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Gehenna: Time of Judgement [Hardcover]

White Wolf Publishing Inc
5.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Hardcover: 224 pages
  • Publisher: White Wolf Publishing (Jan 2004)
  • Language English
  • ISBN-10: 1588462463
  • ISBN-13: 978-1588462466
  • Product Dimensions: 28.3 x 22 x 1.8 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 1,105,387 in Books (See Top 100 in Books)

More About the Author

Ari Marmell
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Customer Reviews

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Most Helpful Customer Reviews
5 of 6 people found the following review helpful
Format:Hardcover
It's been 13 years since the first dice was rolled for the hit horror Storyteller game system, Vampire the Masquerade, and a lot has happened since that dark time. Vampire has become one of the most popular roleplaying games and has taken unto itself a mythos and legend all it's own.

Vampire: The Masquarade is the most tragic of all the World Of Darkness games, and therefore it is only fitting that the end times for these creatures becomes as tragic for them. Vampiriesm has become Gods greatest curse, and an excuse for the most debased acts ever concieved. In a time where God is becoming more and more insignifcant, Gehanna brings to home the true meaning of the "Curse of Caine". From the eldest of vampires who tried to pretend this day would never come, to the youngest neonate who simply didn't belive, all the scenarios in this book make sure that no one vampire can escape the reality of that curse.

And thats where the book finds it's strength. It's not a core rule book on the end of the world that is set in stone. Each of the for possible scenarios mentioned here are simply that. Suggestions. Foundations that can be worked upon for something even more greater and on the whole, deeply personal for the characters involved. Yes it is the end, but it offers the players and the story teller to play a part (and a very active role) in troubled times.

It's an ey oping book, and presents a satisfiying conclusion to one of my favourite games. Now where the possibilties were limited to your imagination, Gehnna takes them further to endless possibilities. It is now in the hands of the storyteller and the players to decide the fate of the world, and it's possible furture.

And remember, in this world, the end is not a finality, it is merely the opening to a new begining.

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Amazon.com:  8 reviews
24 of 24 people found the following review helpful
The End... 2 Mar 2004
By Zekeriyah - Published on Amazon.com
Format:Hardcover
This book is the final book for Vampire: the Masquerade and covers Gehenna, the end of the world for all intents and purposes. A novel new concept, this book provides multiple scenarios which you can tailor to your needs based on your own needs and likes. No canon, no specifics. Just suggestions, and its a VERY cool concept.

The book starts out with a great piece of fiction using the characters from Cairo by Night, and then gives some general info about Gehenna with stuff like the Red Star, the shattering of the Black Hand and how the sects react. The whereabouts of the Antedilluvians are given (though some are rather disappointing, others are what we've expected all along), though these can be changed to suit your needs. Then the book gives a whole chapter on general setting info for Gehenna. The prophecies and Antedilluvians are examined, including others beyond the 13 "known" ones (though these may or may not just be rumors). Also info on the Inconnu, Jyhad and last daughters of eve, some news clippings from around the world showing how the mortal world is affected and the system for the withering, a new weakness afflicting Cainites in the Final Nights. Info on other supernaturals is largely avoided, but it is mentioned that depending on how it ends it could be a huge spectacle to a quiet bang unnoticed by the mortal world.

The next chapters detail four possible scenarios (which you can adapt for your own use), which I have no intentions of spoiling for you. The first, Wormwood, seems to be the most popular and has God himself taking out his wrath on all vampires. Fair is Foul, probably my favorite, involves Lilith taking her revenge on Caine and his childer amidst the struggles of the Antedilluvians. The next scenario, Nightshade, involves the awakening of the Antedilluvians and may be the "canon" ending to the metaplot from what I've heard on forums. And the final scenario, the Crucible of God, shows what happens when vampires openly take control of human society. And it has a REALLY funny ending if you like ironic justice....

The book closes out with some more stuff, including a Storyteller's guide to running games set in the end times, Stats and profiles for some of the characters presented (which were nice, but some are already presented elsewhere and I guess the space could have been better used in other ways), and finally a last look at Caine himself. Overall, this is a very useful and innovative book. Definately worth running any one of the scenarios presented. The book largely accepts the Caine mythos and Abrahamic religious beliefs (sorry for all those Setites, Laibon, Bahari, Einherjar, etc) BUT makes a big point on how you can change it if you choose. In fact, one of the scenarios includes the Lilith Mythos as I mentioned, which I think is cool. Still, the game is based of the Biblical kinslayer, and it makes sense that the Jewish/Christian/Muslim view of God holds in the game. Overall, just get the book. You and your players will enjoy it.

8 of 8 people found the following review helpful
"This is the way the world ends..." 19 Jan 2004
By Daniel Saults - Published on Amazon.com
Format:Hardcover
For those who don't know, this book is the final publication for White Wolf's flagship RPG "Vampire: The Masquerade". "Gehenna" ties together all the last loose ends of the plotline of the previous publications, tying together all the ancient myths and disparate legends regarding Gehenna, the vampiric apocalypse, in which (in short) Caine, father of all vampires, and his Grandchilder will rise up to consume the world. The depth is substancially greater than this, of course, but I would hate to spoil the depths of plot available.

Needless to say, it's difficult to custom-tailor such a story to a group, particularly one with different tastes, roles, histories and religious outlooks (the latter of which can seriously flavor any V:tM storyline). White Wolf has worked this through, providing several possible scenarios for Gehenna, all incorporating different elements of, and angles on, in-game history and metaplot. Possibilities are provided from divine and ultimate redemption in a "secret apocalypse" all the way up to the true and total end of the world. Though somewhat messily organized, even the most rigid of writers would have a difficult time getting a lasso around all this material, and Ari Marmell does a decent job of it. Though not all the plots will be to everyone's taste, and some might not enjoy any of them, all have at least -some- ideas that any Storyteller would be able to wring a great deal of personal horror out of. The amount of metaplot and canon knowledge required was surprisingly minimal, as I haven't shelled out an overwhelming amount of cash on peripheral materials. Whether you want the end to be a battered but optimistic upbeat or the orgiastic, carniverous, final irony of the human and Cainite races, this book should have something for you. Though at times messy, at others a bit tepid, and in most cases a bit unfortunately predictable, I still feel it would have been difficult to do a much better job. With a little Storyteller ingenuity, the end to all things could also become the story to end all stories.

9 of 10 people found the following review helpful
A fitting end for a fantastic game. 18 Jan 2004
By A Customer - Published on Amazon.com
Format:Hardcover
Vampire: the Masquerade was released in 1991 shaking the roleplaying community upside down with it's inovative take on horror gaming and storytelling in general. By putting more emphasis on character and story, and less on die rolling and rules systems WW forever changed the standard of the industry by pressing foward with mature concepts and shifting the resposibility of telling a story beyond that of just the dungeon master into the hands of all those involved; gamemasters and players both. For those well versed in Vampire; there is no further need for an introduction. This past August White Wolf Game Studio shocked the industry and fans alike by announcing that they would be ending the World of Darkness with their "Time of Judgment" campaign. Each WoD gameline has been working towards an individual end for 13 years now. WW has decided to pay up on this build up. The ToJ was recieved with mixed feelings. Fans were either happy or outraged by this turn of events; either way the Time of Judgment was in motion and that was the bottom line. The WoD would come to an end with several sourcebooks[rather, toolkits] to aid the Storyteller and players in telling their own tales of the end. This title, Gehenna, is the final book to be released for the game Vampire: the Masquerade. Gehenna is split up into a few different sections discussing various ways to bring your own Vampire chronicle to an end. There are a number of sections that can be described as "toolkits" for tailoring your own interpretation of Gehenna. There are also four stories[adventures if you will] which detail four possible endings for the gameline. Nothing is written in stone nor is anything claiming itself as canon[the dreaded word metaplot comes to mind; not really any of that here]Simply said Gehenna is a satisfying book that offers numerous possibilities for running a Gehenna themed game. As a fan for the last 11 years; I am happy with the end result; I am confident that many fans will also feel the same.
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