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Review of Orpheus: Crusade of Ashes


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Crusade Of Ashes is the second book in the Orpheus limited release series. As stated in my previous review of the main rulebook, this is White Wolf's attempt at bridging the gap between metaplots and playability, and with Crusade of Ashes being the first true arc in the storyline, White Wolf have a lot riding on this book's success. The purpose of this book is to not only get the Orpheus storyline moving, but to also truly sell the idea of Orpheus as a metaplot.

In aid of this goal, the developers and writers of Orpheus show that they have done their homework, providing a very exciting and challenging work that is more like a toolkit rather than a campaign book.

Layout and Style

Plot without the Train Tracks...

Many games have attempted to tackle a metaplot concept, the idea being that a setting that changes ultimately feels more "real" and dramatic. However such a goal often ends up leaving GMs and players feeling railroaded into a storyline that fails to appeal, while also making many supplements useless to GMs - which in turn leads to failing sales.

By choosing to make Orpheus a limited release, White Wolf diminish the risk of a supplement becoming out of date - each book represents not only an arc, but a different style of campaign. Thus each book is also a whole new take on the Orpheus setting. This allows GMs to use only what they need and leave the rest behind.

Each book has a uniform format, meaning that they have the exact same number of chapters and each chapter covers the same topic for each book. These roughly break down into the following layout.

Prologue- An opening piece of fiction that both continues the stories of the signature characters of the series, as well as providing the reader with a good "feel" for the style of campaign that particular book is reaching for.

Introduction- A direct-to-the-reader statement of what the team's design philosophy of the book is, and how it fits in with the rest of the series, as well as a reiteration of the Movie Model that White Wolf used to construct the Orpheus metaplot.

Chapter One: Key Event- The first chapter provides a key event that lies at the centre of that particular story arc. These events inevitably change the direction of the game and the feel of it. This is Orpheus' strength. There is no pre-written adventure, rather there is one singular event mapped out in complete detail and then left with the GM to decide how the players fit in, as well as providing a number of possible outcomes. Each event is flexible enough that no matter what the players do, it wont negate the next event - yet whatever the players do will change how they are place when the next event occurs. In other words - the players can't alter what other people do, but they can decide whether the antagonists succeed or fail. None of the events presuppose the outcome, rather they suggest possible solutions.

Chapter Two: Campaign advice- This chapter looks at a variety of of issues that may arise from the aftermath of the Event detailed in Chapter One. Split into two sections - one for players and one for Storytellers - it gives players advice on what they may want to do next, what their characters may know - but the players do not - and other tips for dealing with the style of campaign that particular book covers. The Storyteller section then builds on this advice and provides a toolkit of ideas and NPCs to play with as well as bringing the GM up to date with what is going on, and why.

Chapter Three: The Unearthed Players Guide- This chapter provides optional new rules to help flesh out the game more, as well as help give the players a new edge against their enemies and prepare them for later events.

Chapter Four: Storytelling the Dead- Building up on the advice in Chapter Two, this chapter explains how the campaign has changed, the key NPCs involved and then a series of storyhooks to help the GM prepare the players for the next book, without railroading them into it.

This format is important to understand, because it is primarily the reason this book got 5/5. It manages to make the book readible by carefully revealing its secrets - while constantly reminding and reinforcing the multitude of options open to both players and storytellers.

Crusade of Ashes

Key Event - Orpheus in Wane

The first event in the Orpheus storyline, Orpheus in Wane, is to say the least... dramatic. I wont reveal too much about what occurs, you'll need to buy the book to find out, but suffice to say it is big, violent and shocking. Another hint would be, it leads into changing Orpheus from an investigative campaign into a fugitive campaign - better start looking for a one-armed man...

This event is left wide open for GMs to use as they see fit, with a lot of advice that often suggests that if you want a particular outcome, it should happen off stage. I found that not only was the event comprehensively described, it was also provided me with a lot of inspiration for how I would use it in my own game - any of my players reading this should beware when I turn on a red lamp.

Combined with a well-written fiction piece, this chapter reveals some of the truth behind Orpheus' past, while still leaving a lot of mystery - primarily by identifying that there are two mysterious antagonists targeting Orpheus Agents for some reason.

Campaign Advice - On the Run

Due to the fact that the players might possibly find themselves on the run, the book provides a fantastic guide for players about being a fugitive and how to lay low, find shelter and even handle the day-to-day concerns. Then the storyteller's segment details the multiple factions all vying to profit from the dramatic change in the setting. From Orpheus to the FBI, there are a lot of enemies, but some potential allies as well.

The Unearthed Players Guide

The players guide provides a small segment discussing why the crucible - that is the player group - should stick together, then lists a variety of merits and flaws players can purchase to individualise their characters. Most of these have been lifted straight out of the Vampire: The Masquerade players guide - one in particular refers to a character waking up in the evening... like a vampire. My main complaint with this section of the chapter was that the key event in the book is mentioned several times. This chapter is meant to be for players regardless of the storyline - and I had to photocopy and edit it so that when the players were making characters nothing about Crusade of Ashes was given away.

Also included are Crucible merits and flaws. These relate to the group as a whole. I found most of these to either be redundant or too expensive for characters to actually take. There really should have been a little more thought put into these and again, too much was given away about the first event in the storyline. A little disappointing as the book tried to upsell these as an innovation for the storyteller system. Unfortunately most of the merits and flaws lack finesse and just make a crucible more unmanageable...

Finally there are ghostly artifacts listed, as well as rules on how to make them. This is a great addition - and a heck of a lot more valuable than the merits and flaws. Essentially these describe how some items can be created from the memories of past events, solidfied into strange items. Each artifact is more than a "magic item" - they are an adventure hook of their very own.

Storytelling the Dead

Dealing with the whole fugitive tone of Crusade of Ashes can be daunting for a GM - particularly when some of the changes can effect the characters abilities and traits. There is a lot of discussion on how to set the mood of a fugitive campaign, how to deal with any losses and keep the players engaged. Then a variety of NPCs and story outlines are provided for the GM to flesh out into full adventures. These are all quite imaginative and nicely designed. The advice given could almost apply to any game.

Final Thoughts

Despite my reservations about the merits and flaws in the Unearthed Players Guide, I found Crusade of Ashes left me wanting to run it. Now. Each session I run of Orpheus has been a tense, exciting game with me eager to get to the big event of CoA and yet relishing in the knowledge of how complacent my players are becoming with the status quo so far. Due to the quick release of supplements I also have such a clear view of where the greater plot is heading that it is very easy to foreshadow events for my players... providing many a great moment of roleplaying as the characters begin to pick up on the clues.

As I mentioned before, CoA is a toolkit. It successfully provides the tools to build a campaign, and contains plenty of advice to inspire even the most unexperienced storyteller. Again, it keeps me wanting to run Orpheus and wanting to see what happens next - and this eagerness is ensnaring my players as well. The writers of CoA should be proud of what they have achieved - a book that manages to drop just enough hints about what is really going on so as to keep us hooked, without giving too much away.

Finally, I would like to say that more companies should be paying attention to this gameline. People this is how to do a metaplot properly. Two thumbs up!

Should I buy this book? Hell yes. If you don't have Orpheus, buy this book and then buy Orpheus. If you do have Orpheus - buy this book. The only people who shouldn't be getting into this series are those who don't like ghosts, modern settings or horror games. Even if you don't like the World of Darkness - you should give this line a go, it is so different from anything else White Wolf have produced - it is well worth the money... and considering how reasonably priced it is... what have you got to lose? This is a game that I know my players will be talking about for years to come - they have even started keeping journals and have written descriptive backgrounds for me ... this from guys who never even send me backgrounds normally for games. BUY IT! ;)

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