A World of Darkness Closes Its Eyes

During the period of 1991 to 2004, the White Wolf Gaming Studio created The World of Darkness.

It was a dark urban fantasy, or cyberpunk near-future version of the modern world, in the form of a table-top role-playing game. In this world you could play as a vampire struggling with your inhumanity, a mage discovering the esoteric patterns underlying reality, a werewolf fighting to regain environmental equilibrium, a fae being navigating strange and treacherous faerie courts and urban decay, or a wraith exploring the realms of the afterlife. And these are only a few prominent examples of what to expect in the World of Darkness: a role-playing game created for mature players with disturbing and, conversely, intelligent and philosophical themes.

Now imagine all of this made into a massively multiplayer online role-playing game.

It’s not too much of a stretch to consider. Crowd Control Productions Games (or CCP Games), along with White Wolf, were planning to take Vampire: The Masquerade and use its emphasis on in-character or player politics to create an interesting dynamic with the rest of the dark world as a backdrop. Essentially, you as the player would know what it would be like to be an individual vampire attempting to interact with and understand undead existence amid the mortal world. It very much sounded like a multi-player expansion of the Vampire The Masquerade: Bloodlines game.

Unfortunately, CCP has been forced to cancel this project that had been in the making since 2006 and CCP Atlanta is currently in a process of staff layoffs and internal reassignments within the company. So the World of Darkness seems to have been foiled in its attempt to spread throughout the Internet. Perhaps that is just as well. MMORPGs tend to lose cohesive story development and meaning, becoming a repetitive item-drop and annual enemy killing cycle over time. Of course, I could definitely be wrong and I admit that perhaps there were different rule mechanics in this game project that might have been different from generic MMORPG game-play.

Who knows: they might have even expanded on it and added other denizens from the World of Darkness as well in a very cohesive and well-rounded manner.

I suppose we will never really know for sure now. Above is some of the first in-game footage. Tell us what you think.

Lucky 1s

Every year, at every Game Con, there is this one guy.

He usually stands outside in the hallways, but sometimes you find him sitting by himself in the designer panels lost in his own funk. But more often than not, he sits off to the side of the gaming tables and listens to dice clattering, pencils etching on paper and the voices of Dungeon Masters at work and players at play.

He isn’t a cosplayer, but he doesn’t bother them either. For the most part, he looks pretty unremarkable: just a stubbly-chinned man in black jeans and a dark blue hoodie. But there are three things that stand out about him.

The first is that he doesn’t play in any of the games. Ever. You have to understand, I’ve seen him here three days in a row and Game Con is expensive. The three-day pass does not come cheap. But I’ve seen it on his neck, though some reason I can never make out the name on it. Instead of playing, he always watches the players from a distance. And it is always the players too. He doesn’t creep on the girls dressed in anime costumes or as D&D barbarian women. In fact, he doesn’t even seem to register them. Instead, he just watches the players — both male and female — at play.

I never get that creeper vibe from him, but sometimes when there’s laughter I see his hand clench around the one object he always carries with him.

But I’ve noticed something else. Whenever he does come close to a gaming table — and it’s really the most freaking weirdest thing — the players begin to move away from him. I don’t mean that they shift away uncomfortably or pretend he doesn’t exist as most ostracism works. No: I’m talking about people going off somewhere else to another table, or booth, or right out of the Convention Centre.

I didn’t notice this at first, but for some reason this guy would just not stay in the background for me. But the gamers that left when he came close didn’t even so much as look at him: at all.

I said there were three strange things about this guy, right? Well, I should probably be more specific about the last two, and I will be when I tell you a little more about who he is. One day, I asked some of my buddies about this guy.

“Oh shit man, that’s Lucky 1s.”

“The Fumbler.”

“The Die himself.”

Most of that didn’t tell me anything at first, but I caught on to the “Fumbler” title. They told me more, but it was less. Apparently, “Lucky 1s” was a gamer — a table-top role-player — who had the worst luck with dice-rolling ever. No one seemed to know or remember his real name but apparently, according to Con lore, he always rolled 1s on his dice. It didn’t matter what die he used or what game he played with dice.

He always got 1s.

Word was that he was bad luck. Some said he broke up with his girlfriend before an important quest and it had tainted his luck score. Others thought he attempted to melt and manipulate the ultimate die as some cheaters do and it went horrifically wrong: angering the dice gods forever. Some quietly insisted that he had insulted Wil Wheaton when the man had attempted to bless his dice; while others believed — really truly believed — that he just masturbated too much.

So — in other words — aside from the fact that no one clearly shook hands with the man (and they were clearly ones to talk), most of their claims were superstitious bullshit, and a sad kind of D&D superstitious bullshit to boot: which is of the lowest kind.

But none of them ever went near him: ever. They told me they were “afraid” that his bad luck would taint their luck too and there were … stories … vague, menacing stories.

I think I felt bad for him. I mean, many of us are geeks and we should all know better. Ostracizing someone and spreading rumours about them is bullshit: no matter how bad their luck is. That day, he was sitting in the corner of the gaming room at his own table. I was very aware now of the object in his hand: the one that he always carried.

It was, and it is, this cherry red twenty-sided die. He was rolling it on the table. It sounded like clattering bones. At the time there was a game not far from his table and I could hear the beginnings of an argument: mainly what I thought was bickering over rules or some over-enthusiastic debate about combat resolution. You know: just usual disputes.

I sat down with him. His hoodie obscured most of his face — except for his scruffy chin — and completely blocked out his eyes with shadow. I introduced myself. He said nothing. He just kept rolling that one die of his. I saw his three-day pass hung around his neck and I finally got a glimpse at the messy handwriting on it that I couldn’t make out even. I told him what panels and games I’d come for and asked him what he was here for.

Gradually, he started talking. Sometimes I couldn’t make out his words over the sounds of groaning and yelling from the nearby gamer table. We, naturally, started talking about gaming.

“I always loved Dungeons and Dragons,” he said in a soft, soft voice.

“Loved?” I asked, puzzled at the emphasis on the past-tense.

He inclined his head a bit and kept rolling his die, though I didn’t see the number it landed on then, “Yes well … I liked the role-playing element more than most. I found the numbers, the positioning of the figurines and the math to be freaking tedious at times. No offence.”

“None taken,” I told him, “the rules get updated all the time, but they do structure it out and make it interesting.”

“True,” he said after another bone-rattling dice-roll pause, something that looked like a purely mechanical act more than a nervous tic, “But I really loved getting into character: acting it out and immersing myself into the world. I loved problem-solving through role-playing the character out,” he smiled then and it was almost a happy smile, “Yeah. I was one of those kinds of players.”

“Hey, liking Batman doesn’t make your dick bigger,” I said, “though really it’s beautiful women that do it for me.”

He actually chuckled a bit at that, “Yeah. Elitism sucks … especially when you are the only one.”

I didn’t quite know what he meant by that, but it was enough for me to sense that there was a talk coming. For one, he stopped rolling his die. From my own DMing experience I knew this was the time to be quiet and listen.

“You know, some of them think I actually traded all my good rolls to Lord Orkus: to make my dick bigger or some shit like that,” the other looked down at himself, “If that was the case, maybe I should have prayed to the Dragon god Bahamut instead.

“It just … started one day. I don’t even remember when. I can tell you, though, what it feels like.

“You know when you’re going to have a good roll or a bad one. I think every gambler and role-player knows it on some very intrinsic level,” he rolled his die and this time I saw it land on a big, fat, white 1, “When it’s a good roll, or one with great possibility it sings and surges through your blood. There’s hope. There’s excitement. There’s fun,” he rolls the die again and it lands on the same number, “But when you have a bad roll, it feels flat. Your stomach sinks when you cast that die, and you know even before it lands what it’s going to be: if you’re honest with yourself. Dread makes it even more sour and you don’t even want to look at it. It is just that bad.”

He rolled it again, “Every one of us knows what kind of roll we’re going to get. We just lie to ourselves and say it’s purely up to chance. I’m not even sure if the die affects our luck, or if it’s our own spirit — our self-confidence and personal energy — that affects the die.”

The die landed on another 1 as he continued talking, “My friends heckled me. They said I was cursed. ‘You’re cursed, Lucky 1s,’ they told me, ‘you’re cursed …'” he shook his head, “No matter what I rolled, it’s always been the same. I role-played as best I could, but the dice always betrayed me,” I could feel him glaring down at that 1 with a very palpable sense of hatred, “Eventually, I kept being the one to screw up our group quests and they stopped inviting me to games.”

“I’m sorry,” I told him, and meant it, “That was a shitty thing to do.”

“My attitude was getting worse, to be fair,” he rolled the die, making it clatter dangerously near the table’s edge, “I kept this die: where it all started from. I thought I might as well at least be honest about that with myself. I was so … angry, you know? They blamed me for my bad rolls. Blamed me like I was somehow responsible for them. Like I wanted them on some level. It was bullshit.

“Sometimes I think they did it to me. There’s energy in group games–good and bad–and after a while I started to believe it. I started to embody it.”

“Those are a lot of 1s,” I admitted, with a little ripple of goosebumps forming across my arms, “Maybe you have five dots in Entropy.”

“Dots?”

Mage: The Ascension,” I told him, “Well, that’s how stats work in White Wolf’s Old World of Darkness campaigns. In Ascension, the Euthanatos are mages that deal in death and luck: in matter breaking down and continuously changing. Entropy. Somehow, I think you might like that game.”

“Heh. It does sound cool. It would be nice to play again and not suck,” between the sharper sounds of him rolling the die hard against the table and the growing clamour of the other table, it was getting harder to hear him, “You know, some people get Natural 20s on their rolls. All the time. But I get 1s. I get freaking,” he rolled the die, “goddamned,” he rolled the die again, “1s!

Suddenly, he just whipped that die onto the ground beside us. I looked down and, yeah, it was very creepy. Even on the floor, it landed on a 1. I was almost tempted to mention that he needed some Felix Felicis, but that was definitely not the time for a Harry Potter joke.

We were both quiet for a while. His shoulders were slouching. To be honest, he looked miserable and lonely: the kind of person that wished they would be eaten by a Grue.

I don’t know why I did it. I reached down and picked up his die. The noise from the other table was getting very rowdy. Some of the players were leaving. I slid the die over to his hands on the table. And, to this day, I really don’t know why I asked him this one question: but I did.

“Have you ever gotten Natural 20s?”

It was a dumb question after everything that I had observed today. But instead of walking away, or shouting at me, or smirking, he looked down at the red die and said, “Only in a group. And only when I get angry.”

He picked up the die and whipped it on the table with a hard crack. I was almost surprised the Game Con Volunteers and security guards didn’t hear it, but the sounds from the other table probably drowned it out. He did it again. And again. And again. It was like a gunshot each time.

20.

20.

20.

Critical hit.

Critical hit.

Critical hit.

Finally, the whole other table close to us dispersed and I could hear some of the departing conversation, “All bad rolls.”

“And 1s. So many fucking 1s …”

He looked up at me then and I could finally see his eyes. They were dark and sad.

“That is the real reason why no one will play with me. Ever.

“You know, some people just get Natural 20s with a kind of cockiness or an easy grace. I wish I had been one of them. But if ‘should-ofs’ were treasure, we’d all have a lot of fat loots.”

He got up then and handed his die back to me, “I think I’ve finally rolled all the 1s out of this fucker. Maybe a few of the 20s too. There are some solid numbers left though. Good numbers. Not too lucky, but not a fumbler. Damn, I hate being called that … almost as much as Lucky 1s … Anyway, thanks for listening.”

“Hey,” I said before he could leave, “you should really check into LARPing. There’s a Mage game here at the Con. I think you’d like it.”

His back was facing me at this point, but I thought I saw him nod. Then, he vanished into a crowd of oncoming players.

I still see him around, you know, that guy they still call “Lucky 1s.” He doesn’t just stand around as much anymore, I’m glad to say. Evidently he found that Live-Action Mage game I told him about: where he plays as a Euthanatos that feeds on the bad luck of others. He doesn’t wear his hoodie now and he smiles a lot more.

I still have his 20-sided die and I have to say that — to this day — I’ve never failed a roll.

Imagination Is Thicker Than Blood

In a post that Vampire Maman wrote, You Transfix Me Quite, she talks about how the character of Jane Eyre would have made an excellent vampire. Vampire Maman has a lot of very interesting and entertaining creative writing, but it reminded me of something I bring up from time to time out of a sense of sheer silliness.

I never played the Old World of Darkness Vampire: The Masquerade role-playing game, but I heard people talk about it and I researched as much about it as I could online. And I always wondered what kind of vampire I would be in that world.

There are many different Clans and, more specifically, Bloodlines in Vampire: The Masquerade. As a result, each vampire belonging to a particular line had different attributes than his or her fellow. Originally I toyed with being part of Clan Tremere because of their knowledge of blood magic and the fact that they seized their vampirism: they weren’t–at least knowingly–turned by another vampire, but rather they were mages that took blood from a captured vampire to make themselves powerful and immortal … though they didn’t count on the fact that they would still possess the inherent weaknesses of the Kindred.

But I abandoned that idea because they are too stratified in social structure and limited in numbers. So I thought I might have been a Ventrue. And indeed, some people believe that I am a very calm, detached, and dispassionate being whenever they meet me offline. I can be calculating and organizational like this Clan tends to be portrayed but this is not my major strong point and not even a fraction of the personality I really have. Still, I can appreciate the Blood Discipline of Dominate: you know, that stereotypical ability to hypnotize or mesmerize another being.

My girlfriend once said that I would make an excellent member of the Toreadors. A Toreador is either a very beautiful vampire that creates a series of social networks and supports various kinds of art, or they are artists themselves that spend their immortality oftentimes secluded and making new things, or they are both. Generally, they are closest to humanity as they like to watch and support their artistic endeavours and fads. Aside from the compliment of being compared to something beautiful and creative, I also share their obsession with a particular object: such as art. Yet they can also be very vain and fickle, and while I have some of those traits, they are not paramount in who I am.

Which brings me to the final Clan I was told about. One day, my girlfriend changed her mind about something. She thought that I could also be a Brujah. Now, I had heard about this Clan. In the Modern Nights era of that world, they were generally characterized as passionate, frenzied vampires that were usually punks, brawlers, and anarchists. However, in ancient times they were known as disciplined warriors and philosophers that embraced a particular ideal: honing body, mind, soul, and altered power to fight for what they believed in. They were not merely turned from fighters, but also lawmakers, orators, and thinkers. I can also see them having turned some artists along the way as well: much like the Toreador.

I would not be a typical Brujah of the modern period, I would imagine and I would probably seem more like a Toreador on the surface with some Ventrue discipline and calculation. At the same time, I would definitely be a fighter and a defiant force: through the imagery of my words.

But all these distinctions aside, would I make a good vampire? The answer is that I probably would in a very reluctant sort of way. I already have difficulty with a mortal life, and immortality would just be inconceivable with my range of emotions. On the other hand, a lot of physical burdens would no longer be an issue and perhaps–just like in this real world–I would have phases of activity and dormancy. Maybe with time I would surpass many mental challenges and blocks as well. It is hard to say what it would like in a hypothetical and fictional situation but, like I said, it is definitely fun to think about.