SOLITUDE AETURNUS  
WRAITH: THE OBLIVION -- Revised   
A Story: Eternal Solitude
INTRODUCTION
        OK, once again here is a White Wolf product I didn't much care for.  You'd think I didn't like the game-company at all, if you saw how I ranted about Changeling the Dreaming...but I do.  I like them so much, that I still haven't figured out why they missed the mark so much on those two storylines.  I'm currently just putting it down to differences in taste and/or a changing staff, and so I figure, what the hell (no pun intended) -- I'll just rewrite the parts I don't like, use the parts I do, and publish it to express myself and offer others my system.  So that's what this is.  I never really felt as strongly about ghosts as I do about the faeries, and so my WoD Faeries write-up will likely remain the largest of these two...that, by the way, is linked here, and is called Faerie: the Lost Kingdom.  Anyway, on with the show....

DECONSTRUCTION
        Here we are again.  This is where I criticize constructively (I hope) and devastatingly (?) the game called Wraith: the Oblivion.  The following essays and tidbits are my opinion only, and are how I run the restless dead in my games; please get what you can out of it, and if you are a fan of the as-is game, please don't send me flame letters.  I won't give a damn and you won't change my opinion, there's nothing to be gained (I am not opposed, however, to intelligent discourse and dissention, I love a good debate or discussion).
 
SOLITUDE AETURNUS (or THE SOCIAL WRAITH)

        The main problem I have with Wraith is the fact that, despite the continual talking about how wraiths are so wretchedly & gothically alone, you look at the Underworld of the restless dead, and what do you have?  Societies.  Governments.  A justice system.  Marketplaces where goods are bartered for and purchased.  "Circles" of wraiths who get together at wraith-Nodes, use wraith-magics, and talk about a Day In The Life Of A Wraith...life.  The restless dead shouldn't have lives -- isn't that kindof the point?  But they do.  They have governments to oppress them, cars to drive and machine-guns to shoot, armies to wage wars, systems of trade, a rate of exchange along with a common currency.  They gather in political groups, which are grouped into such worn-out cliches as the Ghosts of Order and Pattern (the Hierarchy, a cheap dead Technocracy or Camarilla), the Ghosts of Chaos and Rebellion (the Renegades -- dead Marauders or Sabbat), and the Heretics, who are a wishy-washy sort of esoteric middleground (basically like ghosts of really limp-wristed Tradition mages or Inconnu).
        I just really get turned off when I look at the main rulebook and see pictures of wraiths in tanks, or in the back of a pickup truck armed with a bazooka, or creeping around a plasmic waterfall with an uzi.  Of course, I'm the freak who objected to sidhe in Atlantic City with AK-47s...what can I say.  I suppose that I simply think there should be a little more meaning, or at least more mythic seeming, to the Underworld than just an entropic, "Raistlin's-view" reflection of a cheap action-movie version of reality.  There's so much more that White Wolf can do, so much better that they can put out of their studios...I've seen it.  Of course, you're going to have the inevitable gaggle of dungeon-crawlers who use W:tA or V:tM or even M:tA to relive their XP-whoring days, but does the sourcebook really need to encourage and even foster that?
 
 
 
 
 
 
 
 
 
 
BY BLAKE:  
 
 
 
 
 
 
 
 

 
 

INNATE ABILITIES

 
 

THE SHADOW

 
 
 

COSMOLOGY OF THE UNDERWORLD

 
 

THE HIERARCHY

 

ARCANOS

 
 
 

ARTIFACTS

 
 

RELATED LINKS AND DOCUMENTS 

 
 
 
 
 
 
 
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