off-screen.). As such, it only really makes sense to the GM and your average player who hasn't read 'Chicago By Night' wont have a scoobie what is going on.

All in all, this approach is good material for a LARP game with its multitude of wacky characters all interacting with their own hidden agendas, but as a tabletop exercise, it will be difficult for the GM to pull off (The old problem of the GM role-playing an entire roomful of people who are all speaking one to one to each PC simultaneously). Even the conclusion of the Menele/Helen maneuverings isn't very exciting (all the Toreador in the room go to sleep for a bit.). Still, at least the usually pointless Daughters play a major role for once and my main criticism is that the plot is too subtle for its own good. (2 out of 5)

The second adventure, 'Walking after Midnight' concerns the Eastern Kindred occupying LA and San Francisco. It details the machinations and factions behind the Chinese Kindred sudden desire to expand into America and the major leaders of the invasion force. It spends ages on the Anarchs battles and defeats and the Camarilla sending the Toreador Justicar round to negotiate peace. By and large, the battles and negotiations are undetailed, entailing a great deal of work for the GM to organise, and is possibly only worth it if you already have an LA or Kuei Jin campaign. The set-piece adventure itself is just a combat-fest when Anarchs attack the first reparations payment from the Camarilla to the Cathayans. Its suggested the PC's be archons or eastern martial artists for a big John Woo scene of anarch kicking. Once again, the lack of stats in this section is a major problem. Given its limited application, it only rates a 2 out of 5.

'Grandmothers House' is by far the most interesting and exciting adventure and it concerns the fate of Baba Yaga. The PC's get sent to St. Petersburg to nose around and they encounter Gutka the Salt Queen, a rather ugly servitor of Baba Yaga who has just slaughtered an entire warren of Nosferatu. (Can you say 'foreshadowing'?)

After discovering an ancient Gehenna prophecy in the warren, they cross Russia looking for everyone's favourite Ravnos Durga Syn (who has appeared in everything from the Giovanni Chronicles to the Transylvania chronicles and who survives the week of Nightmares.) to translate the parchment. (Turns out it was written by Absimilard himself) That's when the story becomes very strange and fairy tale-like. Through a plot device, the characters find a strange little Russian girl who wants to 'go see her Granny.' (and yes there is a wolf involved, though the red cape is strictly optional). This then leads the characters across Russia and into the heart of the mountains to the home of Baba Yaga. They chib Sergei Voshkov (the KGB 5th Gen. from Clanbook Nos.) and discover that Baba Yaga isn't the evil Nictuku that everyone believed her to be (in fact she was one of the Nosferatu Methuselah's that managed to escape the mad Absimilard) In fact the innocent little girl is the hideous monstrosity who eats her 'Granny'. Then the players run for it while the Nictuku eats all the Nosferatu PC's.

However, for style, atmosphere, excitement and surprise, this adventure stands head and shoulders above the rest in the book. Despite an over-reliance on strong-arming the players and ignoring the difficulty of Kindred crossing Russia (with no food or shelter) it can be glossed over if the (very) Grimm fairy tale atmosphere is established. As far as the meta-plot goes, it also updates Russia and gives the GM carte blanche to have the Nictuku start appearing. All in all, 5 out of 5.

'The Hunters Hunted' is nowhere as good. Set in Las Vegas it has a group of Hunters show up and start observing the Kindred. Now I don't know what else Aaron Rosenberg has written, but 'HH' is so full of holes and obvious mistakes that I barely know where to begin. Firstly the Hunters have a unique golden aura that's never been seen before. This should interest the Tremere or Necronists (those on the Path of death and the soul.) Second, they start showing up when Kindred are feeding. They don't attack, they just watch. Except that this is a Masquerade breach and any Cainite with any common sense will make sure to dispose of the witnesses or Dominate them. Thirdly, the Hunters make their first move by capturing Kindred and then experimenting to see which methods will kill them. Except that they don't kill them. As described, the hunters seize one street trash anarch, stake him in the desert and wait for dawn. But instead of letting him fry, they cover him up when he's only half done and release him!! Why? And the Camarilla Prince doesn't respond! Instead, its assumed that the Hunters abduct a further 6 Kindred, experiment with ways of killing them, but fail to do actually do so?

Now if Rosenberg had explicitly said the Hunters had some mighty Messenger bestowed power to wipe the Kindred memories, this might be believable, but instead he assumes the vampires will be passive prey, frightened by the inexplicable events. Perhaps he assumes the Hunters immunity to Dominate will protect them, but any half cunning player can think of a million ways to tail, bug, imprison or interrogate a hunter until they find out what is going on. Fair enough, Hunters need to research their prey, after all, they don't get a free copy of V:tM 2nd Ed.Rev. with each Imbuing, but neither do they receive a full frontal lobotomy. Why are they letting their mortal enemy and 'abominations against nature' live when they can easily kill them? They may not wish to alert the Kindred to their presence through a sudden rash of killings, but why are they letting their experiments return to warn the city? It just doesn't make sense.

Finally the Hunters decide to open their own Casino in Vegas called 'the Creepshow', made up of every B horror movie theme imaginable. The idea is that the Kindred will gravitate to it like moths to a flame, and even set up their havens there. Then the Hunters lock all the doors one day, evict anything with a pulse and then attack the vampires during the night. That's right, you heard me. They will not stake any Kindred stupid enough to live there while the slumber during the day (in line with all the best vampire tales and movies.) Instead they wait till night and go head to head with active, very pissed off Kindred. (And they completely forget about ghouls in this adventure.)

The criticisms that can be leveled against this adventure are many. The hunters are idiots, the Kindred turn into sheep afraid of the night and there is no mention of Hunter powers or abilities which is a serious oversight. The small section 'forcing the issue' and going after the hunters says they shouldn't as then the players will never find out who the hunters are, what they can do, and where they are from. Except that the players never really find out if they don't hunt the hunters either.

In my opinion, this adventure is unnplayable as written for a competent group of players. They will cotton on to the hunters 5 seconds after the first sighting and the Creepshow will never even get built. The only amusing concept in it is that cheesy, tacky Vegas was the brainchild of a Toreador architect (Sands) and I'm guessing that he was ostracized by the Clan for that blunder. Montrose and Prince Benedic from the 'Guides to the Camarilla and Sabbat' make cameos though they are nowhere near as competent as previously portrayed. Because it fails to be a workable idea this adventure rates 0 out of 5.

Finally 'House of Lies' is a strange piece set in Sabbat held Montreal. The prelude starts off with the Gangrel 'Indiana Jones' Beckett and his discovery of the Cappodocian massacre site of Kaymakli. He discovers a new fragment of the Book of Nod that by hook and crook ends up in Montreal where Sabbat Noddist Librarians announce to the world that they have discovered it themselves. Everyone gets invited to Montreal (including the characters, even if they are Camarilla, along with Giovanni, Sascha Vykos, Harbringers of Skulls, Sabbat Inquisitors and a Baali revenant.)

Then a potty Librarian nicks the parchment and hides out while he authenticates it. This then leads to a massive McGuffin hunt while the Sabbat Inquisition tears apart Montreal's power structure. Now this isn't too bad in itself as it serves to underline the importance of prophecy fragments in the age of Gehenna, and how far the different factions will go obtain them. Unfortunately this episode depends greatly on other sourcebooks, most importantly the out of print (I think) Black Dog 'Montreal By Night'. There is also mention of Lazarenes and D'habi revenants which I've never encountered before, but it fails to reference them.

The vital prophecy that is finally found merely seems to hint that Caine might reappear after Gehenna, and that he isn't that fond of his Antediluvian grandchildes. If I was anymore cynical, I'd assume that it means Gehenna starts, the Antediluvians and parents settle their scores in blood and then Caine reappears to tell all the PC generation vampires not to repeat their Sires mistakes and Gehenna gets called off, so WW can publish more Vampire supplements.

Overall, this adventure has a better story line and energy than 'Return to the Succubus Club' and a good mix of both action and social scenes. Being able to interact with the Sabbat peacefully makes for an enjoyable change of pace and it made me realise the true checks and balances on the sect when they are not mad frothers. The variety of levels of intrigue (with the Gangrel backstory) and the possibility of in party intrigue makes this an enjoyable and well scripted adventure. However, it does fail to give the GM all the details he needs, and makes more sense, the more you know your WoD background. A strong 4 out of 5.

To summarize, Nights of prophecy is a mixed grab bag of adventures with the quality ranging from infantile (Hunters) to epic (Baba Yaga.) The updates on the fortunes of the Camarilla, Sabbat and Anarchs are good and useful and the New York stuff just begs for its own campaign. The various hints, clues and spoilers dotted around the book may make more sense to the White Wolf fan boys and obsessive goth munchkins, but to me they raise as many questions as they answer. In terms of the metaplot, it raises the stakes and leaves the reader on a cliffhanger, desiring to know what happens next. Yet, this isn't a novel and so judging it in terms of a game supplement, it is only average for its cost, in part let down by the of usability to some adventures.

Style: 4 (Classy and well done)
Substance: 3 (Average)

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