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Providing the third major arc in the storyline, Shadow Games provides new allies, reveals the second main antagonist in the series and then... drops it all into hell!
The opening fiction of the book is a fairly standard game fiction piece that is based during the key event of the book. While the fiction isn't bad, it lacked a certain degree of drama for me. Still, it does provide a descriptive taster of what is to come.
Shadow Games
Key Event - Ghost-Quake
I mentioned in my review of Crusade of Ashes that each of the Orpheus supplements follow a standard layout. Each book is an arc in the overall storyline, with each arc being focused around a particular event.
The main event in Shadow Games is more a mid campaign event. Whereas the first two events are meant to kick start that story arc, Ghost-Quake really is something that should occur mid-arc, or even be the big finale of this particular arc.
Again, I don't feel that I need to mention what the event is to provide an effective review - after all, it will spoil the fun of reading it yourself and also there is the risk that players may read it. What occurs is the revelation that there is much more happening in the hereafter than anyone realised. An event of cataclysmic proportions occurs and the PCs must once again rise to the occasion, least their enemies take advantage of the situation.
In a dramatic shift that makes Crusade of Ashes opening gambit look like a lovers tiff, this event is detailed superbly. There are timelines and repurcussions described not only for the world of the dead, but also that of the living. Best of all, there are several ways that the players can get involved with the ghost-quake, based primarily on who they are allied with. But as will soon be shown, there are reasons why this should not be the opening event of this arc.
Campaign Advice - Research, research, research...
Most of Shadow Games is about the PCs becoming a force to contend with. Now that they know who is behind the previous events, the PCs are in a position to ally themselves with the authorities, Orpheus personnel or a newly formed faction - Lazarus Redux. The campaign advice provides the kind of information that the PCs can gather by surfing the net and speaking to the general public. Within this horde of trash are some hints as to who is behind what. Then the storytellers section details the true antagonist of the Orpheus storyline. Who they are and who they really work for. Trust me, it is quite a shock - and also will please many Wraith players... I have said too much already... The Storyteller is provided with a plethora of information about the various conspiracies and plots that have been surrounding the characters and provides several ways for the players to finally uncover the truth. This is a book FULL of revelations.
The Unearthed Players Guide
While somewhat smaller than previous guides - this time new rules for spite are provided. Players can now learn a variety of new ways to use Spite in their search for truth. Also there are many new and interesting Stains provided - meaning that a group can avoid the multiple characters with the same stains problem that the core rulebook ended up with. The new rules are great and also help to make the game a little more interesting... while the players have gained a new edge - they are also now more prone to falling victim to rapidly increasing Spite ratings...
Storytelling the Dead
Once again, the best chapter in the book. Again there are details about how to handle the transition from Shades of Gray to Shadow Games. Lazarus Redux, a new projecting firm, is detailed - providing the players with a possible new employer or ally who is genuinely out to help the dead, and finally the second mysterious antagonist exposed and detailed.
The book finshes off the same way as the others with a variety of useful story hooks and adventure seeds to flesh out - many helping set the stage for the next arc... which promises to reveal some truly disturbing realities about the Spectres.
Final Thoughts
Not only does Shadow Games restore the high quality and style of Crusade of Ashes it surpasses that book in value and content. A heck of a lot is revealed in this book - and yet White Wolf manage to still hold some secrets back. Because of the importance of Lazarus Redux's structure and the nature of the some of the main antagonists plans, I did feel that these elements need to introduced prior to the big surprise of Ghost-Quake. This was the first time in a long time that I read a game supplement and found myself giggling with glee about what I was going to be able to do with it. Honest... I giggled. Quite evilly too, I should add.
This book, more than any other so far, shows how well thought out the Orpheus story is. Where SoG kind of let the line down a little, Shadow Games comes back with a massive slap to the face and challenges you to call it a girlie metaplot. This is truly dramatic stuff that is left wide open for GMs to do with as they please. Once again, a great toolkit that helps to guide the reader through running a campaign - this one being about the PCs increasing their power base before the shite hits the fan.
Should I buy it? YES. This book will change your perceptions of the game. If you loved Wraith, this book will also reward you handsomely for having faith in Orpheus as well... and I will say no more than that. :D
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