A Review of White Wolf's
BLOOD-DIMMED
TIDES
by Conrad Hubbard
I heard rumors of some product by White Wolf that was to cover the oceans
of the World of Darkness a long time ago and to be honest I was skeptical,
not sure whether to believe that such a work would ever be released and
not sure whether it would be any good. When the book first appeared here
at totem's doorstep, I was surprised. It was true after all, there
really was a book all dealing with the seafolk and oceanic depths. Hmmm,
but would it be any good.
Well, I will give you details as to why here in a second, if you can
just hold on a bit, but let me start by saying that Blood-Dimmed Tides
is exactly the sort of sourcebook I wish that White Wolf would produce
all of the time. It is packed with lots of little tidbits and details to
start the wheels turning as to how you could include the majesty and horror
of stories from ancient mariners to ghost ships to modern sci-fi underwater
explorations in any or all of the White Wolf World of Darkness games. Yet,
it is not so precise or definitive as to crowd out your own creativity--no,
it stirs ideas without freezing them into some sort of crystalline "This
is how it is." I was also happy to discover that it didn't seem to suffer
from any of the occasional tendency for interproduct inconsistencies and
contradictions. Blood-Dimmed Tides maintains, if you will pardon the pun,
a tight ship with regard to the spirit of the rest of the World of Darkness.
So what does the book actually include? Well, it takes a shotgun approach
with something to offer no matter what your favorite World of Darkness
game.
For vampire, we are given a section that discusses the Gangrel Mariners,
or aquarii. Obviously, these rare loners are from a line that develops
the animal characteristics of water born creatures. They also use
their own strange form of Protean. We are also granted an insight into
the odd attraction to the sea born by the Lasombra clan. This strange behavior
is supported with roleplaying information about the Sabbat and Lasombra
antitribu pirate ships and new merits and flaws to allow the rules to represent
the extent of the dark connection between the shadow clan and the dark
depths. Most vampires aren't exactly enamored of the sea, and a few minor
rules are included to explain why for those who might need them.
The section on Werewolf would normally have been consumed with details
of the Rokea, but as White Wolf intends to release an entire sourcebook
on the changing sharks they had to do something different. Drawing from
ages of horror stories about the sea, they introduce us to new clammy hearted
Banes and some terrors so old that no one knows their true origins. The
fear of the unknown preached by Lovecraft comes bubbling to the surface
in this section of the book. Some of Pentex's little plots to destroy the
lifeblood of the world, our seas, take a shape nebulous and dangerous enough
that the storyteller should have no problem inventing stories to make his
player wolves go for a swim.
I was kind of disappointed in the Mage portion of the book. Basically
all it does is point out every little pet project that the writers seem
to think that the different Traditions and Technocracy conventions would
have and not much else. There are very good little pieces of suggestions
on how to relax the vulgarity of magic in the sea to reflect the unconquered
nature of our mother and given the very dynamic nature of Mage these suggestions
will likely be enough for many storytellers. Still, I somehow expected
a little more in the way of undersea magic--there is after all a very marine
theme in their Mage Tarot deck for many of the Primordial imagery.
Since ghost ships are such a popular part of the legendry of the sea
anyway, it came as no surprise to me that the Wraith portion of the book
spent a great deal of time discussing popular stories and how to incorporate
your own ectoplasmic vessels in your campaign. Major factions are discussed
a little and some special rules to reflect wraith interaction with the
sea are introduced. If you want ghost ships, this section will help you,
but don't expect there to be enough material that you won't have
to and want to create a lot more.
The Changeling portion of the book introduces two new fae races, both
alternate types of mer-creatures. The history of the two races is intertwined
and does a good job of reflecting the nature of the Seelie and Unseelie
ways in a culture where the physical reflection of one's nature is enforced
by the dreams of the sea. The merfolk are seductresses and oceanic sorcerers,
while their horrific counterparts are the source of many tales of disappearances
and monstrous sightings. I was most impressed by the point that was well
made--when the merfolk lose their fae nature, banality kills them by drowning
or crushing them under the ocean's pressure. The tales of their Sundering
make one think that the land fae had it easy.
The final section of Blood-Dimmed Tides (no it does not focus on hunters
and indeed the book has only a couple of paragraphs for those hoping to
glean some sort of mortal conspiracy from the work) expands on rules
unique to the environment of the sea that are universal to the World of
Darkness games. More detailed treatments of swimming and combat beneath
the waves is given. A few new weapons and a number of new flaws and merits
make their appearance.
Blood-Dimmed Tides gives you lots of food for thought on how to introduce
the largest part of the surface of our earth into the World of Darkness
setting. It will bring you a net full of wriggling ideas, begging to be
cast into your stories, yet it will not spell out everything for you. I
think that you will find this new release inspires you to try some new
stories, yet changes the landscape of the earthbound World of Darkness
so little that it will not disrupt your game any more than perhaps a few
faint ripples unless you wish to dive into the setting full force.
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