|
| Demon: The Fallen | 
enlarge | Authors: Michael B. Lee, Greg Stolze Creator: Adam Tinworth Publisher: White Wolf Publishing Category: Book
Buy New: $59.99
New (3) Used (12) Collectible (1) from $30.00
Avg. Customer Rating: 21 reviews Sales Rank: 363546
Media: Hardcover Number Of Items: 1 Pages: 304 Shipping Weight (lbs): 2.5 Dimensions (in): 11.1 x 8.7 x 0.8
ISBN: 1588467503 Dewey Decimal Number: 793 EAN: 9781588467508 ASIN: 1588467503
Publication Date: November 11, 2002 Availability: Usually ships in 1-2 business days Condition: Brand New Item.
|
| Also Available In:
|
| Similar Items:
|
| Customer Reviews: Read 16 more reviews...
Plunging into new levels of evil November 8, 2002 10 out of 10 found this review helpful
This book is magnificent, very reminiscent of the old White Wolf games back when first edition Vampire the Masquerade was the bombshell of the RPG world! It treats the concept of demons as Player Characters (PC's) with great tact and careful analysis. This is White Wolf at its most primal, its most controversial yet.Enjoy and dont leave it laying around the coffee table. Its a beautiful book.
What would you do if you were really a DEMON? April 9, 2003 6 out of 7 found this review helpful
I learned of this book a month after it was released and picked it up out of curiosity. It turns out that this book has an incredible amount of history and depth that pulls for a very immersive game. It has the seven houses (like most Whitewolf games it seems like) with their own powers, but then it has the extra five factions, and then multiple lores per house to give you the opportunity to really customize your character. The metaplot is set up real well and will be better developed in later books. I like this because you can choose to play with that, making it a political game, ignore it, making it very unique, or choose to bring it any direction you want. Yes the Demons themselves are pretty weak, as I was surprised, but a good storyteller will adjust the game's difficulty to make it as challenging as he wishes. This extensive backround can make any game a hack and slash blood fest, an evil trip into the madness of surfaced hellspawn, a heroic tail of one trying to regain honor or any meaning, or a mix of all of them. This is also the first game I have ever ran myself, and I personally like to involve the other aspects of the World of Darkness as well (especially Hunters, who make great antagonists) which the storyteller's companion explains in further depth. But anyway, being new to running games instead of just playing in them, I love this one's versitality. And seeing as it's relatively new, you don't have a few dozen books to read to catch up to older gamers.
Heh heh heh... November 3, 2002 5 out of 29 found this review helpful
Lemme just say this...The fundamentalist christians are going to absoloutely HATE this game! "A game where you pretend to be demons?? Burn it!!" So, just on the streangth of all the chaos, horror and general conniption fits that it's going to give those guys, it deserves full stars ;)
Not Just for Upsetting Grandma November 22, 2002 5 out of 5 found this review helpful
Well written, with an intriguing, "believeable" (for a fictional world) concept. Christian mythology is handled with dignity and respect, though devout Christians would probably disagree. As per usual White Wolf fare, it is well-written, well-illustrated, and designed so that the possibilites for game themes are endless, from the descent into mindless evil, to a Dogma-esque search for forgiveness. Fans of hack-n-slash games and aspiring politicos alike will find a home in Demon, and I look foreward to future releases for this title.
They rose to the Challenge May 1, 2003 5 out of 9 found this review helpful
... and managed to make heroic beings of demons themselves. Demons, those who defied God, are portrayed in an anti-heroic light, a task not done well since Milton.Regular fans of White Wolf games will note, Demons are not overly powerful in this book. They are less powerful than Vampires or Garou, more on par with Mages or Changelings. However, they are weakened due to their not belonging in reality at all. They need to consume faith to power their magics, and that is really a scarce commodity in the World of Darkness. I compared them to Vampires, Garou, Mages, and Changelings. There lies the real problem. While White Wolf games are designed to be playable independently, and the various races know little about each other save their existance, all the other games do note how each perceives the others in the event of an odd crossover. This book leaves this out. After "Hunter, the Reckoning" there were some guessing that White Wolf was tiring of cross-overs. This book would confirm that suspicion. There are little tidbits, such as why all this is happening now, that can only be answered by the other games, and it is indeed the same system, but can it really be the World of Darkness without the rest of the World of Darkness? That is another thing missing. The Cosmology of the World of Darkness, central to Werewolf and Mage, and touching the other games, is completely absent. There is no Weaver, Wyld, or Wyrm at all. I hope a companion volume is written soon to reunite Demon with the rest of the World of Darkness. What would a Demon-serving Nephandi destroyer do when faced with a Demon trying to set things right?
|
|
| Powered by Associate-O-Matic
| |