Sourcebook Review: Midnight Roads
Posted: Wed Jun 27, 2012 2:10 pm
Fair enough. I'm not actually going to do Mysterious Places, because I don't happen to have access to a copy of it. But Mysterious Places is actually just a single interchangeable part of a long list of shovelware books that White Wolf came out with for New World of Darkness. Starting with "Ghost Stories", nWoD was graced with a large line of functionally interchangeable books based on the premise of "presenting some rumors from the world of darkness" (128 pages, hard back). Now I know what you're thinking "Rumors? Like seriously just random, contradictory ideas with no semblance of a plot?" Yes. Exactly.Fucks wrote:That calls for a review!FrankTrollman wrote: "Mysterious Places" may not be about anything or provide any real information, but it is literally five times longer in terms of actual text than a first edition oWoD book.
Each of these books is 128 pages long and specifically does not ttie into a metaplot of any kind. The actual premise is that the storyteller will use whatever they want from the book and change or ignore whatever they don't want, so there is no attempt at all to keep this shit consistent. And we're not talking about a single book here. Ghost Stories, Mysterious Places, Urban Legends, Tales From the 13th Precinct, Dogs of War, and the one we're actually rageviewing today: Midnight Roads. All of them are basically interchangeable. All of them could have been replaced with some wikipedia research, hell parts of them literally are cribbed from wiki entries already. But before I drink too much of my beer, let's start:
Road Gospel
Before we even get to a ToC, we are confronted with a story. It has a very busy background and is white text over dark grey pictures. It all comes in multiple layers and the official pdf is very poorly encoded. Background, pictures, text, they come in in that order. Even on a fast machine, the pdf reads slow as shit.
The first bit is a 10 page story about a guy who comes back to his home town and it is all dried up because the highway was decommissioned. And maybe there is a gang of vampires or junkies or something terrorizing the place. And he gets beaten up by a crazy road hermit and given highway powers in order to fight them. The end. The highway powers are, to my knowledge at least, not actually a thing in WoD, and the story is 10 pages long and takes until page 4 for there to even be any antagonists introduced. The antagonists are never named and the actual battle involve road powers versus a '68 Mustang full of possibly-supernatural hooligans is not shown. The road powers aren't even mentioned until page 9.
Table of Contents
After the Road Gospel story there is the copyright page, the Table of Contents, a full page picture of a werewolf moving a body from a broken down truck that is pretty cartoonish, and a one-page story about a guy getting taken over by some sort of alien monster from under the hood of his truck. The only reason I am even mentioning this is because the Table of Contents page numbers aren't even close to correct. The second chapter (called "Introduction") is supposed to start on page 12, but it actually starts on page 16. I need to drink more or this kind of shit is going to really bother me.
Introduction
Yes, the second chapter is called "Introduction". It's six pages long and helpfully informs you that nWoD is a very city-focused game with very little going on in the places in-between. Also it spits out some facts that were literally cribbed off of wikipedia about how much highway there is. There is a brief description of how you might want to shake things up by having adventures on the road with various types of supernaturals. More than half a page is taken up giving you a blurb about each flavor of supernatural. Not about how the supernaturals interact with this book, just a condensed schpiel about vampires and prometheans and stuff in general, in case this was the first book of the World of Darkness you picked up, or more likely because the author needed to use up a page of text and wanted to be able to copypasta it from other WoD books. The chapter ends with some capsule film reviews. It hits some "road" movies like Grindhouse and The Hitcher, but then for no particular reason it also includes Hot Fuzz. I'm guessing the author just really liked Hot Fuzz.
Just before turning over to the next chapter, you get another one page story. In keeping with the stories having seemingly nothing whatever to do with the World of Darkness, this one appears to be about a completely mundane serial killer. Or possibly just a man who is joshing with a scared hitchhiker, because nothing actually happens on camera.
Chapter 1: Journeys and Destinations
Yes. We are on Chapter 3, and it is labeled Chapter 1. Whatever. This chapter is 22 pages long. A lot of it is taken up with wikipedia-style information. Did you know that the interstate highway system was a plan drawn up under the Eisenhower administration? How about the fact that the word street comes from Latin "strata"? Well, you'd know that if you scoured wikipedia entries for road related factoids, and you'd know it if you read Midnight Roads and let the author give you his highway related book report as well. Lucky you.
But it's not all wiki-based info dump. Sometimes there are actual plot hooks. Sometimes. Each subsection has itself some subsections of their own that often as not don't interact. For example, there's the Subsection "Trucks", which is about trailer truckers. It has the headings "gear" (which assures you that trucks are important to truckers), "Stops" (which is about how there are showers at truck stops), "The Load" (which is about how truckers don't like downtime), "Prostitutes" (which is about Prostitutes), and finally "Plot Hooks". The "Plot Hooks" bit provides three "trucker" related plot hooks. They are "There's a mummy and/or sacrificial victims in your trailer", "nothing appears to be happening at the truck stop" (I am not making that one up), and "there's a trailer full of werewolf hunters". The next subsection is "Hitchhiking", but there's also a textbox about supernatural creatures doing long-haul trucking that is cleverly entitled "monster trucks".
Basically, it's a pretty similar setup to a Tome book. Difference being that there are no mechanics here, and really no attempt to make the mechanics work into the world. The suggested supernatural plothooks are not "someone has used ability X to do event Y" it's "here's a completely arbitrary magical effect that I just made up and have no mechanics for, have fun with that". The plothooks are as telegraphic as the ones in "High Adventure in the Lower Planes", but way longer individually so you get less of them. Also there is no attempt to tie the player characters to many of them. Here's a real example:
Wat.Midnight Roads wrote:• A half-dozen hitchhikers have disappeared, from spots all over the Midwest. Evidence of a bad ride? Not if they all took rides with different people . . . up until they vanished at their final destinations. Whoever is stalking the hitchers has been watching their communications on the Internet, pinpointing where they’re going. Why does the kidnapper need travelers, though?
OK, how is that a plot hook? It's inter-state, so it only becomes "a case" once the FBI looks into it and connects the dots. Once that happens, it's an FBI case and the players don't even get to know it's a case at all unless the FBI tells them for some reason. Really, I can't even generously call that a plot hook - a plot hook by definition is something that gets the PCs into the story. This doesn't do that. It's just backstory, any actual plot hook the Storyteller would have to write their own damn selves.
The final one-page story is about some sort of inhuman monster that controls gusts of wind and is angry at someone for having stopped their car to piss off the side of the road. I find it difficult to imagine an inhuman monster actually caring whether animals piss in the woods. But whatever.
Chapter 2: Construction Ahead
Here it is: on page 44 we find the first identifiable mechanics in this book. They are that you have to roll Wits + Survival to find food in a wilderness setting. I think this needs to called out specifically because that is the normal rules for foraging found in the basic book. The book then spends five pages with only slightly less ridiculous "new skill uses" (for example, did you guess that you could make a Survival check to find shelter? Or perhaps make a Subterfuge check to borrow someone's cell phone and then run away with it?). Next up we have a short piece on tricking out cars with expensive crap and then there's a bit highlighting how incredibly terrible the New World of Darkness rules for building/sabotaging things are. See, in order to cut a break line, you need to make a whole fuck tonne of Dexterity + Crafts checks, until you accumulate seven successes (average successes: 1 per three dice per roll). There is no consequence of failure on any particular roll, no limit to the number of times you can roll, and no amount of time listed for making a roll (a combat round defaults to a handful of seconds). And you stop as soon as you hit seven and nothing happens if you overshoot or use up less attempts. So there is a massive die rolling extravaganza (average 23.4 dice thrown at the table in however many piles) and then it makes absolutely no difference because there is absolutely no game effect generated by any particularly good or bad rolls. WTF?
There are a couple pages telling you to use the normal rules for chases and combat when performing chases or combat involving cars. I don't know how they can spend a couple of pages on that. I am looking at it right now and I still don't know how they can do that. There's a bit about magic cars that you do not want (would you like to pay health levels instead of gasoline to run your car? Not in a game with abstracted wealth, that's for damn sure!). There are some merits that are amongst the most obscure character generation options in the game, but thankfully for game balance they are incredibly worthless and no one gives a shit. The one page story at the end of the chapter is about a circus of demon clowns that steal children from an obscure town in the middle of whogivesafuckistan.
Chapter 3: Road Hazards
It's 28 pages long and is among the lowest density writing you will ever see. Each piece is a plot hook mixed in with some incomplete sample characters. I think I can let the book explain this better than I:
What it means by "less specific" is that the character plots and even character writeups are not finished. For example, the first character is suggested to be written up as a Changeling, or maybe a Promethean, you know, whatever. I'm not really sure what the point of writing a character sheet up at all is supposed to be if you aren't going to actually finish character generation. If I wanted to go through normal chargen rules, I could do it myself. But it does use up half a page. There are also italicized story bits that are supposed to be evocative of the plot hooks, but aren't directly tied into anything. These also take up a fair bit of space. Editing in this is atrocious. The story hooks for "vanishing hitchhikers" are labeled "On the Lam story hooks", for example. Even reading this thing, I can't tell how many story hooks there are supposed to be. Is "Watching the World Go By" supposed to be a different hook from "Motel Hell"? I have no fucking clue, the heading format doesn't seem to be used consistently.Midnight Roads wrote:The story hooks presented here are less specific than the ones found in the following chapter.
The final page story is about someone dying in a car crash and then running over to see their own corpse. Interesting in that it is the first such story in this book that could possibly actually happen with the specific cast of supernatural creatures present in the nWoD. The character is apparently a ghost. Although not a Geist, because nWoD is fucked up like that.
Chapter Four: Dangerous Intersections
At 38 pages, this is the longest chapter in the book. There are five story seeds in it. Each one is written up in a fair amount of detail. Each one is presented with a beginning, a middle, and an end. Many important characters are given minimal writeups. Each of the adventures contains a big "fuck you" of some kind. There is a mirror that opens up into a one way portal to an extradimensional jail cell that you can't ever escape from (seriously). There is an adventure where the finale is that the boss is actually just a dumpy guy who has no magic powers at all and just killed for a fake demon he made up. There's an adventure where the enemies are Shadow Monster Steves that are wholly made up for this scenario (rather than use any of the dozens and dozens of monster types the nWoD already has), thereby causing all the players' attempts to figure out what the fuck is going on to automagically fail.
This chapter doesn't have a final page of story, but you hardly notice because it's already 38 pages of story.
-Username17