Damnation City

Damnation City, released in August of 2007, is a sourcebook designed to aid the Storyteller in the creation of World of Darkness cities and smaller places, such as neighborhoods and unique sites. While it addresses Vampire the Requiem and is written with that game as its launching point, much of the material can be used when developing other World of Darkness games.

Summary
From the White Wolf catalog:

The City-creation sourcebook for Vampire: The Requiem

''The Prince is the master of the city, but he has named you lord of your territory. It's up to you and your cohorts to maintain the Masquerade, influence mortal lives and pass judgment on the Kindred who dwell in your shadow. Are you a tyrant or a saint? Will you pull the Prince's strings or become the Prince yourself?''

This book includes:

* Guides to selecting or designing a modern city that's right for your chronicle, and giving that city the World of Darkness's gritty supernatural atmosphere.

* Tools and tricks for running dramatic and suspenseful stories in a crowded and shadowy city, including such new systems as "City of Millions" and "Attitude and Ambience."

* New styles of gameplay for Vampire: The Requiem, called Barony and Primacy, that take advantage of more than 50 urban Districts and unique Sites.

* A guide to the fictional city of Newcastle—a new World of Darkness environment ready for you to customize and activate in play.

Chapter One
This chapter covers important tropes of World of Darkness locations, neo-feudal systems (such as dice mechanics for exclusive hunting grounds), and the various offices Kindred can fill (Prince, Seneschal, and so on). It considers the life cycle of cities and the intricate ways that vampires interact through graffiti. There are brief overviews of major cities in the World of Darkness that have not been covered elsewhere, from Addis Ababa to Venice. The chapter is rounded out with reviews of ten different princes and their distinct styles of rule.

Chapter Two
Chapter Two begins with the many layers a city acquires over the years, in a literal sense. There is a section that gives character sketches for one hundred people you could meet on the streets at night in just about any given city, as well as fifty motivations that could be driving those characters. There is an extended discussion on Virtue and Vice, as well as a section on the predominant attitude of a location. The chapter ends with a description of how chases through a city can work.

Chapter Three
This chapter begins by breaking down the reasons that cities develop as they do, complete with maps. It also presents the barony style of gameplay, which involves owning and administering territory through the hierarchy of vampire politics.

Chapter Four
Primacy gameplay pulls back from individual interactions and focuses on the many different strings that a vampire can pull at once. A system is presented to play agents against other agents.

Chapter Five
This chapter considers the different districts in a city, one at a time. Particular statistics are explained and given to each district to give quick reference for the airport district, which isn't well regarded as a place to live but has top notch security. Chapter Five also contains a wealth of individual locations, such as the Badlands Motel, that can be the backdrops for any World of Darkness scene. More information is given on the inhabitants common to the city.

Chapter Six
A sample city created by the authors is laid out in the last chapter district by district, with associated maps.

--Kismetrose 00:49, December 21, 2009 (UTC)