Reading D&D Aloud

Is this the Best RPG Book of All Time? Ep. 62


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My guest tonight is a legend in the world of game design and storytelling. Richard Dansky is best known as the mind behind some of the darkest and most compelling corners of the World of Darkness. He served as the developer for Wraith: The Oblivion and helped shape the haunting masterpiece Charnel Houses of Europe: The Shoah, one of the most powerful books ever written for a roleplaying game.

But Richard’’s also a veteran of the video game industry, working as a writer and narrative designer. My favorites there include the 2004 Far Cry and Driver. He’s a novelist, a storyteller, and someone who knows how to make horror feel deeply, uncomfortably human. Cough cough soulforging.

My next guest is a name well-known to fans of classic fantasy RPGs—Lou Prosperi. Lou was the developer of Earthdawn at FASA, the beloved post-apocalyptic fantasy game where magic, horror, and high adventure collide. His work helped define the rich, mythic tone of that setting, making Earthdawn one of the most unique fantasy RPGs of the 1990s.

I would like to start with a summary of the book we are going to discuss, and just to be clear, we will be covering some disturbing stuff today. I cried reading this book, which I think is a first for a TTRPG book, and it would not surprise me if I cried during this discussion, so I am just laying that out there now.  

Charnel Houses of Europe: The Shoah is a profound, unsettling supplement that turns the Holocaust into a haunting Wraith narrative—melding historical documentation with metaphysical resonance.

It looks at what happens when millions of dead arrive in the afterlife all at once. It causes a crisis in the hierarchy, the rather nasty government ruling the western afterlife. The response is actually quite remarkable. In an arrangement called the Covenant of the Millions, they decide to give space to the dead of the Shoah for them to govern themselves. They also decide to allow the Shoah dead to hunt down Nazis in the afterlife.  

Its strength lies in its gravity and respect for the subject: it’s not a casual horror romp, but a rigorous, emotionally charged exploration.

For Storytellers aiming to address trauma, memory, and unresolved spirits, this book offers compelling—and deeply sobering—tools.

It’s from White Wolf’s Black Dog Gaming imprint, which means Use with care: it's intended for mature, sensitive gamers, and its impact depends heavily on tone, preparation, and player trust.

I’d say the same for this conversation.

You can pick up Lou's great books on Disney's imagineering here!

Read Rich's book on surviving the video game industry as a writer here!

 

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Reading D&D AloudBy Ben Riggs

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