I find it almost completely useless. The only parts I found worthwhile are the introduction which is about considering the motives of the Unbidden (that part is what you get if you download the DP demo) and the scenario at the end, which helped me see what WV might look like if you focus on interacting with NPCs, who interact ? if little ? among themselves.
Then again, that latter scenario, "Shooting Script" also contains the following gem:
Quote:
>Gamemaster's Note:This part of the adventure will work better if the
>Stalkers penetrate the studio at night. Consider using whatever
>underhanded manipulation is necessary to get your players to reach
>this decision. Perhaps the Stalkers hear that Steve Hayward is doing a
>night-shoot for his latest big-budget feature again starring Marie
>Denver and is only on the set from midnight onward.
And ? to me ? the rest of the book is much the same. 6 Unbidden (all of whom will get thrown into the Vault without so much as thinking twice, much less serious deliberation), a bunch of powers for the Unbidden, dozens of Shadows, again with fancy powers, all of which IMO the GM could easily make up him/herself.
Especially in the sections on the Unbidden, there's lot's of fancy talk about how to address this theme or that using a particular Unbidden and time period, but no mention of the Stalkers. Not a word on how to weave the theme into the whole setting (beyond choosing an appropriate time period) or the NPCs so that it generates interesting thematic decisions. The advice seems focussed on "show and tell" stuff, which, as per the quoted passage above, actually seems to favour helping the GM highlighting his/her cool concept for the Unbidden, so the players can explore it (and be suitably impressed).
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