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Trinity: Hope Sacrifice Unity

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Title: Trinity: Hope Sacrifice Unity
by Andrew Bates, George Alec Effinger, Glen Fabry
ISBN: 1-56504-622-6
Publisher: White Wolf Publishing Inc.
Pub. Date: November, 1997
Format: Paperback
List Price(USD): $14.95
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Average Customer Rating: 4.64 (11 reviews)

Customer Reviews

Rating: 3
Summary: a good game with some real flaws
Comment: This game is very much business as usual for White Wolf. Thestory and background are very well done and very slickly presented.The first half of the book is devoted to this and is surprisingly entertaining reading for an rpg. The system is simple and straightforward. Players of other White Wolf games will find much that is familiar in it. Combat is the only big change with more detail added from the world of darkness game series. Character generation is much the same. That said, this game also contains the usual White Wolf flaws and ploys. Information is very sketchy on some points that are important to the game. Information on the game's main enemy is very sparse for instance. This sort of thing recurs throughout the book and is a painfully obvious ploy to force storytellers to buy more books in order to use the game fully. Be prepared to either do lots of work filling in the holes or to buy several more books. Despite it's strong points, I can not give it any more than three stars as a game due to it's incompleteness.

Rating: 5
Summary: Trinity Roleplaying Game
Comment: Perhaps the most undeservedly overlooked game in RPG history, Trinity is a rare gem of a game. Set in the early 22nd century, the game paints a sweeping picture of Earth struggling to recover from war, adjusting to the appearance of Psions (humans with psionic abilities), and the first contacts with alien races.

The storyteller has a broad canvas on which to paint his tales. Corporate and political intrigue, gritty ALIENS style space opera, and Mad Max style adventure in the war ravaged remnants of nations can all be accomodated in the superbly written setting.

The game mechanics use an improved version of the familiar Storyteller rules common to all White Wolf games, making Trinity an easy to learn system for new gamers, but offering elegant simplicity for experienced gamers. The system is easily adapted to other genres such as modern day espionage or detective games. I highly recommend Trinity.

Rating: 5
Summary: Dramatic Sci-Fi action
Comment: I've always been interested in futuristic sci-fi rpgs like Cyberpunk 2020 and Jovian Chronicles. When Mage the Ascension introduced the Technocratic Union to me I saw it as a great opportunity to run sci-fi and space dramas with the Storyteller system. Yeah I could have made up a lot of the material but it was good to have some source material to work with. Then I learned about Trinity. Trinity opened up an entirely new realm for me to explore as a storyteller. The players are not mages, but humans with psychic powers that range from mind control to controlling machines and generating lasers from fingers. This is one of the best White Wolf source books out there.

The book is divided into two sections. One is in color and focused on the setting of Trinity. The section started off with a nice piece of fiction about a latent psion and his encounters in a rough and unforgiving world. It then goes on to discuss the events that lead up to the current Trinity setting. There was a good amount of material on the Aberrants and some stuff on the Aeon Society. Both group have their own source books and game universes. Psi Orders and the state of the world in 2120 were presented without giving away too many secrets to players. The world is completely different in the future. Africa and China are now super-powers with space programs while America is in a state of ruin and has nothing but the military to keep it alive. The color section, I believe is primarily for players to flip through.

The rest of the book was in black and white and covered material for basic rules, character creation, psionic powers, gadgets, vehicles and other details that are necessary to run a game. It is all standard stuff from a core White Wolf book. Sections like this have appeared in Vampire, Werewolf, Mage, and all the other main books. There are a few subtle but significant changes in the rules but nothing White Wolf (or other) gamers can't understand quickly. The rule mechanics are very easy to grasp, thus freeing the players and storytellers from flipping through the book every few minutes for specialized rules.

The book did cover a broad range of topics. There was little room for details such as culture in the futuristic nations. The psions are only a small percentage of the populace so it would have been nice to have more information on the daily life of normal people.

Trinity is a very complete book, which covers everything you need to know to get a futuristic game rolling. Whether you're into cyberpunk, space combat and drama, encounter with aliens, wars and battles on Earth and other planets, espionage, anarchic frenzy or controlled social progress, Trinity has something for everyone.

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