White Wolf emerged from the shadows of an RPG crash with a game that would slake the thirst of many a gamer for something darker. But where did it all begin?
The 90s were a decade of transition. Coming out of the cocaine-fueled orgy of greed, slicked hair, big shoulderpads, and New Wave music and leaning into the era of Grunge, Gen X disaffected irony, flannels, and Nu Wave (ovens). Couple all of that together with the stark changes in technology that define the era almost as much as Will Smith blockbusters releasing on July 4th weekend.
After all, in the 90s, you had the beginnings of the dot com revolution, and with it the very beginning of the rise of geek culture, for better and worse. After all, the 90s is a decade haunted by the shadow of the Y2K bug, the rise of the internet as a tool not just for nerds but for horny nerds, and games becoming much more mainstream than they ever had been. Geeky interests like comic books were undergoing transformations as the four-color superhero books everyone was familiar with got darker and edgier.
Gritty reboots were the order of the day--and it's perhaps because the 90s were right on the edge of one milennia into the next--that everything in the 90s was at least a little edgy. And nothing is more edgy, not even a pizza cutter, than the World of Darkness. When Vampire: the Masquerade came onto the scene, here was the ...