Indeed and we're getting the 20th Anniversary of WoD: Time of Judgment in two weeks!
Looking forward to August too, when we have the 20th Anniversary of Requiem and the New World of Darkness
Apologies in advance for the thread necromancy and the double-post. I just wanted to update this thread and keep the conversation going for anyone who is still interested in discussing this.
Here's a video from around 2003 that served as a trailer for the Time of Judgment.
Hunter: The Reckoning and Demon: The Fallen were definitely meant to help play into the wider Time of Judgment metaplot, and to also kinda-sorta-maybe-but-not-really serve as effective replacements for Wraith: The Oblivion and Changeling: The Dreaming gamelines, which ended in 1999 and 2001 respectively (though Changeling got more of a soft cancellation as opposed to the hard ending that Wraith got, and for what it's worth, it did get a section in World of Darkness: Time of Judgment and IMHO, the Changeling scenarios are my favorite in that book, especially "Starlight Exodus")
Though what I want to know, is why did Mummy: The Resurrection become a gameline as opposed to just getting a "World of Darkness: Mummy Revised" softcover supplement like Sorcerers did?
Mummies had been there since Vampire 1st Edition, but I am genuinely curious what the thinking behind MTR was and how it was supposed to tie into the wider "Final Nights"/Time of Judgment timeline as a whole? I haven't even read MTR in years, and all I know is that it only had two books (three if you count its section in the Time of Judgment book and four if you count the MET "Laws of the Resurrection" and the section in "Laws of Judgment"), a corebook and a player's guide.
Apologies in advance for the thread necromancy and the double-post. I just wanted to update this thread and keep the conversation going for anyone who is still interested in discussing this.
Here's a video from around 2003 that served as a trailer for the Time of Judgment.
Hunter: The Reckoning and Demon: The Fallen were definitely meant to help play into the wider Time of Judgment metaplot, and to also kinda-sorta-maybe-but-not-really serve as effective replacements for Wraith: The Oblivion and Changeling: The Dreaming gamelines, which ended in 1999 and 2001 respectively (though Changeling got more of a soft cancellation as opposed to the hard ending that Wraith got, and for what it's worth, it did get a section in World of Darkness: Time of Judgment and IMHO, the Changeling scenarios are my favorite in that book, especially "Starlight Exodus")
Though what I want to know, is why did Mummy: The Resurrection become a gameline as opposed to just getting a "World of Darkness: Mummy Revised" softcover supplement like Sorcerers did?
Mummies had been there since Vampire 1st Edition, but I am genuinely curious what the thinking behind MTR was and how it was supposed to tie into the wider "Final Nights"/Time of Judgment timeline as a whole? I haven't even read MTR in years, and all I know is that it only had two books (three if you count its section in the Time of Judgment book and four if you count the MET "Laws of the Resurrection" and the section in "Laws of Judgment"), a corebook and a player's guide.
I like Hunter, although there are certainly design choices that shouldn't be made today.
Demon was great and I was part of an all too brief game here on the boards but it could so have used a 20th anniversary edition to smooth over some rough patches. I think some of the game concepts were explained better in Greg Stolze's Ashes and Angel Wings trilogy than in the book itself (and there's a non-zero chance Greg might read this so I re-read it not too long ago and it holds up).
No joke, I unironically love both Hunter: The Reckoning and The Hunters Hunted/Year of the Hunter equally.
If I were to ST it again, I'd implement my house rules again.
There's a few house rules I have for all my Classic WoD games, namely that 1's do NOT detract from successes, and I also implement the "10 Again" rule from nWoD/CofD 1e
For Reckoning specifically, I allow PC's to have access to Level 5 Edges, and I also have Imbued get the full 7/5/3 and 13/9/5 for Attributes and Abilities and they still get to have 21 Freebie Points on top of that.
Also, Cleave does Aggravated damage if the weapon already deals lethal damage to begin with. So a simple club would be upgraded from Bashing to Lethal but a knife or a sword would be upgraded from Lethal to Aggravated
Though what I want to know, is why did Mummy: The Resurrection become a gameline as opposed to just getting a "World of Darkness: Mummy Revised" softcover supplement like Sorcerers did?
Mummies had been there since Vampire 1st Edition, but I am genuinely curious what the thinking behind MTR was and how it was supposed to tie into the wider "Final Nights"/Time of Judgment timeline as a whole? I haven't even read MTR in years, and all I know is that it only had two books (three if you count its section in the Time of Judgment book and four if you count the MET "Laws of the Resurrection" and the section in "Laws of Judgment"), a corebook and a player's guide.
First, for history: There was a book (mostly a supplement for Vampire, because this was before even Werewolf was out) called Mummy, in 1992. It was updated in 1997 with World of Darkness: Mummy. These books covered the Shemsu-Heru, the 42 mummies imbued with the Spell of Life in ancient Egypt. They were ancient, disgustingly powerful, and couldn't be permanently destroyed by anything short of a nuclear explosion.
So, there was an end-of-the-world arc that started with 1999 and the Sixth Great Maelstrom that ended Wraith, which continued up until the Time of Judgment in 2003/2004. A LOT of the Plot which happened in the World of Darkness happened because of the Sixth Great Maelstrom. Hunters started manifesting, the Abyss was cracked so Demons started emerging. Mages had difficulty travelling to the Otherworlds due to the Avatar Storm blocking off the Umbra.
And, notably, it meant that the old Spell of Life responsible for the Shemsu-Heru stopped working. But the Maelstrom woke up Osiris, who helped create a new Spell of Life. The new mummies -- the Amenti -- are built differently to their predecessors: new people on the brink of death are chosen by a tem-akh, a Egyptian soul fragment, and together they make a journey to the old Egyptian lands where the Cult of Isis brings them back to life, the human and soul fragment merged into a single entity. They're not as grossly overpowered as their Shemsu-Heru predecessors, but they're much more alive. (The human merged with soul fragment concept later got reused in Geist)
Thus was 2001's Mummy: The Resurrection. It's not just "WoD: Mummy Revised." Sorcerer, although the mechanics get tweaked, is ultimately the same game with most of the same splats. Mummy: The Resurrection is a soft reboot. The old mummies are no longer playable, this is effectively a new game, so it was branded that way.
Of course, it's not a full game. As you said, there were only two books, and it doesn't include the Storyteller System so it still requires the use of a core rulebook from one of the other game lines. But it was still important to rebrand it to signpost that you're not playing the same characters that you were in previous versions of Mummy.