So, as you might have guessed from other posts I make on this forum, I'm
kind of a big fan of World of Darkness. I was actually considering running a game of some description either on this forum, another forum, or IRC (there are advantages and disadvantages to either). The game would be run approximately whenever's convenient for everyone involved and ideally would probably have around 4-6 regular players (other people could join in later, or from time-to-time, if they wanted, though). For brevity's sake, here's a brief summary of the various settings in a paragraph or less:
Vampire: The RequiemYou may know this by its more well-known but somewhat overrated predecessor,
Vampire: The Masquerade. This is a proper modern gothic setting with proper vampires - walking, talking, thinking corpses animated by an unnatural thirst for blood. A good amount of action with very heavy politics and social manouvering. Lies far towards the dark end of the light-dark spectrum, but on the hopeful-bleak spectrum it's pretty much in the middle.
Werewolf: The ForsakenWhite Wolf's consistently brilliant writing can't really save this setting from being a bit too far removed from humanity to develop truly relatable characters, but it's got some very strong shamanistic and animistic thematic elements that come in useful in playing other games. It's still possible to pull enjoyable games out of this, but it's hard. You're a Werewolf, some stuff happened in the past that means the spirit world hates you and a bunch of other werewolves think you're a dick. Oh, also, rats are trying to eat the world. Dark and bleak.
Mage: The AwakeningMy favoured setting. Features pretty much the most complex mechanics of the lot. Extremely open-ended storyline and gameplay, which is both advantageous and disadvantageous (Creative Thaumaturgy essentially allows your characters to invent spells on the fly and every spell in the Time arcanum might as well be named "Derail The Fucking Plot"). Characters are the most decidedly human of the lot, and must define themselves via their abilities and personalities, rather than their state of being. Atlantis makes an appearence. Bright and hopeful, but not too much of either to lose the appeal of World of Darkness as a whole.
Changeling: The LostWhite Wolf writes a game about faeries, and it just so happens to be the most depressing setting they've ever written. You got abducted by faeries, permanently changed by the appearence. You escaped, but you can never go back to the way things were, and the thing that abducted you kind of wants you to come back. No, really,
it really wants you to come back. Pretty bright in terms of setting, but BLEAK AS ALL FUCKING HELL.
Promethean: The CreatedOn the face of it, the most basic representation of the core concept - "You get to be Frankenstein's fucking monster!" - is a pretty easy sell. When you actually explore its themes, it turns into "You get to be Frankenstein's fucking monster
and you're on a quest to transubstantiate the Divine Fire that animates you into a human soul via a form of spiritual mysticism that resembles Paracelsian alchemy". Yeah. Seriously. Very rewarding game, dark but hopeful. A bit of a trick to wrap your head around at first though.
What interests people?