In the vast landscape of tabletop roleplaying, few settings capture the raw, unfiltered terror of the unknown like the core rulebook. While many games in this universe cast you as a powerful predator—a vampire, a werewolf, or a mage— Innocents flips the script. In this standalone horror game, you step into the small shoes of a child, usually aged 7 to 12, who sees the monsters that adults have learned to ignore. What is the World of Darkness: Innocents?
(formerly New World of Darkness) universe. Published on April 30, 2008, it shifts the perspective from the powerful supernatural entities typical of the franchise to child characters—ranging from ages 7 to 12—who face the monsters adults have forgotten. Core Gameplay Mechanics The Storyteller System : Like other games in the line,
Changeling, Hunter, Geist, and other lines
The most vital rule in the book is . Adults in the World of Darkness are not safe havens; they are obstacles. When a child character relies on an adult for protection, they roll Trust. A failure means the adult is dismissive ("Stop lying"). A dramatic failure means the adult is the threat.
: Analyze how the game scales down the traditional World of Darkness mechanics. For example, child characters have a standard (compared to 5 for adults) and starting
: The setting emphasizes "The Mystery"—the feeling that the world is much larger, stranger, and more dangerous than adults realize or admit.