Goto [ Index ] |
|
|
||
|
|
Disclaimer
I: I have seen in reviews that the content had "spoiler"
ascribed to it. I feel that if you are reading a review, you invite
that upon yourself. If you don't want "spoilers," why would
you read a review of a product you do not own? I will not use the phrase
of "Contains Spoilers" in my reviews, if you want a non-biased
review that doesn't reveal content-look elsewhere.
Disclaimer II: The majority of this review is opinion; your actual enjoyment of this product should vary accordingly. |
|
|
|
||
|
"...
He watched as they stepped beyond their bounds, going so far as to birth
their own bastard monstrosities and carry their taint into other realms
of existence, not satisfied to befoul the lands of Nod. Even as their
blood thins they continue to spawn, giving unholy birth to thin-blooded
abominations whose first breaths reek of the grave. God has seen enough
of this blasphemy, and He has finally been moved to act..."
(from Judgment, p. 42) |
||
|
|
||
|
WARNING SHOT: I use to play in a live-action Vampire chronicle, where every so often the higher ups decided that the chronicle had gotten out of hand, so they called for a story "reset", but we basically called it "Gehenna," after the end times of our favorite live-action game line. Now, White Wolf has decided to end the World of Darkness, and we get to see how they end their world. Or, at least, what they give us as ideas to end their world. |
![]() |
|
|
|
||
|
Gehenna is the Vampire: the Masquerade's Time of Judgment hardcover book, detailing four scenarios to end the world. At least, the world of vampires. Gehenna has been the End Times hinted at from the beginning of the series, and now it has come to your chronicle, should you decide to use it. Gehenna is a scenario tool for your chronicle, presenting four tales on how to end your chronicles of Vampire. These four scenarios are of varying styles, which is good for those whose storytelling styles don't match one tale or another. Though, they try to capture the personal horror that is Vampire, some of these scenarios don't come across as the best way to present the end, but then I guess my personal style doesn't match those tales. Also included are chapters covering the effects of Gehenna on vampires, called the Withering--as the vampire start to lose their abilities as Gehenna continues, as well as chapters of supporting characters and Caine. The storytelling chapter comes across as an ill-fit epilogue to the four possible endings, and doesn't carry the umph of the other chapters--basically retelling some of the notes from the earlier chapters. The story "Wormwood" presents the ending of the vampiric world by God's fiat, a "second flood" that wipes away the vampiric strain without taking away from his covenant with Noah. The story hinges on the chronicle's coterie to survive a trial of humanity under God's watchful eye while away from the harshness of the Withering (mostly). Strong on the personal side of the Vampire equation, light on fisticuffs or the firefights some coteries would have been involved with. "Fair is Foul" showcases the struggles of Lilith against Caine in a match for supremacy of the supernatural world, ending with an odd feeling of abandonment (of the world of creation as coteries stay within the second garden with the Mother of Monsters, lapsing away from the real world). Not a bad story, but it feels choppy, as it's broken down into little vignettes, which the characters participate in. "Nightshade" is another tale broken down into playable scenarios, with world redemption placed in the hands of a soulless human clone that hosts the soul of Saulot--in most scenarios, the one "saving" grace of the vampire world. The tale is about witnessing the world of the Masquerade unravels itself, thanks to 24-hour cable news. The chronicle's coterie ends up playing escort to most major narrator characters, but ends up with either helping the world end or helping with its salvation. "The Crucible of God" scenario plays out like a lengthy B-quality horror film, with every major player in the Jyhad coming out to hang out or just hang the chronicle's coterie, the surviving Antediluvians wreck the world, ending up with the Tzimisce network--that is, all-Tzimisce, all the time. The characters can pray to make the world a better place, but the odds are definitely against them. Gehenna is a hard product to sit down and judge, as it's a book of endings. Four endings, in fact, but not neccessarily to one chronicle or another. The strength of the book, to me, lies in the personal ending of the Vampire mythos, with God's eye beset upon the coterie, for others the Tzimisce should inherit (or is that bury) the earth. Overall, the book is a solid display of scenario selection, and as such, some usefullnes will vary by owner. The ending of the Vampire world is a stasifying one, the added chapters on supporting characters was decent, but not that inspiring (Gehenna is about the end of the world, not the number of dots one has in Presence, afterall). The Caine chapter didn't carry the weight that it might have, if they kept the "use sparingly" warning down to once or twice. If a storyteller is looking to end the world for his Vampire chronicle, he or she would do well to give Gehenna a once over. |
||
Help support RPGnet by purchasing this item through DriveThruRPG.




