A Review of
Charnel Houses of Europe: The
Shoah
Charnel Houses of Europe is a Black
Dog Game Factory label supplement for the Wraith the Oblivion game published
by White Wolf. Reviewed by Conrad Hubbard
sually
I receive something from a game company that they want me to review,
a new product upon which they want to see some promotional exposure
heaped. If I like it, I say so, if I think it sucks, I am
going to tell you. Of course to be fair, I always try to say something
good and something bad about every new release. Charnel Houses
is different. It's release was long enough ago, that I figured
I would never get a copy for review purposes, and so I took a
look at it in the local game store. I had trouble immediately,
for I was struck with the brutality of the events with which this
product was connected, with the very nature of the horrors it
purported to contain. I put it down, thinking perhaps that White
Wolf had stepped over the line. But I was drawn back, and a week
or so later, I could only buy it, that I might explore the dark
depths of the era it seemingly shamefully explored.
Reviewers often say how they could not put a book
down, that it grabbed their attention so utterly that they could not surface
from the artificial reality it created. I will not give you this tired
line. I put Charnel Houses down many times, but only because it drove me
away. I struggled to accept the morbid fascination that overcame me as
I considered what is perhaps the darkest corner of human history. I was
appalled at my empathy for the faceless victims that filled the ranks of
the horrors perpetrated by the madness of the Nazi movement in Germany
during World War II. I put Charnel
Houses aside to come to grips with the despair for humanity which it invoked
in my heart. But I was ever drawn back, to complete my journey, to seek
the rest of the story, no matter how awful its connotations for the spirit
of mankind.
rom the foreword
to the final cover page, Charnel Houses casts you into the horror
of the atrocities performed during the War. The foreword
is written by Janet Berliner and is an inspiration to delve into
the history of the events and to want to do something, yourself,
to make sure nobody ever forgets. Following this is an introduction
to the events of World War II
as seen through the eyes of the World of Darkness and as they
occurred in reality. Then we are given four locales, each
one of the death camps of the Nazi campaign of horror. Again,
each camp is detailed in reality and as seen through the dark
looking glass of White Wolf's mythic modern world. The important
approach taken by the writers is that the events are over, there
is nothing we can do to stop them. The chronicles are not
set during the war when we could have done something; they are
set now, today, when all a wraith can do is struggle with the
consequences of past actions, and work to make sure it never happens
again. It bears out all of the regret and pain that makes
for the pathos of a good Wraith game, and it does so in a fashion
that incites the learning of a relevant and important history.
The four sites chosen by the writers all allow a variety of character
options and a wealth of information and story ideas ahd themes. The
Theresienstadt Ghetto emphasizes the deceptions wrought by the Nazi regime
and the willful blindness of the rest of the world. The Warsaw Ghetto
is home to the guerilla fighters isolated from their homes by the German
military when they literally turned an entire neighborhood into a prison.
Babi Yar, as one of the first mass killing sites, stands as an eerie insight
into the beginnings of the terrors that are to come. Finally, Auschwitz,
the greatest slaughterhouse of the 20th century, brings it all home, engraving
the worst images of all deep into your brain. Each setting is detailed
with history, current conditions in the shadowlands, and sample wraiths,
often historical. The only thing I found irksome was the inevitable
overpowering level of ability of some of the included figures, which seems
to be a recurring attribute of published settings.
he actual text
of Charnel Houses is plagued with a number of typos, but the presentation
is well done. It is organized very well, and carefully crafted
to present a lot of information in the relatively small, considering
the potential of the subject material, space of 128 pages.
The artwork is very fitting and well placed. Every picture
rings of the themes of the World War and its atrocities. True
to Wraith style, of course, all of the interior artwork is in
eerie black and white. The cover art is interesting in its
quiet conveyance of the darkness within.
I finished reading Charnel Houses and was very pleased with my purchase,
if a little disappointed in mankind as a whole. Here was the most
powerful work White Wolf is likely to ever create. As a final note,
I wanted to bring attention to the quote by Christopher Golden found in
the Wraith ad at the very end of Charnel Houses: "Players become
like some hideous improvisational theater troupe, weaving tales to terrify
a captive audience: themselves." If Charnel Houses of Europe:
The Shoah somehow fails to inspire you and your group to cry never again,
then perhaps the shadow has overcome your psyche.
All Material is ©
Conrad Hubbard.
References to products created by
White Wolf or other
companies are not challenges to their
copyrights
Conrad Hubbard, Editor
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