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World Of Darkness
''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with ''Vampire: The Masquerade'', ''Werewolf: The Apocalypse'', ''Mage: The Ascension'', ''Wraith: The Oblivion'', and ''Changeling: The Dreaming'', along with off-shoots based on these. The series ended in 2004, and the Reboot (fiction), reboot ''Chronicles of Darkness'' was launched the same year with a new line of games. In 2011, the original series was brought back, and the two have since been published concurrently. The games in the series have a Fictional universe, shared setting, also named the World of Darkness, which is a dark, Urban Gothic, gothic-Cyberpunk derivatives, punk interpretation of the real world, where supernatural beings such as vampires and werewolves exist in secrecy. The original series' setting has a large focus on lore and overarching narrative, whereas ''Chronicles o ...
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List Of World Of Darkness Video Games
''World of Darkness'' is a series of tabletop role-playing games by White Wolf Publishing, and the name of their Fictional universe, shared setting. Several of the tabletop games – primarily ''Vampire: The Masquerade'' – have been adapted into video games by different developers, covering genres including role-playing video game, role-playing games, action games, and adventure games. Critical reception of the games has varied, with ''Vampire: The Masquerade – Bloodlines'' standing out, being described by video game publications as a cult classic and a "flawed masterpiece". Video game adaptations of the series began in the 1990s with unreleased ''Werewolf: The Apocalypse'' and ''Mage: The Ascension'' games; the first ''World of Darkness'' video game to be released was ''Vampire: The Masquerade – Redemption'' in 2000, which was followed by three ''Hunter: The Reckoning'' games in 2002–2003, and ''Bloodlines'' in 2004. During the next decade, another ''Werewolf'' project ...
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World Of Darkness Online Logo
The world is the totality of entities, the whole of reality, or everything that exists. The nature of the world has been conceptualized differently in different fields. Some conceptions see the world as unique, while others talk of a "plurality of worlds". Some treat the world as one simple object, while others analyze the world as a complex made up of parts. In scientific cosmology, the world or universe is commonly defined as "the totality of all space and time; all that is, has been, and will be". Theories of modality talk of possible worlds as complete and consistent ways how things could have been. Phenomenology, starting from the horizon of co-given objects present in the periphery of every experience, defines the world as the biggest horizon, or the "horizon of all horizons". In philosophy of mind, the world is contrasted with the mind as that which is represented by the mind. Theology conceptualizes the world in relation to God, for example, as God's creation, ...
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The Oblivion
''The'' is a grammatical article in English, denoting nouns that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pronoun ''thee' ...
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The Resurrection
Resurrection refers to the coming back to life of the dead. Resurrection or The Resurrection may also refer to: Supernatural * Resurrection of Jesus * Universal resurrection, often referred to by the term of art "resurrection of the dead", the final resurrection at the end time * Undead * Day of Resurrection in Islam, the time when the dead arise from their graves to be judged by God Arts and entertainment Film * ''Alien Resurrection'', a 1997 science-fiction horror film and the fourth installment of the ''Alien'' franchise * '' Halloween: Resurrection'', a 2002 horror sequel of the ''Halloween'' franchise * '' The Mechanic: Resurrection'', a 2016 action film and sequel to the 2011 action film ''The Mechanic'' * ''Resurrection'' (1909 film), an American short film by D.W. Griffith * ''Résurrection'', a 1910 film directed by Henri Desfontaines * ''Resurrection'' (1912 film), a lost silent drama short film directed by Joseph A. Golden * ''Resurrezione'', a 1917 film by Mario C ...
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The Reckoning
The Reckoning may refer to: Literature * "The Reckoning", a 1902 short story by Edith Wharton * ''The Reckoning'', a 1905 novel by Robert W. Chambers * ''Le Bilan Malétras'', a. k. a. ''The Reckoning'', a 1948 novel by Georges Simenon * ''The Reckoning'', a 1963 novel by Hugh Atkinson * ''The Reckoning'' (Halberstam book), a 1986 book by David Halberstam on the crises in the U.S. automotive industry from 1973 to the mid-1980s * ''The Reckoning'' (Penman novel), a 1991 novel by Sharon Kay Penman * ''The Reckoning'', a 1992 novel by Cynthia Harrod-Eagles * ''The Reckoning'', a 1992 novel by Ruby Jean Jensen * ''The Reckoning: The Murder of Christopher Marlowe'', a 1992 book by Charles Nicholl * ''The Reckoning'', a 1994 novel by James Byron Huggins * ''The Reckoning'', a 1996 novel by Constance Laux, writing as Connie Laux * ''The Reckoning'', a 1998 novel by Beverly Lewis * ''The Reckoning'', a 1998 novel by Patricia Robins, writing as Claire Lorrimer * ''The Reckoning' ...
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Vampire The Masquerade Logo V5
A vampire is a mythical creature that subsists by feeding on the Vitalism, vital essence (generally in the form of blood) of the living. In European folklore, vampires are undead, undead humanoid creatures that often visited loved ones and caused mischief or deaths in the neighbourhoods which they inhabited while they were alive. They wore shrouds and were often described as bloated and of ruddy or dark countenance, markedly different from today's gaunt, pale vampire which dates from the early 19th century. Vampiric entities have been Vampire folklore by region, recorded in cultures around the world; the term ''vampire'' was popularized in Western Europe after reports of an 18th-century mass hysteria of a pre-existing folk belief in Southeast Europe, Southeastern and Eastern Europe that in some cases resulted in corpses being staked and people being accused of vampirism. Local variants in Southeastern Europe were also known by different names, such as ''shtriga'' in Albanian ...
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Web Series
A web series (also known as webseries, short-form series, and web show) is a series of short scripted or non-scripted online videos, generally in episodic form, released on the Internet (i.e. World Wide Web), which first emerged in the late 1990s and became more prominent in the early 2000s. A single instance of a web series program can be called an episode or a webisode. The scale of a web series is small and a typical episode can be anywhere from three to fifteen minutes in length. Web series are distributed online on video sharing websites and apps, such as YouTube, Vimeo and TikTok, and can be watched on devices such as smartphones, tablets, desktops, laptops, and Smart TVs (or television sets connected to the Internet with a media streaming device). They can also be released on social media platforms. Because of the nature of the Internet, a web series may be interactive and immersive. Web series are classified as new media. Web series are different from streaming ...
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Actual Play
Actual play, also called live play, is a genre of podcast or web show in which people play tabletop role-playing games (TTRPGs) for an audience. Actual play often encompasses in-character interactions between players, storytelling from the gamemaster, and out-of-character engagements such as dice rolls and discussion of game mechanics. The genre emerged in the early 2000s and became more popular throughout the decade, particularly with the 2015 debut of ''Critical Role'', an actual play webseries featuring professional voice actors. History According to Evan Torner writing in ''Watch Us Roll'', actual play is rooted in phenomena including magazine "play reports" of wargames and internet forums dedicated to role-playing games. With the emergence of esports, livestreamed gaming, and Let's Plays, actual plays of TTRPGs became a popular podcast and webseries format, and contributed to the resurgence of TTRPGs in the 2010s and 2020s. In 2008, the creators of ''Penny Arcade'' pa ...
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Dungeons & Dragons
''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical Studies Rules, Tactical Studies Rules (TSR). It has been published by Wizards of the Coast, later a subsidiary of Hasbro, since 1997. The game was derived from miniature wargaming, miniature wargames, with a variation of the 1971 game ''Chainmail (game), Chainmail'' serving as the initial rule system. ''D&D'' publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry, which also deeply influenced video games, especially the Role-playing video game, role-playing video game genre. ''D&D'' departs from traditional wargame, wargaming by allowing each player to create their own Player character, character to play instead of a military formation. These characters embark upon adventures wi ...
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TSR, Inc
TSR, Inc. was an American game publishing company, best known as the original publisher of ''Dungeons & Dragons'' (''D&D''). Its earliest incarnation, Tactical Studies Rules, was founded in October 1973 by Gary Gygax and Don Kaye. Gygax had been unable to find a publisher for ''D&D'', a new type of game he and Dave Arneson were co-developing, so he founded the new company with Kaye to self-publish their products. Needing financing to bring their new game to market, Gygax and Kaye brought in Brian Blume in December as an equal partner. ''Dungeons & Dragons'' is generally considered the first tabletop role-playing game (TTRPG), and established the genre. When Kaye died suddenly in 1975, the Tactical Studies Rules partnership restructured into TSR Hobbies, Inc. and accepted investment from Blume's father Melvin. With the popular ''D&D'' as its main product, TSR Hobbies became a major force in the games industry by the late 1970s. Melvin Blume eventually transferred his shares to his ...
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Origins Award
The Origins Awards are American awards for outstanding work in the gaming industry. They are presented by the Game Manufacturers Association (GAMA) at the Origins Game Fair on an annual basis for games released in the preceding year. For example, the 1979 awards were given at the 1980 game fair. Award categories include board games, card games, tabletop role-playing games, strategy games, and game accessories. History History of Categories The Origins Awards were initially presented at the Origins Game Fair in five categories: ''Best Professional Game'', ''Best Amateur Game'', ''Best Professional Magazine'', ''Best Amateur Magazine'' and ''Adventure Gaming Hall of Fame''. Since the first ceremony, the game categories have widened to include Board games (Traditional, Historical and Abstract), Card games (Traditional and Trading), Miniature wargaming (Historical, Science Fiction and Fantasy), Role-playing games and play-by-mail games. There are additional categories for Graphic D ...
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Cyberpunk Derivatives
Cyberpunk derivatives, variously also called literary punk genres, punk fiction, science fiction punk (sci-fi-punk) or punk-punk, are a collection of genres and subgenres in speculative fiction, science fiction, retrofuturism, aesthetics, and thereof, with the suffix ''-punk'', collectively derived from the science fiction subgenre cyberpunk. In correspondence with cyberpunk, they are centered around visual worldbuilding, but, rather than necessarily sharing the digitally and mechanically focused setting of cyberpunk, these derivatives can display other qualities that are drawn from or analogous to cyberpunk. The basic idea is a focus on technology, usually a world built on one particular technology, where punk genres are really defined by taking the technology of a given time period, and stretching it to highly sophisticated, fantastical, or even anachronistic levels. Akin to cyberpunk, Transrealism (literature), transreal urbanism, or a particular approach to social stigma, h ...
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