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Wraith: The Oblivion

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Title: Wraith: The Oblivion
by Jennifer Harshorn, Sam Chupp, Richard E. Dansky
ISBN: 1-56504-600-5
Publisher: White Wolf Games Studio
Pub. Date: 01 February, 1996
Format: Hardcover
Volumes: 1
List Price(USD): $28.00
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Average Customer Rating: 4.62 (13 reviews)

Customer Reviews

Rating: 5
Summary: Passionate, tragic, and supremely beautiful
Comment: Wraith: The Oblivion is far and away the BEST of White Wolf's "World of Darkness" role-playing games.

The world is grim and forbidding... far more so than even the typical WoD setting, but without the flagrant overstatement occasionally found in Vampire or Werewolf. The backdrop is absolutely perfect for the story... Imagine the frustration, pain, and tragedy of being able to see and feel and hear the world you left behind... but being unable to move or manipulate that world. Imagine seeing your ex-wife grow old and die... or feeling the impotent rage of watching the bastard who raped and murdered you stalking his next target. Calling the setting "gothic" is a horrible injustice; it is akin to dismissing Tolkien's "Lord of the Rings" trilogy as "a story about elves."

The emphasis is overwhelmingly on role-playing; combat junkies and munchkins need not apply. Although physical conflict and neat toys and powers have their place in the sepulchral setting of Wraith, the game is such that your character won't even SURVIVE for long without thoroughly roleplaying the Passions and beliefs that fuel her post-mortem existence. Emotions run high; it's not unusual for one or more players to end up in tears during a gaming session. I have even seen a real-life romance blossom from the results of in-character roleplaying. The triumphs and defeats, joys and sorrows, of the characters are raw and clear by their players.

In short, this game is absolutely wonderful- even for people new to the "World of Darkness" or who are not normally interested in "gothic horror." If you enjoy roleplaying with a heavy emphasis

Rating: 5
Summary: GREAT GAME!
Comment: As a player, I love the World of Darkness series from White Wolf. I have not yet had the pleasure of Storytelling a game, but I hope that will change soon. Wraith: The Oblivion is put together very well (AND IT'S ALSO SCARY!). The character creation sytem is not for the lazy gamers, it actually forces the players to think. (Some of the people I play with don't like to think all that hard, but I aim to make them be serious.) Anyway, you really need to think about your character, unlike in Mage where all you have to do is give the guy disgusting amounts of magick to make him good and fun to play. I found the theme of Wraith to be a bit disturbing, with all the darkness and depression and whatnot, so I believe I'm going to grey the World of Darkness a bit in my attempt at Storytelling. I hope it all works out. Overall, I think that Wraith is one of the better games of the sieries, even if the Werewolves can tear people limb from limg or the Mages can warp reality itself. Congratulations, White Wolf.

Rating: 5
Summary: White wolf needs more games like this all-accessible tragedy
Comment: This RPG is, quite simply, the greatest of its kind. White Wolf went out of its way and beyond the call of duty to put this gorgeous piece of work on the shelves. The fact that it's out of print is just appalling. This book is beautifully written and the art is amazing, in every sense of either word. The atmospheric darkness and overwhelming despair of the book itself is oddly uplifting compared to the forced grittiness or plagiarism of most other RPG books. The great bits of this book (and game) are the humanist bits. The fact that you're playing a character who, regardless of race, creed, whatever he/she did in their life, they are all so uniquely (well, like real people, as unique as everyone else) and subtly damned, in a way the vampires and Werewolves of the rest of the WW world can't even dream of. This game's only fault is that running it requires an incredible amount of concentration, a huge degree of single-mindedness and very good knowledge on how to set an atmosphere. If you can find a truly good storytller (like we were lucky enough to)who can give his (or in our case, her) own touch to an already spectacular world and you're willing to possibly soil yourself from fear or break down crying from a role-playing game, then this is for you. This book follows the White Wolf traditions of actually being a fun and involving (if chillingly accurate and intensely personal) read. The art is all along the high-contrast black on white lines that a book like this demands, and it works perfectly. The writing has the somber feel of being so meticulously done that the writers mustn't have gotten sleep for weeks. The continuing story of the wraith writer separating each chapter is heartfelt and remniscient of the work of Neil Gaiman, and the long passages describing every aspect of the fleshed out land of the dead are so harsh and real that this book gives new meaning to role-playing. So, basically, if you're into a game that reallly, truly is a character driven game, this is the one for you. If only it were still in print...

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