The name of the over-arching…um, brand name for games like Werewolf: the Apocalypse, Hunter: the Reckoning and Vampire: the Masquerade.A) It was originally created by White Wolf, which is currently owned by Paradox. White Wolf underwent a mass execution under Paradox but was recently re-formed.
All three of the main books are on their 5th Edition and it looks like Paradox doesn’t acknowledge the existence of the 20th Anniversary Editions.
At one point in time the WoD was rebooted, which resulted in the Chronicles of Darkness.
There won’t be a lot written here for now because I’ve only played BloodlinesB) and I haven’t actually looked at much such outside of reading the 1d6chan articles.
For some reason – probably that I saw it mentioned a few times online – I started thinking about why the stereotype of the silly Malkavian player exists. Obviously, I’m not super experienced (and I prefer Requiem), but I think it’s pretty obvious so I’ll lay it out.
To start with, the Malkavian lore actually makes it very very difficult to roleplay. They’re insane, but they aren’t insane because that’s how they are (necessarily) but because they’re connected to the Madness Network and they can also see the future. They’re insane because it’s hard to tell whether the voices are lying to you or not. But for a player, that’s actually quite a lot.
How is a player supposed to – without a script – roleplay a character who can see the future sometimes and is often hearing voices in their heads seriously? The Malkavian lore is well-suited to pre-written characters (see Bloodlines) but not very well-suited for roleplay in real-time.
So most players will probably just default to that insanity thing, right?
The other part to consider is that the World of Darkness takes itself way too seriously. This is despite how silly and insane a lot of the lore actually is. I don’t think this is a problem though, because contrast helps horror. Constant horror will just make players numb. But horror interrupting comedy? That works.
Malkavians are the most explicit way for players to just act silly without being told “you’re roleplaying wrong”. Malkavians are supposed to be weird and silly, so the Storyteller can’t get mad at you. This is why I also think that the emphasis on ‘violent insanity’ is probably an error. The game should become less serious, not more.
So I think that these factors contribute to the existence of the Fishmalk.