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Player directed sourcebook for Seemings and Kiths Strategic Publications Winter Masques is a player-centered book for the first pages or so. Then it takes a strange swerve in the final third, presenting information of more use to a GM. Unlike Werewolf, Mage and Vampire, White Wolf planned only for a core rulebook and then five supplements for the game. In the end they added three more, plus a substantial electronic supplement. It does mean that some things seem to have been assembled to make sure each volume had an appropriate page count.
Seemings The general theme at the start is to provide players with a better sense of the two key player-facing aspects of the game: Seemings and Kiths. Kiths, on the other hand, make up the sub-types and specialties of those Seemings. So among the Fairest you get Dancers, Flowerings, Muses and so on.
The core book spends some time defining these types but this book digs deeper into those and presents some new options. The material, with a few exceptions, relies more on providing ideas and commentary over new rules and mechanics.
The first third of Winter Masques looks at Seemings-- beginning with a slight discussion of their nature. Each Seeming then gets a page analysis. After a general commentary on the Seeming, the book describes several sample places in the Hedge Arcadia which such Seemings might have arisen.
What the character went through in their time in the service of the Keepers shapes and crafts who they become as a Changeling. The book suggests some ideas about that process-- such as how membership in a pack or dulling of their human instincts transformed a Changeling into a Beast. Each section then considers what this kind of Changeling will be like in the mortal world-- what kinds of places they might haunt, how they might manage their lives, how they might interact with non-Changelings and what kinds of roles they might take on.
Finally each section provides a new contract set which is of affinity to that Seeming. That last part provides the only real system material in the section. The descriptive texts suggest many interesting possibilities-- but often the mechanics presented provide only a narrow application of those.
The flavor text supports this. However the key contracts linked to the Wizened by affinity all have to do with items, objects, making, repair, and creation-- as if the only role for a Wizened would be a Smith. Plus much is made of Ogres links to curses and maledictions, but no systems or mechanics are given for that. Legibility is a Virtue I need to stop for a moment and comment on the book design. The covers are excellent and the fluff fiction in the books is pretty minimal.
However Winter Masques has a couple of design problems. In the first section we get watermark symbols for each of the Seemings in the center of the page. The situation becomes worse in the second section which uses the classic WW grey-scale page background.
At times that makes the page hard to read. The book also provides some general guidelines for making new kiths. Most of this second section breaks down again by Seeming. Each kith original presented in the core book gets a more extended discussion of its philosophy and potential origins i.
That seems a strange oversight. Sound of Screeching Tyres As I mentioned earlier, the third section of Winter Masques, taking up the last 50 pages, moves away from player-centered to GM-appropriate material. While some players might find some useful inspiration in this last section, its more appropriate as background material.
Basically this section considers Changelings, Freeholds and Courts as they might appear internationally. I can see this being player stuff for some inspiration- perhaps someone who wants to run a foreigner, but for the most part it wold be the kind of thing a GM might keep in their back-pocket to pull out late as a change up in a campaign. The material does a good job of supporting the idea of the Keepers as miners of myth, legends, ideas and concepts. They create nothing themselves but instead take those ideas and make their realms of them.
Which means we can have a classic realm lying under a Troll-bridge in the same game as one which models itself on a twisted vision of an Alien Probe Laboratory. This section provides some insight on how classical creatures of legend fit into the various Seemings and about the different landscapes of the Hedge, with an emphasis on foreign views. Lastly we get two other versions of the Courts showing how these might appear in different cultures, along with some foreign entitlements.
Again-- all great material and ideas, but all stuff which ought to be GM facing. It is a problem I talked about earlier regarding player-knowledge.
These would have been then bloated with bad fiction, new abilities and GM material like NPC descriptions and stats. Splatbooks do still occur in other NwoD line books, but now in hardcover. What is player-oriented here is very good and useful-- during the character creation process for the most part. That may be the Achilles heel of games which focus on narrative over mechanics-- with mechanics oriented books you can reasonably expect every player to have to buy a copy.
Here we have good books, but certainly not things which will have to be pulled out every session. Posted by.
CHANGELING THE LOST WINTER MASQUES PDF
Grows vegetables Fills classrooms Drills wells Empowers women Fights poverty. The Lost supplement, Winter Masques. Preview — Winter Masques by Dawn Elliott. The core book spends some time defining these types but this book digs deeper into those and presents some new options. More Information Edit History. The Lost by Dawn Elliott. Again— all great material and ideas, but all stuff which ought to be GM facing.