World of Darkness
The current incarnation of the World of Darkness, founded in 2004, is often referred to by fans as the New World of Darkness or NWoD. The new system returns to the World of Darkness's roots, eschewing big, world-spanning stories for local horror that makes the players feel truly alone. Many supplements refer to the game's approach as "The Toolbox," giving Storytellers a vast amount of options to choose from, and explicitly denying the idea that all published work within it is true for all stories.
Step into the World of Darkness; a reflection of our own modern world...and yet...subtly darker. Shadows deeper, nights longer. The howls and whispers from alleys and streets are now more forlorn. A game of Modern Horror, and the core rule-set for the World of Darkness line of games
Can you dance the Danse Macabre? Vampire the Requiem is a game of Gothic Horror, swinging you into the throes of the undead dance of the Kindred; become either exalted antihero or despicable monster in the great game of undeath and byzantine politics, exploring the laws of the night through the five Clans and five Covenents of the Vampiric night.
Listen to your heartbeat, hear the sound of your lungs screaming for air, feel your pulse pound as you run. You can hear their howls, and you can smell the blood and sweat on the air. You stepped into their territory, how were you to know? How could you even comprehend these monsters? Werewolf, a game of Savage Fury, takes you into the frightening world of the tribal politics and brutal pack hiearchy that is the life of the Uratha. The People patrol their Territory and protect their charges from depridations of the spirit world, the Hisil, and man alike. Step into the fur of the Werewolf changed under one of the five Auspices, and join one of the five Tribes, leading the Uratha into Harmony and salvation.
The world is wider than you think. Standing just on the brink of understanding, I know you can hear it. The celestial music, that far off cry. That is the Realms Supernal, calling you to reclaim the gift that was torn from your hands by your forfathers. Now magic, weilding the laws of the Supernal Realms, is punished by the gaping Abyss. Mages, though, break these imprisonments, throw off their bindings, and fight against the Lie of the Seers of the Throne, seeking exaltation and, possibly, Ascension. Mage, a game of Modern Sorcery, inducts you into the secret politics and masterful magics through the five Paths of the Supernal reaches and tempers your power through the teachings of the five Orders.
Thrust into the world by the whims of another, the Created journey through a world that rejects and despises them. A Promethean's presence upsets and disrupts the natural and social order in the world. However, if they endure the long journey, and pick themselves up after every set back, the Created have the chance to obtain the Magnum Opus and achieve mortality.
Faerie is not kind. The otherworldly inhabitants of Arcadia routinely abduct mortals for their own games and amusement, taking them to another world beyond ordinary human understanding. Time works differently there, so they may be enslaved, tortured or just toyed with for a day or for centuries. A few, a very determined few, break through the barrier of thorns and make their way back to the mortal world, but their lives are forever changed. The families and friends are either long gone, have forgotten them, or have never realised they were missing - because something else took their place. These hapless mortals, touched irrevocably by Glamour, are the Lost.
Do you have what it takes, to pick up the candle and leave the protection of the circle of firelight? Do you have the strength to pick up the fallen candle? Do you have the courage to wander as a light amidst the shadows? Will you fight against the darkness that threatens to swallow mankind whole? A Hunter's life is that of a constant Vigil. Whether a single man, a small cell, a compact or a world spanning conspiracy. All Hunters keep watch, battling the creatures that go bump in the night.
Saved from the brink of death by the Bargain, a pact that bonds them with a strange ghost called a geist, the Sin-Eaters are living humans who nonetheless wield the power of death. Sin-Eaters see and interact with ghosts regularly, and can even take trips into the Underworld on business for themselves or on behalf of ghosts they are helping. Having visited the very edge of death and seen that yawning abyss, what do you decide to do with your life? How does the experience of being host to a strange and inhuman geist change you?
Come, experience the World of Darkness through the theatrical approach of the Mind's Eye Theatre. This Live-Action Roleplaying game carries on the legacy of the original, simplifying and speeding up the rules to allow dozens of players to play at once, representing the whole of a city and truly making player-on-player conflict as important, if not more so, than player-on-Storyteller conflict.