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Wraith: Guildbook Haunters | ||
Author: Lucien Soulban
Category: game Company/Publisher: White Wolf Line: Wraith Cost: UKP 7.99 (USD 12.00) Page count: 72 ISBN: 1-56504-604-8 Capsule Review by Tim Gray on 10/21/00. Genre tags: Modern day Horror Gothic | Wraith is the World of Darkness game where you get to play a ghost. I've had it on my shelf for some time, and am shortly going to try running it as a one-off or short campaign (having previously just drawn on the material for Mage). So I've picked up a couple more books recently, and this is one of them. For comparison, I also have two other Guildbooks - Artificers and Sandmen - which I've only skimmed. This review does contain something of a spoiler - in the end I decided to put it in because the game's been discontinued. The Guildbooks are Wraith's "splatbooks", detailing major factions like their companions in White Wolf's other games. The difference, as at least one other reviewer has pointed out, is that player characters are quite unlikely to be Guild members. The Guilds are specialists in particular Arcanoi, the special powers that wraiths have, like causing strange noises and moving objects. Any wraith can have them, so you don't have to be in a Guild to practise its Arcanos. That's handy, because the Guilds were officially disbanded and outlawed around 1600, and as far as most wraiths are concerned they haven't existed since then. High-ranking wraiths often know that they still exist as secret societies, and have different attitudes to different Guilds depending on the usefulness of their services, but publicly revealing yourself as a member will result in punishment. What all this means is that for many people the value of the Guildbooks is what they add to the overall setting, not the information for a player in that Guild. In any case you wouldn't want a player to read the whole book because it gives a lot of secrets they should work to discover over a long period. On the other hand, the Wraith line is itself dead (!) so you should pick up any books you think you want while you have the chance. So what about 'Haunters'? First of all, it's short - 68 pages plus a 4-page extended character sheet. That means you could read it through in an evening - it's quite easy going - but the value for money is questionable. Haunters are masters of the Arcanos Pandemonium: the gentle art of creating sudden chills, mists, bleeding walls, swarms of vermin and distortions of time and space. In other words, it covers the weirdest and most grotesque aspects of classical hauntings. They call it "the Wylding", and claim that it's the gift of the Wyld, a primordial entity/force of creation and change that will be familiar to other White Wolf gamers. Their close association with it often leads to Haunters become chaotic both physically and mentally. But the core of the Haunters is their fixation on a grand metaphysical goal. It was this that brought them together, not Pandemonium - that was developed as a tool for accomplishing the goal. Simply (spoiler!) they want to bring down the Shroud, the barrier between the worlds of the living and the dead. All their supernatural stunts are aimed at convincing living humans (whose minds create the Shroud through their inability to accept the supernatural) that the dead are still here. So far they've been losing.
I bought this book because, as probably the weirdest of the Arcanoi, Pandemonium appealed to my contrary nature. What I find in the Haunters is a Guild of individuals who often look chaotic and think chaotically, certainly do chaotic things and have only minimal levels of organisation - but are also very clear and focused. The crisp, clear writing style gets information across very well, and conveys the idea of being much less crazy than they like to appear - it sometimes feels a bit too together, though the chapter intro text does a better job with flavour. The metaphysical links are interesting (and could make for a connection with Mage), and there's certainly enough information about politics within the Guild - a simple main plotline, but adequate. The art is good, though some may be too cartoonishly grotesque if you prefer a mainly psychological game. But the book doesn't add a lot to the general setting because the Haunters aren't bound up with it in the same way as, say, the Artificers or Masquers - Pandemonium doesn't provide essential services like construction or personal grooming. It's a good book, though short. Get it if you want a complete collection or specific information about the Haunters themselves. Otherwise, there are probably more useful purchases. Style: 4 (Classy and well done) Substance: 3 (Average) | |
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