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VAMPIRE BOOKS
Posted in Vampire (Monday, May 12, 2008)
Written by Ray Fawkes and Matthew McFarland and Ian Price and Greg Stolze. By White Wolf Publishing.
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2 comments about Vampire Carthians (Vampire).
- I actually feel like I went through a really cool political science course with nifty vampire powers after reading this book. What VII is to the Sabbat, Carthians is to the Anarchs. I'm not going to sit down and tell you all the bloodlines, cool powers, and factions--of which there are plenty. What I will tell you is this book does an impressive job of covering complex political diversity in a game session that is very interesting and entertaining. It covers political evolution, and how societies (kindred and mortal)change over time. I really can't praise the covenent books enough.
Hobbie
- Carthians presents extended information on one of the five major political factions presented in Vampire: The Requiem. A lengthy discussion of what Carthians are like, how their diverse political experiments function, and what happens when those experiments fail is presented. New game mechanics including Bloodlines, Disciplines, Devotions, and a covenant specific ability called Carthian Law are all included as well.
If you like the idea of the Carthian Movement, an idea focused around taking the best of human thought and applying it to vampiric life, but wanted more information then this is the product for you. This product provides a full description of the movement including subfactions, major beliefs, and interrelationships with the rest of the vampiric world. While many new mechanics are added to support this group the vast majority of the book is a flavorful presentation of the Carthians that creates an interesting, believable organization.
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Posted in Vampire (Monday, May 12, 2008)
Written by Justin Achilli and Ken Cliffe. By For Dummies.
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3 comments about Vampire: The Requiem For Dummies (For Dummies (Computer/Tech)).
- Let's be honest, dear readers: RPGS aren't the easiest to play. Especially RPGS coming out of the White Wolf catelogue, where they care more about style of the rulebooks they crank out than whether or not you understand what's being said.
With that in mind, how-to-books like the Dummies books are quite useful. They explain, step-by-step, the rules in a way even a dummy like myself can understand.
With this book, I was able to decifer the Requiem rule books without too much trouble on my part, which enabled me to start my own text-based Requiem game.
Thanks!
- If you are too damn stupid to make it through a White Wolf publication--WHEW!
These guys USED to be great. Then they "reinvented" themselves and the game. Some went along for the ride, many didn't. Sales and acclaim lagging, these fools are punting with a "For Dummies" book to try for the mainstream. Because the GAMERS went back to D&D. Hey, Soccer Moms, wanna' play vampire? Here's the book to get you started.
- The "Dummies" line of books is meant to be a resource tool and this one in particular is quite successful in that endeavor. While it contains pretty much the exact information as the WOD and VtR books do (which is why it loses a star), it presents them in a clear and precise manner.
This is a great tool for STs to use when trying to explain the world to others who MAY be interested, but not sure enough to go out and buy the actual books. I use it to help me concisely explain the mechanics and general points of the world to potential players so they don't get overwhelmed by a lot of imagery and unneeded flowery writing.
I admit, the actual WW books are more interesting to read, and if you want to play, you really should spend the time. But when you have 4 people ready to play and one who is completely ignorant of WOD games, you don't always have time to wait around for the one person to learn his stuff. That is where this book comes in. (Another use I just thought of is the inevitable in game rules look-up. This book cuts down time wasted looking rules in game in most situations.)
While I would not list this book as "must have," I would recognise it's possible uses.
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Posted in Vampire (Monday, May 12, 2008)
By World of Darkness.
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2 comments about Vampire: The Requiem Dice Set.
- I have this set of dice and I'm very pleased with them. The dice themselves feel good in your hand, with a pleasing weight and texture that I've noticed myself and also had friends I was gaming with who used them comment on.
That said, the bag that comes with the dice is nice to have, but not of particularly impressive quality if you're a stickler for that kind of thing.
Play with these dice in the New World of Darkness setting is very easy, as the numbers that ordinarily mean a success (8, 9, and 0) are highlighted to make it easy to see how you did at a glance.
If you want to use them as regular d10s, or for the old World of Darkness, it IS slightly more difficult to read the numbers 1-7 because they're in black on black-and-red dice (8, 9, and 0 are in silver). It's really not difficult enough to matter, but worth mentioning. I doubt I'd have even thought of it as difficult, except for the contrast with the ease of reading the silver "success" numbers.
- This is a bag of 10 sided dice for use with Vampire: the Requiem. If you are new to the Storyteller system, you probably need a lot more d10s than you already have lying around. The color is marbled red and black, with black for successes (8-10). The successes are easy to read, but failure numbers (1-7) kind of blend in; the color of the dice themselves is quite attractive. The bag is red felt with the Vampire logo (fanged skull) painted on. If you, like me, have an unreasonable need to roll dice for characters that is pertinent to their species (mortals/vampire/werewolf/mage) then these will do nicely.
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Posted in Vampire (Monday, May 12, 2008)
Written by Richard Dansky and Jason Carl and Jess Heinig and Peter Woodworth. By White Wolf Publishing.
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5 comments about *OP Laws of the Night Revised (UnlimiEd) (Mind's Eye Theatre).
- If you like V:tM and you haven't bought this book yet, hie thee to a bookseller (or click somewhere around here) and buy this.
The LotN 3rd ed are a huge improvement over 2nd ed vampire. These rules make running or playing in a LARP easy and fun. fNord.
- This is the new edition for minds eye theatre covering vampires in the world of darkness. A must for any vampire fan or live roleplayer, since it contains the core rules for play and all the information needed to set up or play in a game. For experianced players, the system has been revised and while broadly similar to previous editions, the changes made have been heralded as improvements over the faults in the 2nd edition rules. In brief, the best larp system's newest edition, which is an all round improvement on previous editions. Essential.
- Those of us with a long history in the live-action roleplaying genre remember the days of "Masquerade." I myself own every version of every Mind'e Eye Theatre product published, and one can easily see this book's vast improvement over the original game. The disciplines are certainly much improved, and a good stab was taken at Mob Challenges.
However, I feel the need to point out a few problems with the book. More than afew exist, but I'll get back to that.
Firstly, Storytellers and players should make perfectly clear which rules they'll be following. Make notes of specific pages, as the book is ridden with contradictions.
Secondly, rules vagaries still exist everywhere. As though contradiction wasn't bad enough, the rules thoroughly fail to cover even the most likely permutations. While White Wolf has a long history of "purposeful vagary," this might sometimes be qualified as sheer laziness.
Lastly, it should be pointed out that while the rules allow characters to be much more powerful overall, this is totally untrue in crossover games. The new Laws of the Hunt Revised allows mortals to out-Trait 11th Generation Kindred. Think about it for a minute.
In summation, this is an excellent book, but I must suggest that anyone running a game using it make very clear which rules and permutations you're using, and allow players access to your notes on Discipline use. My organization produced four pages of vampire system specific rules modifications and additions as well as a 53 page rule book covering the basic systems like Abilities, damage and Merits & Flaws. While this may not be a requirement of your game, some notation is almost certainly needed in any environment.
NOTE (circa 2005)
Alas, White Wolf has decided to pare down their offerings as their user base has sharply declined. In so doing, they made this book, and all others of this generation obsolete. They will not, of course, be supported in any fashion. As with all things, the World of Darkness declines.
- Laws of the Night contains just about everything you need to run or play in a Vampire LARP. I say "just about" because the number of contradictions and vaguaries make house rules a necessity. However, if you're a creative soul, I've found that this is really the only book that you truly need. If you're prepared to deal with situations that the rules don't cover and are capable of covering interpretations of the book's many contradictions, then you'll be fine.
It's fairly well-written and not too hard to reference. The photographs for the book leave a good deal to be desired. The models and scenes are corny and are a great source of amusement, but do little to contribute to the feel of the game. If you're interested in LARPing, then pick it up. The mechanics are useful to know and can cover a wide number of games, not just Vampire. However, if like me you collect roleplaying games as interesting reads I'd pass it by.
- This is my primary sourcebook for the game because it is concise and easy to use, and a load of fun!
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Posted in Vampire (Monday, May 12, 2008)
Written by Will Hindmarch. By White Wolf Publishing.
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5 comments about Ordo Dracul (Vampire: The Requiem).
- The Ordo Dracul book was a great read all around. Gave you a look into those that search for the "Great Works" and life beyond vampirism.
With the new Coils and secretive subsect "Sworns" and new bloodlines, it is a great book. Definately a good read for those just interested in the covenent or wanting to play a Dragon character.
- I just recieved this book in the mail today and it is everything the other reviews have said. Just excellenct. The history, the bloodlines, the new coils, all of it.
- Ordo Dracul provides a detailed presentation of the Covenant of the same name. The Ordo Dracul is similar to a cross between hermetic mages, philosophers, researchers, and Masons all rolled together into one large organization focused on understanding and mastering the vampiric condition. An overview of the history of the Covenant, its beliefs, traditions, factions, government, and other similar information is provided. New Bloodlines, Disciplines, Devotions, and Coils are logically connected to new and existing groups within the Covenant.
The best thing this product has going for it is that the Ordo is interesting. The internal government is unique and fun, the actual ways Covenant members go about studying vampirism are clever (and at times unusual, embracing weird and ancient science), and the factions lurking on the periphery are such that many players will find something of interest. On the downside, the focus on the extremely inhuman deeds that Dragons regularly perform may turn some players off to the product and otherwise shift a campaign's focus away from Humanity and on to vampiric society and science. This isn't a bad thing necessarily, but the Covenant does tend towards murder (in order to engage in social science) and extreme self mutilation (in order to create a new mental state).
- It was inspiring to read and gave me a better view of the Ordo Dracul. It had just enough history and enough about the current workings of the covernant. It really made me want to tell a story with the Ordo Dracul as a main covernant.
- ORDO DRACUL is a sourcebook for the roleplaying game VAMPIRE: THE REQUIEM by White Wolf. It is meant for both players and storytellers, to provide information on the vampire covenant and occult society, the Ordo Dracul (or Order of the Dragon). The covenant is one of the most important groupings in VAMPIRE: THE REQUIEM, because membership reflects a philosophical choice by the characters rather than the vagaries of circumstance. The Ordo Dracul is probably the most secretive of the five major covenants, using its occult teachings to actually remake the vampiric physiology. Although this is a relatively small and recently-formed covenant, it has a lot of secrets. ORDO DRACUL reveals those secrets to both storytellers and players.
ORDO DRACUL, like all White Wolf books, begins with introductory fiction to help set the mood. Like the other covenant books, the intro fiction is printed on distinctive paper, separate from the rest of the book. I wouldn't say that the intro fiction of ORDO DRACUL adds a lot to this book, but it is good in its own regard. The following chapters, like the other covenant books, describe the history of the covenant, night-to-night activity within the covenant, relations between covenant memebers, factions, bloodlines, disciplines, special abilities, and sample characters.
The history of the covenant is short, as befits its relatively recent nature; although the reader picks up much more history in chapters on other subjects. This can be irritating when you need to find some critical bit of historical info but can't remember in which section it was related. There is some historical and fictional information on Vlad Dracul, and then some history of his three brides and their establishment of the covenant in the Victorian period as a real force. And above all, the overriding belief in the power of change.
the chapter on night-to-night unlife is large, and deals with many different topics. The philosophy of the covenant is discussed: change, when it is useful and when it isn't, and the pursuit of the Great Work. Wyrm's nests are discussed, as well as the uses and identification methods used to catalog them. The idea of Coils of the Dragon is discussed, what they mean, how the covenant views them, and how to achieve them (or fake having them). There is a lot of information on the Ordo Dracul as a secret society; the positions, factions, competing lodges. There are titles, ranks, codes, and oaths as any good secret society should. There is also information on the dealings of the Ordo Dracul with other covenants and even other supernatural creatures.
The chapter on relationships details the duties and privileges of the Ordo Dracul ranks (as indicated by Status and Coil dots). Probably the most interesting part of this chapter is exploring the prospective student's virtues and vices with Tarot cards. Each card represents a binary choice, and the choice differentiates between one virtue and another, or one vice or another. The Course of Darkness tests are quite interesting, because the choice is only between one vice or another.
The chapter on factions and bloodlines is longer than that in LANCEA SANCTUM. The bloodlines have some unique aspects, like power over ghosts, but they stand out because of the amount of flavor text with each group. What I really like about the BLOODLINES books was not their direct applicability but the ability to serve as plot ideas, and the bloodlines in ORDO DRACUL serve that purpose well. There are also two factions of particular interest; the Sworn of the Locust and the Ladder (followers of Mara and Anoushka). One is based on the purging of morality, while the other seeks its greatest potential. Both are considered heresies to be stamped out. The bloodline disciplines are listed in the next chapter, along with the apocryphal coils of Anoushka's Ladder and the Way of the Locust. There are also many devotions based on a coil + a discipline, which can have unique results. Finally, there is a chapter on pre-generated characters, including "fake" Draculas.
I thought that ORDO DRACUL is a great sourcebook, with information that is necessary for characters planning to be members of the Order. There is plenty of secret society stuff that will make roleplaying a dragon very interesting. It isn't as useful, though, as books on the Lancea Sanctum or the Invictus because the covenant is small and secretive, which means that it has less potential to be part of the background unless players want to actively investigate it.
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Posted in Vampire (Monday, May 12, 2008)
Written by Pamela Collins and Aaron Dembski-Bowden. By White Wolf.
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4 comments about World of Darkness: Antagonists.
- This book a GREAT utility to help spark your imagination. It helps you get into the mind set of yuor underworld aware characters, a find out what makes their skin crawl, what exactly are vampires afraid of? or even a werewolf? If you are wanting to run a high risk game this is definatly something to invest in.
- This is absolutely the greatest supplement in the new World of Darkness. There is no other way to describe this book.
It's divided into sections about the living dead (not including Vampires. You'll need the Vampire: The Requiem core rule book for that,) cultists, monster hunters, and just plain weird stuff that's really better to use against supernatural players.
All of the sections are fantastic, and I very highly recommend this book for anyone looking to start a World of Darkness chronicle.
- When I heard about WORLD OF DARKNESS: ANTAGONISTS, I thought I would be buying a "Monstrous Manual" for the Storyteller system, maybe some boogedy-men for supernatural types. This assumption was quite wrong. ANTAGONISTS is a book on antagonists from a narrative perspective; what an antagonist is, what is an antagonist's purpose for a story, some classes of antagonists from which to draw inspiration, and ten specific examples which can be used in any story.
ANTAGONISTS opens with a bit of zombie-voodoo fic; not a bad story but fairly predictable. The content itself begins with the purpose of an antagonist, which is to highlight the protagonist. This is an excellent point which I had never considered. The purpose of an enermy in gaming is traditionally to "level up", but in literature an enemy serves to either contrast the postive aspects of the story hero(es) or to highlight the similarities. It depends on the story you want to tell - is it to plumb the depths of darkness and fight the good fight or is it to expose the evil that is a part of everyone and how easily we are corrupted? An antagonist also has a purpose to his/her/its conflicts with the protagonists. Monsters and madmen may exhibit irrational behavior, but that behavior is not undirected. That behavior could be rooted in envy, territoriality, bigotry, hate, or even hunger. But there is always a motive, and discovering that motive is often the key to resolving conflicts that don't lend themselves well to violence. This is especially true in a mortals chronicle, who have little enough on their side to begin with.
ANTAGONISTS also has some chapters on types of enemies; who they might be, possible goals, possible resoultions, and sample antagonists. The first is zombies - an interesting coincidence with my having just finished ALL FLESH MUST BE EATEN (the zombie role-playing game). The contrast is striking; in the latter, there is almost always some apocalyptic scenario and the best hope is short term survival in a doomsday world. In ANTAGONISTS, it is pointed out that an apocalypse would have strong repercussions for the other supers, who would no doubt bring their powers to bear on the subject. So zombie outbreaks tend to be local, keeping the horror more personal. Maybe the characters need to bargain with the loa causing the dead to rise, or find the scientist who created the undead virus and bring back the antidote. Nevertheless, if the group decides to play a zombie attack in WOD, I would highly recommend also reading ALL FLESH MUST BE EATEN as the definitive source on zombies.
Next up are mortal hunters. I really found this chapter useful, since hunters are antagonists to supernaturals but protagonists in a mortals chronicle. The information for making mortals a credible threat to a supernatural creature is necessary reading for a group of mortals who WANT to be a credible threat to THEIR antagonists (hey - it's the original crossover game!) There's information on what motivates a normal Joe to abandon his normal life and take up arms against what's out there, strategies for maximizing the likelihood of survival in fighting a super, and how hunters might organize to make themselvesmore threatening. After some thought i realized that it is important for humans fighting supers to have symapthetic characteristics to avoid the storyline devolving into comic book drama. One might argue that vampires and werewolves have alien psychologies and do what they do for their own purposes, but humans MUST be believable. They are, after all, us. There are a few human hunters provided, along with their backstories. These are genuinely sympathetic characters, even as they threaten the existence of the PCs.
And who could forget those crazy cultists? This chapter explains why people join cults, how cults recruit people, and how a cult might serve as an opponent to your group. Cults tend to be portrayed more like the Mafia than like serial killers; it's nothing personal if they are after you. Maybe you have something they want, or you are in the way of their goals, or maybe this is pledge week and they're making an offer you can't refuse. Some sample cults are listed, although I would recommend that you also read anything by Lovecraft or his Mythos servitors if you want cults.
Some potential enemies are listed in the final chapter, with background stories and stats. These are meant to be rare, once-in-a-lifetime encounters with something Really Awful. Some prey explicitly on supers while others seem interested in protecting humanity, if as nothing else than a food source. Most are designed to be slowly introduced, to build mystery and fear as the characters come to realize what is happening. I thought all of the examples had possibilities.
ANTAGONISTS is an excellent book overall. The enemies and conflicts provided are meant as material for supernaturals, but could just as reasonably be applied to mortals games. The chapter on hunters is absolutley necessary for mortals who plan to do their own hunting. It is consistent with the theme and flavor of the WORLD OF DARKNESS setting and I would highly recommend it for any story-telling game.
- I read a few reviews about this book and they all said this was not a monsters manual, I disagree. It has a few pages in the beginning of the book talking about antagonists in general and their function of a story. Then the book starts explaining about various antagonist races. A expanded monsters manual, without the nice imaged D&D's has.
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Posted in Vampire (Monday, May 12, 2008)
Written by John Goff and Chuck Wendig. By White Wolf Publishing.
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5 comments about Bloodlines: The Hidden (Vampire: The Requiem).
- I've got to admit, I was blown away by the Bloodlines book. While White Wolf spoke about streamlining its titles and trying to stay away from too many Vampire clans (or bloodlines), they released this. I was hopeful though and was not disappointed.
The book covers 12 different bloodlines from the 5 original clans from the Vampire: The Requiem corebook (needed if you buy this book). Each bloodline gains a second weakness from the original clan when joining the bloodline and some, but not all, have new disciplines. Each bloodline is interesting and not overly powerful. They all have their own histories and unique quirks about them that make them all that more appealing. Such as the Qedeshah which believe it is their duty to sire more vampires which puts them at odds with the local princes. However, their discipline allows for sanctuaries, protection, and such, that also makes them sought after by princes.
All in all I'm very happy with the book and look forward to the next release, Bloodlines: The Legendary, which I will hope rivals, if not surpasses this quality book.
- I will say this much, when the new World of Darkness hit the shelves, I was quite the skeptic. I didn't like the system rules, the layout, the look, the feel, nor the fact that 13 clans of vampires were reduced to a measly FIVE! But then I explored more. When I saw Bloodlines: The Hidden, along with a few other source books, namely the VII book, Ordo Dracul, and Lancea Sanctum, I was hooked. Bloodlines: The Legendary expands out and gives you the possibility to run games using the "bloodlines" as they are meant to be, off shoots from specific clans, or it gives you the freedom to run them as actual clans. In particular, the Bohagande are one of my favorite bloodlines. They are bred from Gangrel blood and the story behind them is just amazing. Each story is in depth and most of the bloodlines have all new disciplines to mess people up with. The Khabit have Obetenebration, which I am very happy to see back in the mix from the old World of Darkness that followed Caine, Lilith, and The Crone. This is a great addition to the collection of new WoD, regardless of what most people would say. White Wolf may come out with a new source book every month or so, but they know how to market and they know how to get you. That's not bad business, it's excellent marketing. If you need or want anything for your game, get this book. Personally, I can't wait until Bloodlines: The Legendary comes out. If it's even half as good as this one it will be worth it.
- I have been consistently impressed with the new "World of Darkness" setting, especially with its customizability. A series of "Bloodlines" books seemed like the perfect solution to the otherwise unimpressive and thin selection of Clans in "Vampire: The Requiem." Unfortunately, "Bloodlines: The Hidden" can be divided into two general groups: the first is a series of repulsive, nauseating Bloodlines (The Anvari, The Gethsemani, The Morotrophians, and The Nahualli), each more unpleasant and disgusting than the last; the second is a series of unimaginative and unoriginal lineages (The Alucinor, The Nelapsi, The Qedeshah and the Bohagande).
There are a few Bloodlines worthy of note:
-The "Rakshasa" are a breed of ill-tempered Nosferatu warriors from India; characterized as demons in the subcontinent, they value hard work and discipline in all areas of...er...un-life.
-The "Oberlochs" are a line of insular Gangrels tied to a particular mortal family, who challenge Werewolves for dominion over the wilderness; unfortunately, they age physically like normal human beings.
-The "Architects of the Monolith" are a genuinely fascinating and original Ventrue Bloodline, a Victorian-style secret society whose mystical, architectural rites give them power over cities.
Other tribes, such as the Bohagande and the Khaibit, are interesting and seem like they might be fun to play; however they are too derivative of concepts from "Vampire: The Masquerade" (The Ravnos, and the Assamites & Lasombra respectively), without retaining what made the original models so intriguing.
Overall, the book is a mixed bag. Were all the Bloodlines as compelling as the three I have described above, the book could easily have earned 5 Stars. What few gems it contains however cannot justify it's price, and I would recommend this as a "must-have" only to die-hard players and readers. Let us hope that subsequent entries in the "Bloodlines" series will be more original and less grotesque.
- Well Whitewolf disappointed me in Bloodlines:The Legendary, which didn't present anything too legendary (see my other review of that title for the real legendary bloodlines). However this book is the better of the two. A few of the Bloodlines are a little rediculous like the Alucinor(dream Vampires)and the Qedeshah(female vampires who almost seem like healers) he rest of the book is golden. Among my top ten favorite Bloodlines this book offers four of them.
The Bohagande: Gangrel who have the ability to basically ruin the luck of those who run a foul of them. They have a native american spin put on them. I like them because honestly the Gangrel and the Nosferatu seem to get the short end of the stick on bloodlines and well, just reading about these Gangrel intrigued me and gave me ALOT of ideas for my chronicles.
Morotrophians: The best way to think of these Nosferatu is like a whole group of qwack surgeons, Doctors, nurses aides, Orderlies, and prison guards. They like the whole idea of being in control of the power structure of whatever area these Haunts haunt (haha, pun intended, unfortunetly. Once again these guys gave me some great ideas, and there disciplines also are very unique. While useless out in the open, but behind closed doors these disciplines can be very dangerous. While perhaps not the best character for a player, the Morotrphians to make wonderful allies or antagonists.
Oberlochs: Not much to say for them. However I will let the reader use there imagination and say some words, just combine them, and here are the words: Hill Billy, Deliverence, Vampire, Gangrel, Mid-west.
The funny thing about Oberlochs is that they seem to know more about Were-wolves then they do about vampires......
Rakshasa: Where as the Burakumin are japanese Nosferatu, these haunts are Indian. I like these guys because they put a more global touch on vampire. They are basically deal brokers, and warriors. Who really don't belong to any covenent due to there strange and foregin ways.
All in all Bloodlines:The Hidden is an excellent book, plenty of ideas for allies, antagonists, and players! the only thing that stops the book from getting a 5 is the lack of balance of making bloodlines equal (as in the total number) in the book
- I think it's reasonable for there to be some confusion among players and storytellers about what is the purpose of BLOODLINES: THE HIDDEN. Some will see it as a player's aid, with additional character types and powers. Some will see it as a storyteller's aid, with additional bad guys to choose from. The problem I have with BLOODLINES is that it breaks the setting. A vampire belonging to a Bloodline should be an unusual thing. It should be even more rare for a vampire to join a bloodline, since even a large city has at most twenty or so vampires and they cannot (or with great difficulty) travel between cities. So how are all these bloodlines going to appear in your story? If the players want to join a bloodline, they know ahead of time that it will be unlikely within the story, so they probably will choose one at character generation. Then, you have the problem of how all these rare breeds of vampire happened to show up at the same time.
All of this can be handled with some setting tweaks; I personally go with every vampire having a bloodline, so they are not rare, but it doesn't get expressed unless the player wants to join. Still, a player might not want to buy this book if the storyteller doesn't want bloodlines for all.
In the end, I view BLOODLINES as more of a collection of story hooks rather than character options.Each bloodline has a unique story, another creepy look into life after death. I enjoyed reading the vampire bios, but I would not have felt I received enough value if I paid the sticker price. The bloodlines here are as follows:
-Alucinor (Mekhet) have the power over dreams
-Anvari (Daeva) the power to induce a drugged state in others
-Architects of the Monolith (Ventrue) power over cities; insane
-Bohagande (Gangrel) power to steal good luck and bestow bad
-Gethsemani (Nosferatu) power to induce stigmata, yielding powerful blood
-Khabit (Mekhet) power over shadows
-Morotrophians (Nosferatu) power over the institutions they lock themselves
into
-Nahualli (Ventrue) power over the beast
-Nelapsi (Daeva) nice devotions, but require 1 vitae PER BP to rise each day!
-Oberlochs (Gangrel) they age as normal humans but don't die
-Quedeshah (Mekhet) women only vampires who use their bodies to heal
-Rakshasa (Nosferatu) Indian vampires, with some interesting discussion on the organization of vampires in India.
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Posted in Vampire (Monday, May 12, 2008)
Written by Sam Chupp and David D. Gragert. By White Wolf Publishing.
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5 comments about The Book of Nod.
- This is quite an enjoyable book. The Chronicle of Caine is complimented with Beckett's alternate theory of Clan Caine and Clan Abel. The Chronicle of Shadows is full of wonderful quotes a Noddist character could recite. And the Chronicle of Secrets is perfect for bringing about Gehenna. But while this book is worth buying, I just want to point out two problems with it that bothered me.
The first is that "The Tale of the First City" goes from pages 46-55, and has only one footnote throughout it. Some scholarly insights would have been useful. The second is minor, but worth correcting. On page 53, substitute the name Giovanni with Cappadocian. The Giovanni clan came long after the Cappadocian clan, and were not a part of the original Antidiluvians. Otherwise, this is a wonderful source book and a good read as well. I highly recommend it to storytellers for Vampire: the Masquerade.
- well illustrated version of the classic liturature to those who dont read anything befor the 16th century, informative the parts "left out of the bible" or taken ut. good read tok me less than2 hours
if any one knows of a better version of this book let me know Still G
- This little book was made to be a resource for the Vampire Masquerade game but it can definitely be read and enjoyed by fans who have no idea what Vampire Masquerade even is.
This short book, which can be read in like 30-60 minutes, shows the origins of the vampires, and their sects, and shows their 'fall from grace' from heaven and why they were shunned by all. And while the book might be extremely short in length, the build quality easily makes up for that. There are wonderful drawings, indexes, and footnotes litered throughout the book. And the silver lined pages, attached cloth bookmark, and smooth hardcover scream quality like no other. This book is a must read for any vampire or horror fan who wants to learn a bit more on vampire history and their origin.
- Exactly like as the title says. It is a great read, but unfortunately the book will leave you wanting for more.
The Book of Nod presents the history of the vampires as thought for Vampire:The Masquerade. This novel can be enjoyed even by those that are not familiar with the Masquerade setting and other novels. It offers the big picture, explains how the vampires came to be, has great quotes and "commandments", if you will, that vampires are supposed to live by. You will understand the vampire clans and what their traits are and the reader is bound to have a favorite one out of the bunch.
- thare is no real story to speek of its more a colection of WoD historys and myths but thows not into the "world od darkness" may not want to or nead to read this but its still intresting
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Posted in Vampire (Monday, May 12, 2008)
Written by Justin Achilli and Andrew Bates and Phil Brucato and Richard E. Dansky and Ed Hall and Robert Hatch and Michael B. Lee. By White Wolf Publishing.
There are some available for $30.00.
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5 comments about Vampire : The Masquerade (Revised Edition).
- This is not a white wolf book, rather it is the conversion rules for people who are interested in playing vampire but not in learning a new system and who are already competent with the GURPS rules. If you are new to role playing and want to play a vampire then I suggest you find the world of darkness rules for this game as they are more expansive and complex.
However, if you already know GURPS and are interested in playing a vampire then I strongly suggest this book. The rules are clearly laid out for people to read and understand. Though it is not a stand alone product, it's not trying to be. And it allows people who like WOD but who don't want to learn a new system to use a system they already know to play it. For those unfamiliar with vampire I'll do my best to give a rough over view. There are many different types of vampires known as Clans. Each clan has separate special powers which give them an edge up on one another. Some people find this system to be stereotype based, I have found, however, that the point is not to play a typical Brujah, Tremere, Venture, Lasombra or Toreador (just to name a few), but rather to create one who falls with in the lines of the clan but also is a unique individual. The Storyteller then guides the players though an advanture just like any other roleplaying game. As for the format of the book it is a bit confusing for those who aren't used to the way White Wolf sets up books. Unlike most WOD books, however, the index is surprising useful and can be used to find just about everything that is needed in the book. I do suggest the use of sticky notes for some sections as quick reference or your can write in the margins if you don't mind writing in books. One last thing for those with young children, Vampire is an intense rather dark game. It's not happy or light and fluffy. The plays are playing vampires who do kill people, and it is a horror based game. The book is dark and intense and probably not suitable for children under the age of 14.
- I wasn't a vampire player at first in fact a freind and I were at each others throats for a while over the diferences between mage and vampire. but after taking a closer look at the two games I have come to realize that they coenside with each other quite well and are very easily mixed together.
And as for the stupid assumptions of this Jonnhy traunt character he probably hasn't even played the system under a descent game master. His arguments are pethetic as well and heres why.
1)you are of course going to run into a lot of gothic players. if he read the book then he would know that it says you are playing in the gothic punk world of darkness on page# 28 the paragraph labled in BIG BOLD LETERS stating "Gothic punk isperhaps the best way to describe the physical nature of the World of Darkness". So thus endeth that stupid assumption. I think I speek for all of Us Goths out there Christian Goth or not that this is definatly a Highly goth game and that this guy has just insulted the population of Goths.
2) Munchkins, Power gamers, Rules lawers, and Dicers are all varyiants that the Game master should have to syphon through. I know this because I am A GM for vampire, Mage, Werewolf, Shadowrun, and heros unlimited. It even states in the GMs guide that the GM has to take care of that problem and Either remove them or deal with it. Note that comprimises are acceptable.
3) This game is set for mature gamers not for beginners. This jonnhy guy really must of started with it and thought that its rules were to complex. Wrong the rule are simple. you just gotta be smart.
So last Dont take any of the whining gibering of Jonnhy truant. BUY THIS BOOK. Oh yeah and Jonnhy be smarter than the equipment you opperate, or, in this case learn to read the whole book before you try to give a stupid opinion that has no good reasoning. can we say hollow?....... Come on I know you can do it. never mind.
To the rest of you i leave this
Life is short, But death is eternal.
- This was the first version of Vampire that I played, and I absolutly love it. Yes, the dice is a little confusing, but as with all systems, it all comes down to how each individual player chooses to interact with the system. My favorite part of the system is the merit/flaw system that allows characters to have twice as much depth as some other systems.
- A novel approach to the role playing game, that was quite successful, with a different feel, style and mechanism. Vampires are a popular theme, and this had more crossover appeal to more of the population it seemed than something like Dungeons and Dragons, so a definite breakthrough at the time this was produced.
- Ok, here's the honest deal. Some people love this game above all others. Others hate it. There are few people in the middle ground. I am certainly in the middle on this one. I will play Vampire if I am invited to a game, but there have been multiple times when I was unsatisfied. Typically, I play Malkies or Setites. That comment right there will probably stop most hard-core Masquerade fans from reading the rest of this review, but these are the clans that interest me.
Ok, on the mechanics. A storyteller, and even players, need to know the White Wolf D10 system pretty well to run any of their Storyteller games properly. This becomes more true with Vampire, because this is one of the few games with huge amounts of social powers to listen in on distant conversations, dominate another person's mind or make them love you, or even drive them mad with a glance. With perhaps the exception of Changling, no other White Wolf game requires so many roles in non-combat situations. I do consider this a weakness to some extent since it really does slow down game sessions considerably while the two parties roll, and inevitably counter-attack, and so forth. Frankly, it does seem like there is a roll for everything in Vampire, which is not really the case for many of White Wolf's other storyteller system games.
On the plus side, this game has an amazing backstory. From the fall of man, and more specifically Cain, to modern nights, the history is great. It ties in things from actual history that make this stuff seem almost believable. The only problem I have with this is, to get most of that history you need to shell out some hard cash to get the supplement material. You can easily find yourself lost or just relying on another player on points of Vampire history and society most of the time. Some more development in the base book on this deep history and culture would be appreciated. That said, as long as the ST of your home game is aware of this information, you should be fine.
A comment on the players of this game is needed. A number of reviews have been blasted because they discussed the players being goths or just in general complained about the players. It is a valid point, however. You can't play Vampire by yourself. That is called day-dreaming. Many of the players are devoted fans with deep knowledge of their clans' histories and can tell you all didn't want to know about them. This is not a real problem, but for a new player it can be very daunting. I was fortunate that my first game only had two such people, and one was the ST. If you are the only new player in the game, however, be afraid.
I should also point out, since most of the negative reviews complain about LARPing, this is NOT the Vampire: the Masquerade LARP manual. Go look for Minds Eye Theatre stuff. This is the table top version. If you are more comfortable sitting around a table with your friends with chips and pizza somewhere, this is the version for you.
This game is part of a larger world created by White Wolf. The meta-plot of the World of Darkness has many other games in it. If Vampire isn't your cup of suspiciously red and thick tea, but you enjoy the world or the system, try looking into the other games. Werewolf: the Apocalypse is great for combat oriented folk in defense of nature. Mage: the Ascension is a deep thinking look at subjective reality. Changling: the Dreaming is a call to return imagination to the world. The list goes on. White Wolf's games are not like D&D or some other RPGs. What game you play gives your character preset goals. There are stereotypes, especially in Vampire, to play with. If you haven't tried one of these games yet, Vampire is a good starting place, but if pseudo-political drama-queen blood-suckers ain't your style, move on down the list until you find something you love.
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Posted in Vampire (Monday, May 12, 2008)
Written by White Wolf Game Studio. By White Wolf Publishing.
The regular list price is $24.99.
Sells new for $14.95.
There are some available for $13.23.
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5 comments about The World of Darkness.
- I got this as a gift for my son and he (13 years old) has really been enjoying it - says it is a great game book.
- This book is essential in order to play one of the core setting books such as Vampire the Requiem, Werewolf the Forsaken and Mage the Awakening. This book provides all the core rules and mechanics for character creation, combat, actions and the World of Darkness setting, a fictional world much like ours where the supernatural exists. White Wolf has produced books for the World of Darkness, their core game setting for many years, but this version presents a new "reboot" or re-imagining of their game world. Many of the mechanics have been fixed, such as massive dice pools which resulted in having more chances for a botch. Additionally, the game makes use of the common everyday Joe mortal as the basic character. You begin as a mortal and then may acquire one of the supernatural templates such as vampire, werewolf or mage.
The introduction of virtures and vices adds an element of roleplaying that was missing in the previous version. To that add an extensive chapter on storytelling and setting building. One of the things I like most about this game is that you have so much development of the World of Darkness that you need never play a vampire or mage. Humans have as much devoted to them that it makes this a stand alone game if you decide not to purchase the vampire, werewolf or mage setting books.
I was a fan of the old World of Darkness, but with this version I have become an avid gamer like never before.
- Just picked this up and Im so jazzed. It is probably the best rpg me and my group have played to date. This is the basic rule book for the other games, you need it in order to play vampire, werewolf or mage. Without thsi book you dont have the basic rules, like combat, characters merits and skills, so be sure to buy this book FIRST. In fact, its so good that you can just play mortals with this game without having any of the supernatural settings like vampire or mage. I researched this game alot before buying it and this game book has even won MAJOR game awards! Im a huge werewolf buff and my GM is running a great game for us.
This game ROCKS hands down!!!!
- This book, was a through, compelling and fun intorduction to the World of Darkness role-playing game. I found the instructions easy to follow and their simplicity was only amplified by the written examples of when you would use such rules during game play. A+++
- All the details you need to begin a quest or improve on your current chronicle. Highly recommended.
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Vampire Carthians (Vampire)
Vampire: The Requiem For Dummies (For Dummies (Computer/Tech))
Vampire: The Requiem Dice Set
*OP Laws of the Night Revised (UnlimiEd) (Mind's Eye Theatre)
Ordo Dracul (Vampire: The Requiem)
World of Darkness: Antagonists
Bloodlines: The Hidden (Vampire: The Requiem)
The Book of Nod
Vampire : The Masquerade (Revised Edition)
The World of Darkness
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