In case the title of this article didn’t catch your attention, Imagonem interviewed Martin Elricsson, White Wolf’s lead Storyteller and Brand Architect. We’re of the humble opinion that he is, at many turns, talking out of his ass. There’s already been some confusion about the rebranding that the group has done in order to further differentiate Classic World of Darkness from New World of Darkness and The God Machine Chronicles. (What a mouthful, that.) Maybe it would have been best if they didn’t get somebody to explain why.
We’ll do a blow-by-blow account of this interview here, inclusive of some of the gems that made me (and several others on our team) go “???”.
The interview seems to start out strong. Martin Elricsson alludes, once more, to the reboot of the “classic” line that many of us have been waiting for. The World of Darkness universe has always been praised for its lore, and in many ways, it has helped many of us tabletoppers redefine typical horror and urban fantasy tropes. Marrying digital content with pen-and-paper RPG formats also seems to be the new way to go across the board. World of Darkness will also benefit, we feel, from producing actual computer games based off of its universe and its system precisely because it’s rich in flavor.
There is also some bolstering news regarding the development of an MMORPG, the original of which tragically fell through. He also helpfully clarifies, in his words, what the differences are between the Chronicles of Darkness and the World of Darkness.
There is only one WoD. Chronicles of Darkness is a sandbox tabletop setting featuring the same broad creature types as the World of Darkness, but it is not the same world. It will not be spun off into computer games, novels, TV or anything else. It’s our specific brand for great metaplot-less, flexible, table-driven tabletop rpg. With the 2nd editions CoD has really found a separate identity from WoD and will continue to become even more of it’s own thing. We still own it but it’s Onyx Path’s baby. I love CoD and find that is a much more playable game with a more vague and unsettling aesthetic than WoD ever had. Too bad it never sold for shit and that old players hated it. It lacked the epic scope and the punk passion of the classic WoD. Had it done even remotely as well as the classic WoD things would be very different.
Okay. Hold up.
The idea that CoD “lacked the epic scope and punk passion of classic WoD” makes me wonder if he and I are reading the same books as he is. CoD had a hell lot of flavor WHILE leaving a healthy amount of room for speculation and personal expansion in the hands of a willing Storyteller. Yes, I’m aware that a lot of WoD oldies are going to fight me about this, but if they’re the breed of oldie that always bitches about nWoD being too “simple” or flavorless, I’m going to go out on a limb here and say that they just weren’t creative enough to do something interesting on their own. nWoD (or CoD, whatever the heck you want to call it) is a toolbox. Learn to goddamn use it instead of complaining about its lack of shiny.
On that note, I’d also like to see some figures on old players hating on it. What crowd were you even hanging out with, sir? There are a hell lot of old players out there that like the classic shit just as well as they like the new shit, and they patronized both products. Unless this is clarified with actual data, I’m inclined to view this as elitist, white nerd circlejerking.
(Spoilers: many of the statements in his interview may give you guys that feeling.)
Finally, claiming that the lack of sales is because players hated what you guys came up with is whiny finger-pointing. Maybe the REAL reason why your stuff did not sell is because your team never really bothered with playtesting. No matter how rich the flavor of a tabletop system is, it WILL fall through if it’s a poorly functioning system. My primary specialty as a GM is World of Darkness, but even I’ll acknowledge that the rules are vague and ripe for abuse, the mechanics are broken, and some of its storytelling systems can be super confusing. I’ve made document upon document of fixes for my own campaigns.
The lack of playtesting goes hand-in-hand with a lack of consistency. At some points, for me and many of my players, it felt as though they were throwing all of this new stuff in without checking what they had already done and how it might fit into the rest of their systems.
By the way, constantly catering to “old players” tends to kill a franchise. Just sayin’.
We’re going to skip over a whole section of babble in order to focus on the last question. When he was asked what White Wolf “did wrong”, Martin Elricsson answered with this:
Anything that smells of Fantasy. The attempt to create a deep mythology by linking the setting to Exalted was the worst choice ever. That was the last step in WoD’d death-march from being an artistic horror-IP to full on immature, escapist Urban Fantasy. The inability to deal with and integrate real-world events in the setting. If you can write about the Holocaust, you can write about 9/11. Fear is the death of creativity. The game was always best in the hands of storytellers who dared to place the story close to reality, often in their own cities, featuring real places and people.
What. Just what. Did he even CHECK the flavor produced by his own team in the many expansion books of CoD? There’s no lack of that going around. Furthermore, given how extremely Eurocentric World of Darkness was in the first place, this feels just a little bit hypocritical. Let’s not forget that beyond that not-so-small issue we’ve mentioned on a thorough lack of play testing and consistency, there IS that issue about how the backroom politics behind the development of the MMORPG pretty much killed development of their pen-and-paper franchise.
By the way: what, exactly, is his problem with Fantasy (capitalization intended), and, for that matter, Exalted? Exalted had its own thing going, and a hell lot of people liked it. It’s also perfectly possible to mix horror with fantasy. Fantasty can be horrific, just as horror can be fantastical. What is with this weird need to categorize?
On that matter, Dungeons & Dragons, Esteren, and many other systems explore fantasy settings and are, by no means, “immature” or “escapist”. Heck, isn’t the essence of tabletop escapism? Immersion in another world with a purpose? Of course we can write about the Holocaust, 9/11, ISIS, Chinese expansion in the Pacific, and any other upheaval we experience in our respective milieus. Stop telling us what every GM out there already knows, and what some of your GMS have actually had to do after locating the areas in which your lore fell short. Metaphors and allegories exist, mate, and if some GMS don’t feel up to rising to your lofty ideals, it should not be any of your damned business.
Since Martin Elricsson was hella-fucking-vague about when in 2016 that we’ll be seeing that new release, we’re all just going to have to keep our eyes peeled. The newer stuff that these teams have produced (aka, Promethean and beyond, then the new line-up in The God Machine Chronicles) have gotten consistently better, so it’s definitely something to look forward to.
We really hope, though, that White Wolf will get somebody to check this guy before he wrecks himself, or hire somebody else. He seems desperately out of touch with a sizeable chunk of his player demographic.