The Secret World of Darkness?

 

At the moment, Funcom’s The Secret World is keeping me busy. I played the game for about a month after release, but lost interest and time when my new job started and the rest of my life demanded more attention. Now, however, I have given the game a second spin, and I am really enjoying it!

One of the things I like most about TSW is that it resembles White Wolf’s World of Darkness in many ways. Both settings feature a hidden, one might say secret, world full of supernatural creatures. In both games, players take the role of normal people who are plunged into this occult reality and have to survive one way or the other. The only difference is that in TSW, the player characters join a secret society to hold back vile and evil things, while in the WoD, they become one of the many otherworldly beings.

Because of their similarities, every time I launch the game and dive into the zombie-infested town of Kingsmouth or the vampire-haunted farmlands of Transylvania, my mind starts to think about ways to blend both games together. In other words, I think about how to run a TSW tabletop game, using the WoD rules. At first, it does not seem difficult, but there are some challenges:

  • In TSW, player characters are the chosen of Gaia. By swallowing a bee (do not think too much about this), your character gains the means to control his anima, which gives him the power to do some pretty nifty things. While those powers could be emulated fairly easily with the existing rules, the chosen of Gaia have another important feature: they are practically immortal. Some NPC’s in the game refer and joke about the fact that, when a “Bee person” dies, his corpse is carried off to the nearest anima well, where it is brought back to life. While a WoD game like Geist has a mechanic for returning from the dead, it is a challenge to make this feature interesting in a tabletop game.
  • Wait, is everyone a Bee person? While every player character in the MMO is technically a Bee person, it would seem unlikely that there would be so many chosen of Gaia in a tabletop setting. Before running such a game, there should be niches for characters who have not been chosen by Mother Earth, and who aid their society through other ways.
  • Even though they look similar, both settings are different. This is mostly a matter of re-skinning material. The WoD rules offer rules for practically every supernatural being you can think of. The only thing one must do to use them in a TSW game, is to give them a different look and feel.
  • One society or all? A legitimate question. In a game featuring the TSW setting, would player characters come from different secret societies, working together to save the world from some great danger? The setting would not forbid such a thing, but would a single-society setting not offer more chances to dive deep into the secrets of an organisation? A matter of flavour, but an important matter nonetheless.

While I keep thinking about this (and I will probably post more about a TSWoD), what is your opinion and / or thoughts? Feel free to share!

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4 comments

  1. That’s certainly an unusual concept. Does the Secret World mimic the World of Darkness’s tendency towards melodramatic angst? Or is it more of the Hellsing variety of “underground,” where the agents are mostly badass supernaturals with ulterior motives?

    1. Hey there Ben,

      TSW does not have the same focus on angst and morality as WoD does. However, it does have the same amount of “shades of grey”: everyone is evil somehow, and no one is truly good. I have not watched enough Hellsing to compare it, but there is a certain amount of badass in the supernatural elements of the show (though not as over the top and gorey as Alucard can be).

    2. In TSW all magic is black in that it causes harm to others and is focused through a weapon of some kind. You can’t even heal someone without first harming someone else. All the Bee People do magic.

      Once I realised that I lost interest in the game entirely.

      1. Then, I presume that you’d never play any magic using type in an MMO, since nearly all MMO magic does harm, except for some very narrow healer types?

        MMOs are predicated on violence.

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