At the end of the world, what will be the fate of its supernatural denizens? Can demons find salvation in the ashes of the realm they created? Can hunters purge the last of the monsters? Can changelings discover enough passion to return to their homeland? Can mummies restore the cosmic balance before it's too late? And can the Kuei-jin avert or accept the coming of the Sixth Age? You decide.
The End is Here
Time of Judgment is the final book for the World of Darkness as you know it, and helps you resolve the stories for five different games: Demon, Hunter, Changeling, Mummy, and Kindred of the East. This is the mother of all finales, offering you various scenarios and storytelling ideas for ending or saving your game world. Are we all doomed, or is there hope for a new beginning?
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I'm commenting only on the Demon part, since it's the only one I was interested in. Well, to be fair, I wanted to read the Hunter one as well but being Demon so terribly bad, I was just disinterested. So, all in all, what do we find in it?
First off, a few fluff pieces and texts/webs and so on you can use to introduce players to some events. But they don't really matter much nor add too much so meh. Then you have the "three endings" which are "adventures" described so generically and openly there's little real content in them of use. And also, they are three variations of the same concept: small war with the Earthbound, large war with the Earthbound, larger war with the Earthbound + Lucifer and his sect. It all ends up boiling into those same places, in a campaign that I believe provides a terrible ending and leaves most of the themes in Demon open and unclear.
Then we have the "answers" to the mysteries in the game. What happened to God? Three brief answers, pretty generic, for the GM to choose from. The angels? The same. Lucifer? You can imagine. And given the fact that angels or god play no role in this at all (I mean, even the vampires got some divine love in their church ending), this really matters little and really adds very little value to any campaign. The best in this are the brief rules on how to use angels in a campaign, which while not being awesome, do at least provide some interesting ideas for them rule-wise.
So the chapter is terrible, really not worth reading since everything in it is mostly already described as the path in books like Earthbound. But to make things worse, things like the L.A. quake and the manifestation of Lucifer (a central event in many DtF books) matters almost nothing; the Days of Fire even less, though it has some fluff connections it doesn't really explore any of the three paths that book describes for example.
So, to be honest, the little value I found in this book is in the short story at the beginning and the end, with Lucifer as the MC. Those are some interesting takes on things, provides some answers as to the canon state of things and do actually show events with some interest (which are basically only briefly hinted at in the third scenario and actually would have required much more development).