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VAMPIRE BOOKS

Posted in Vampire (Wednesday, October 8, 2008)

Written by Forrest Marchinton and Heather Curatola and Harry Heckel and Deena McKinney. By White Wolf Publishing. The regular list price is $21.95. Sells new for $25.04. There are some available for $9.89.
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5 comments about *OP Werewolf: The Dark Ages (Werewolf: The Apocalypse).
  1. This book is great. It shows you how a werewolf really is, a creature that stalks in the night without fear because it knows that no one can stand before it. The only thing that fails in the book is that there's only a few new gifts.But the rest of the book is excellent. Sorry for my horrible english


  2. Riiiiiiiight. Question: What the hell would be the purpose in buying this? There's absolutely nothing new in the material presented (in fact, there's LESS) and I don't think you really need the help to figure out how to play a game in the dark ages when u can just use the core book and adapt a few things. I suppose it has some nice features like great art and some interesting revisions of history, but is that really worth what you'd be paying for it?


  3. I'm a GM and i've been one for about 8 months, I love Vampire: The dark ages, and this is a must if you want to run a dark ages game. The only problem is you do need Werewolf: The Apocalypse in order to use this book. Either that, or you are familiar with werewolf systems and have certain knowledge on Rolemaster. Still I strongly recommend this book for those who like White Wolf's WoD.


  4. Dare you leave your filthy alleys and rotting cities, toss modernization behind you and visit the era when the wyrm was young and the garou mere legends? True enough, no real roleplayer needs to be told what a broadsword is, and not many would find the entire chronicles of the british islands necessary, but this book conveys an entirely new atmosphere. No longer a fugitive in a losing war and painful memory, the garou in the dark ages are the real monsters - the Bad Wolf of legends, horrors in the long nights. These are the times when a wolf can really be a wolf. However - don't mistake these times to be placid or tranquil - the young (and so far largely unknown)wyrm is growing stronger and bolder, huge monsters of old times stil wonder about, the Burning Times (the garou term for Inquisition) can return at any moment, and the abominable Leeches hold Europe by the throat. And intend to bite. You could say that this book is an interface between Vampire and Werewolf, because the Leeches recieve here a lot of attention - both in articles and in rules, and it is probably very handy reading this book along with Vampire. Being a devoted storyteller of the Apocalypse campaign, and having no vampire rulebook close by, I skipped through much of the Leechy parts, and focused on the wolf point of sight. Herein you would find the viewpoints of each of the Old World tribes along with short articles written on each (and smashing artwork - espeacially the one along the Fenrir and Fianna tribes), whole chapter devoted to history and atmosphere, new skills, gifts, rites and fetishes (sadly no new Totems), and new monsters to entertain the aggressive wolf race. Admittedly, those who know next to nothing about Vampire (like myself) miss a bit of the point, but overall this is a good book to have.


  5. I rarely find myself dissatisfied with a product. I'm not this time, but there are a few comments I feel should be made. First and foremost, White Wolf crossovers simply don't work. This book requires you to take Werewolf out of its normal context and place it in a world designed for Vampire.

    This is not inherently a problem. Werewolf has certain perks, even in the Dark Ages. But there is no conflict. When White Wolf branches into alternate settings, there is always a unique conflict (such as the Storm Eater in Wild West). I find that oddly lacking. This book lacks the conflict in the Americas (for obvious reasons), all-powerful Wyrm spawn, and all other potential enemies. In fact, it seems more to me like a hack-and-slash version of a serious game.

    What I find most distasteful is that it's a reprint of existing information. It varies only in small areas from the information in Werewolf: the Apocalypse. The Pure Ones are missing and the Glasswalkers have a period-appropriate name. But the Vampire: the Dark Ages covers this information sufficiently.

    In the end, all I can say for sure is that this is a good game out of its element. If Werewolves are to be used in the Dark Ages, use them with crossover rules: there are no tribes, they're all Lupines. Keep the games true to themselves, leave them in their own time.



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Posted in Vampire (Wednesday, October 8, 2008)

Written by Steven C. Brown. By Visionary Entertainment Studio, Inc.. The regular list price is $40.00. Sells new for $19.94. There are some available for $14.88.
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5 comments about The Everlasting: Book of the Unliving.
  1. The Everlasting is a great game for both beginning roleplayers and those playing since time began. There is not much you can't do with this game, and you can literally use it for many different kinds of gaming adventures from the medival dungeon crawl to a modern day war with a group of fallen angels. This game literally has everything.


  2. For years the "World of Darkness" has dominated the market in terms of Urban Fantasy but Everlasting, the new contender has everything that it takes to topple that Throne, and more.

    I found the rule system light and flexible but still with enough meat to give you a solid idea about your character and what he can do.

    The system itself offers several dice and character creation systems, a card based (Tarot or other) system and also instructions for gameing without a game master.

    Included is also a way to directly reward or punish players for their actions and also personal Ethos, Beliefs ,Outlooks, Passions and Relations to further define the Character.

    The overall Background is a world in between our "normal" World, called the "Reverie"(along with several other Planes of Existance) where supernatural beings of all kind and color dwell and carry out age old conflicts among each other. What appears to us a spooky abandoned house might be a huge Victorian Manor, the palace like dwelling place of a Revenant in the Reverie, a small patch of forest to us is a primeval forest where creatures straight from a fairytale live...

    Each of the four foundation books provides an entirely different tone of play, with a set of supernatural creatures described in detail, magic paths and planes of existence that belong to the topic the book aims at.

    All the Beings from the other Foundation Books are described
    with their basic traits, enough to give the Gamemaster an idea how to describe and play those beings.

    The Book of the Unliving introduces you to the dark, bleak, "gothic" world of all things Undead:

    Vampires (Predators out for blood who can run the whole range from the beastial to the smooth and refined upper crust "party animal") and many of their "Bloodlines"

    Revenants (ghosts that one way or another made their way back from the afterlife by takeing over bodies, living or dead, they sustain themself by draining the life force of others, ageing mortals, withering plants...)

    Dead Souls (Spirits of the Dead,Ghosts) and the societies they created in the Underworld

    Ghuls (people that drank from an ancient elixir that provided them with both, immortality and a decaying body and/or soul, who must feed on raw flesh to keep their bodies from Degenerating) dwelling in Tunnels and Crypts, living their unlives as outcasts even among the other supernatural beings.

    Reanimates (Artifical Beings, crafted from Bodyparts, a fusion of dead flesh and metal, or entirely inorganic like Clay or Stone)

    The plane of existence described (beside the Reverie) in this Book is the Underworld, dwelling place of the Dead Souls, with its most important places, rules and basic politics.

    To sum it up:
    With about 20 years of role playing experience under my belt I am delighted by the style of The Everlasting. The system supports many tastes, rule and background wise, without being too thin on one and too thick on the other. I can only recommend that you give it a try with the foundation book that most suits your taste.


  3. When I received this book in the mail, I was astonished. The artwork alone elevates this product above any of the new World of Darkness material. But the approach to roleplaying is genuinely innovative.

    The rules system is either card/tarot based or dice based (which is presented side by side rather than stuck at the back of the book like a forgotten step child).

    The presentation and layout is fabulous. The artwork is breathtakingly dark and atmospheric, and the setting is what I've come to expect from modern horror/fantasy: grounded in real world beliefs. As opposed to the attempts made in the new World of Darkness, it has much greater strength IMO.

    In addition, the messageboard at Visionary Entertainment is quite active with the publishers interacting with fans. I have since come to find out this is the way it has ALWAYS been. That kind of product support is heartfelt and always useful. This game, in it's first edition, so inspired one fan that he bought the company and has been hard at work helping produce more material.

    Highly recommended!


  4. The Book of the Unliving, Color Edition, is, as the name implies, a revamp of an earlier book put out by Visionary Entertainment Studios.

    The full pictures utilize an etheral style that fully compliments the content of the book. I was especially enchanted with the pictures in the Ghul section, as they manage to be both horrifying and strangely beautiful.

    The content is on par, if not better, than the art. The book's set in the modern era. Magic is every where, but hidden from the eyes of mortals, save for a few Fantasts and Magicians. In this world there are the eldritch, the magical races of the world. The Book of the Unliving details the Vampires (Immortal blood-suckers that everyone should be familiar with), Ghuls (Mortals who drank Annecro and earned immortality as zombie like creatures who must feed on the flesh of dead humans or face physical and mental degeneration), Revenants (Dead souls who returned from the grave and possessed another's body), Dead Souls (Ghost's who, for whatever reason, do not rest quietly), and Re-animates (think Frankenstein's monster), as well providing barebones statistics for 10 other Eldritch (which are more thoroughly explored in the other three core books).

    Like the other Foundation books of the Everlasting series, the Book of the Unliving can stand on its own, having rules (With variations for freeform, dice, or card draw methods of play), advice for GMs (Or DMs, Or STs, as you prefer), supernatural powers for the various undead, information on the setting, and a flexible magic system (Fans of the Everlasting system will no doubt rejoice at the all new break down of magickal effects by category and magnitude).

    This is an all around excellent RPG and should be in any modern fantast fan's collection.


  5. I discovered The Everlasting back when it first came out. Back then, they were great, and I was sad to see the game fold. A few years ago, the game came back, and that was joyous news, but something subtle was missing: the books were still in black and white while most of the big games had switched over to color.

    This is fantastic. The game is excellent, the book is beautifull, and the layout is a big improvement. Sample characters have been included and the magick rules are greatly expanded. If you like gaming, get this book. If you like mythology, get this book. If you like modern fantasy or horror, get this book. In general, get this book . . . even if you have the old black and white version, get this book!


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Posted in Vampire (Wednesday, October 8, 2008)

Written by William O'Connor. By White Wolf Publishing. The regular list price is $18.00. Sells new for $22.70. There are some available for $5.00.
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1 comments about *OP Three Pillars (Vampire: The Dark Ages (Paperback)).
  1. This book provides lots of background for Vampire: the Dark Ages. It has what's going on with the different classes (Nobility, Clergy, and Peasantry) also it has background on the Italian City-States which was the largest cities at the time and allows the GM to have large campains that's in the city and in the countryside. It was a great start for my Venice game and recomend it for other GM's that want to set their game in or around Italy.


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Posted in Vampire (Wednesday, October 8, 2008)

Written by Justin Achilli. By White Wolf Publishing. The regular list price is $14.95. Sells new for $7.00. There are some available for $7.48.
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No comments about Ashen Cults (Vampire: The Dark Ages).



Posted in Vampire (Wednesday, October 8, 2008)

Written by Richard Dansky and Craig Bolin. By White Wolf Publishing. Sells new for $15.00. There are some available for $4.99.
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5 comments about Libellus Sanguinis 1: Master of the State.
  1. This book details the three "leadership" clans of the Dark Ages, the Lasombra, Tzimisce and Ventrue.

    The Lasombra section was fairly interesting. It describes the split in the Lasombra between Christian and Muslim, their secret society known as the Amici Noctis, and a host of new powers. The elder-only powers are a little over the top (which is the tendency in WW) but there are several powers which mix Lasombra disciplines at lower levels, which means young'uns can use them too.

    The Tzimisce was fascinating. It gave a good feel of how a voivode's estate is run and provides a list of the DA ghoul families, which didn't all make it to the modern day. Finally a write-up on Koldunic sorcery! It needs more detail, though, and I was a little disappointed that Koldunic sorcery seems to be Thaumaturgy with different names. There are elder powers here, too, ranging from the twisted to the obscene. This was, to me, the most interesting part of the book.

    The Ventrue section is pretty boring, but there is minor interest to be found in the sections on the factions within the Ventrue, especially the Merchant Princes.

    All in all, a very worthwhile book. I recommend it to anyone who plans to run a Dark Ages game.



  2. Well, this was a good book. It was full of usefull information on the Lasombra, Ventrue, and Tzimisce. It talked about how they rule over people, their different pollicys, and all the usual things. Basicly three clanbooks (shorter than usual, of course) for the price of one. There was only one thing that not only disapointed me. I have been scouring White Wolf's books for something on Koldunic scorcery, and I came across this. Now, the Tzimisce are arguable the most popular clan in the Dark Ages, right? You'd think White Wolf would at least take the time to come up with a system that was at least a LITTLE different from Thamaturgy! The ONLY difference between the two is the rituals, and they only give you 6 or 7 of them!


  3. Koldunic sorcery IS thaumaturgy for all intents and purposes. All thaumaturgy is is using the power of vampire blood to power magic. It's like magic in Mage basically, except it uses vitae instead of quintessence or tass. Koldunic sorcery is the same thing. It is using blood to power magic. Simply enough, it is just an ancient form of thaumaturgy that is not as polished as the Tremere form (they had been Magi for quite some time before they became Cainite).

    I think it wouldn't make sense to call Koldunic Sorcery as thaumaturgy, mainly because the former predates the later. But, as stated previously, they are basically the same thing.



  4. The Part about the Lasombra is very interesting and shows the machinations of the Magisters. The Ventrue are perfect Antagonists to them, their completly different approach to power is nice written. But the the part on the Tzimisce is written from the Point of a Tremere, their deadly Enemies, giving a very morbid View to them. On the other Hand, having only your enemies speaking about you, doesn't show your beliefs and aims... ;)


  5. All societies have their leaders, and Cainites are no exception. However, when you live for centuries, it can be difficult to tell exactly who is in power. From this comes the three fountainheads of leadership. Clans Lasombra, Tzimisce, and Ventrue all carry an air of power, but each knows they are the only true leaders for the Cainites. This book is analagous to the many Clanbooks printed for Vampire: The Masquerade. However, they have grouped them together into clans of like minds, if such a thing can exist with these power-driven demons.

    The first book deals with the Leaders-from-the-Shadows. Just as ever king has a king-maker, every king-maker has the one who made him. Just like their Obtenebration that manipulates the shadows, these Magisters are the ones to pull the power behind the power behind the throne. Seeing a pattern? Although they are internally strifeful, they will not let the others know this. Clan Lasombra should run Cainite society, and if they have their way, their shadowy tentacles will eventually touch every aspect of both Mortal and Cainite culture.
    Their section is a wonderful extension on core book material. It offers more information on the behind-the-shadows workings of this clan. These details are also augmented with clan specific discipline levels and powers. Now players can see the horrific powers of Obtenebration. Not only can they cloak the night, but Tchernabog can even cloak the day! Even if a Cainite cannot summon this level of Obtenebration, a simple use of Dark Steel will slow down even the staunchest of aggressors. Now those who rule from the Shadows are shown to have their own teeth as well. While it is better to let others do the killing and dying for you, the Lasombra will not need to stand idly by. They can go toe-to-toe with any other clan, if that clan ever sees them coming.

    Book two takes a decidedly different tone by delving into the ultra-horrific world of the Tzimisce. These Cainites are well called fiends by their peers. Although the view is biased and from a Tremere source, it is evident the strength and power they wield is terrible. This is a place not for the squeamish. The Fiends live well beyond the realm of monster. They relish in their unlives and their ancient powers. Beware when you sup with the Fiends for you never know who is the main course.
    Now this section does give information on both Vicissitude and a little on Koldunic Sorcery. Do no be fooled. Koldunism is not the same as Thaumaturgy. As others not, Koldunism is far older. If this book seems to indicated the two are the same, then obtain Blood Magic and use that instead. Often, one should not just lump the two together. This is what started the war long, long ago. Granted, killing a Tzimisce elder and invading the lands of the Voivode was not a good idea either. Also, most of Clan Tzimisce do not use Koldunic Sorcery. They have instead been infected with Vicissitude, which is the difference between Clan Tzimisce and the Old Clan Tzimisce (see Black Hand). So, use this section to build the better fiend. Remember, these are your lands and have been since before those mortal upstart mages where ever born. Your power traces back to Enoch, to Cain, to Adam himself. You were the keepers of sorcery long before the mages.

    Book three brings in the ever popular, yet rather plain Ventrue. This is the shortest section because the Ventrue are very straight forward. We are the ones who are to rule, and all others are usurpers. Ventrue is the Kingship Clan after all! I like the section, especially the new skills and discipline power. The data is just as useful as that from the Lasombra and Tzimisce. I personally do not play Ventrue enough to fully rate this section, but it has helped me create some truly loved, or is that loathed, non-player characters.

    In summary, this book along with the other clanbooks forms the most expansive base of core knowledge that is needed for games. If you want more in-depth clan interaction and knowledge, this is a must add to any collection.



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Posted in Vampire (Wednesday, October 8, 2008)

Written by Lucy Taylor and John Bolton. By White Wolf Publishing. The regular list price is $19.95. Sells new for $70.53. There are some available for $15.00.
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5 comments about Eternal Hearts.
  1. This book was a combination of B-movie horror film and a porno with no real redeeming features. The plot was week, the prose was middling and a lot of scenes existed to have a scene. The scenes were very blunt and did not leave much to the imagination. The art was graphic but pretty good. Overall the book was an attempt to see how gross they could be. It was certianly not worth the price of a hardcover. There are other better books that combine eroticism and horror.


  2. This book was, well, alright. The problem I think with this book is that it was made to be a XXX story right from the get-go. I can't think of one single character in this book that isn't some sort of degenerate sex fiend. It seems like everyone's had their pornos and hand lotion locked away from them and they will screw anything that walks. The story is relatively weak, like it was built around the sex scenes. Not much for action. This book is definately a keeper if you want something really weird to show your friends at a party. But if you are looking for a REAL vampire novel, stick to Midnight Blue. Lucy Taylor is a fantastic novelist though, but I think she should stick to her own ideas, because her violent-sexual ideas don't seem to really fit into Vampire: The Masquerade. Especially when vampires technically can't have sex anyway.


  3. This book has been billed by White Wolf as one exploring vampires as a sexual metaphor. Apparently their idea of what that means is different from mine, because when I look at my copy of this book, I see lots of sex but no metaphor. Reading the "word from the developer" on pages 8 and 9, it seems they merely took the development of the connections between vampires and sex as an opportunity or an excuse to publish some more vampire erotica of their own. I guess I just had a little more detail and allusions in mind when I ordered this book.

    In the story itself, I found the truth behind the event which prompted the reverend Emmet's vampire hunting to be a bit of a stretch. Also, some of the events in this book would make many readers queasy, if not offended. Personally, I don't mind that at all, but if one has any interest at all in this book, I would also recommend the other material the developer himself mentiones in his foreward (i.e., _Dracula_, Lord Byron).

    This book gets two stars because I guess I can see the developer's point of view, kind of, even if this book doesn't exactly push any envelopes, or even give one a little nudge. Plus I got a color picture of my favorite signature character from the World of Darkness, Sasha Vykos.



  4. A smorgasbord of thrilling horror and stunning erotica! As a fan of White Wolf's game system and their vampire books, Lucy taylor here has launched a masterpiece for any VAMPIRE fan to relish...from incredible ART, and sensual sex,coupled with bloody vampirism,to the characters no cable tv would dare portray for an audience...I love it! Ah, my favorite LUCITA....PRETTY ISABEL GIOVANNI, written by Ms. Taylor in such a way that it's like you are right there with them! This is my favorite Vampire book to date! Please tell me there will be a sequel! Ken Knight(author of CRYPTX,a horror novel) I may be reached at jobfaster@aol.com


  5. I bought this book expecting a tasteful treatment of vampires & sex. Instead, I received a hundred fifty pages of bloody orifices. That's what it all boils down to, and you don't have to cook it very long to get to that point. There is no tender affection, no gentle seduction, no hint of love. Every character is the same: an evil deviant whose only joy comes from violent sexual violation. No one is left as they had previously been depicted. Lucita, Isabella Giovanni, Sascha Vykos, Victoria Ash... all are now rape-crazed freaks.
    I exaggerate, but not by much. If this description doesn't appeal to you, then you don't want this book.

    The best I can say for this book is that it's short.


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Posted in Vampire (Wednesday, October 8, 2008)

Written by Hal Mangold. By White Wolf Publishing. The regular list price is $13.95. Sells new for $31.72. There are some available for $13.66.
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4 comments about Half-Damned: Dhampyr.
  1. Ok the V:tM book Time of the Thin Blood had Dhampirs in it. They are the living offspring of a 15th generation vampire and a mortal and had some unusual powers. They seemed interesting but there was barely enough information to use them as an NPC so I eagerly ordered this book off amazon when it first popped up back in March. I got it today and well I'm sending it back because it isn't for Vampire the Masquerade at all. It is for Kindred of the East. Apparently, Kindred of the East (which is a seperate game made by the same company) can have offspring with a mortal and are also called Dhampirs and well these are the Dhampirs that this book is about. I searched the book high and low to find something that purtains to V:tM and I didn't find a thing. It says it is a sourcebook for V:tM and KotE but it is for KotE all the way. Just thought I would tell you.


  2. The Kindred of the East line, unlike most of White Wolf's recent work, is still putting out a good percentage of interesting and useful supplements. Dhampyr is the next of those, detailing the mortal sons and daughters of the Kuei-jin. The book is a pretty nice combination of cultural information, spiffy powers, and the requisite Secret History.

    I was happy that the authors avoided making this just a sort of Ghouls of the East. Instead of having only bits of Disciplines scrounged from their betters, the dhampyr have a powerful little tool of their own--joss, the incredible luck that surrounds them. Not that they're going to be winning one-on-one fights with the Cathayans, but it gives them a different flavor than the wholly pathetic Western blood-slaves.

    The cultural stuff is nothing too surprising, but I didn't notice any big holes in it, either. Half-Damned also gives some history that the ancestors don't want leaked out, and of course character creation rules. The book is nothing to shake my view of the game, but it's a good supplement for an important subset of Kuei-jin society.



  3. Okay, as I saw in another review, this is NOT for Vampire: the Masquerade. It's for Kindred of the East, a supplement for Vampire, but don't misunderstand, the Kuei-jin (what the Oriental "vampires" call themselves) aren't Cainites, they are a whole 'nother type of Immortals. And as a consqeuence their children (this isn't a new thing for them, like it is for the Cainites) are in a realm all their own. While they could be used to power-play, it also open a whole new realm of options for players. Half-Damned? More like Half Blessed.


  4. The Kindred of the East companion roughly outlined Dhampyr for us and this book gives you all the details. They are the living children of Kuei jin(The asian vampires detailed in Kindred of the East, a sub-setting of Vampire: The Masquerade). They differ considerably from the same pronunciation different spelling Dhampir of the main Vampire: The Masquerade line, and probably should have been named something different, they don't get called Dhampyr in my game because I think using an old world European word for an old world Asian phenomenon is silly but others opinions may vary. Being the pretty rare children of animated blood sucking corpses and humans(usually the mother), they have a lot of advantages(outrageous luck, access to very low levels of the powers possessed by their inhuman parents, and a lifetime about four times that of a normal human), these of course come with some downsides(They have a wide mean/violent streak and are more prone to antisocial behavior, their luck sometimes helps them at the expense of others, they may become addicted to canabilism as a means of "cheaply" fueling their supernatural abilities, and they watch everyone else grow old and die well before they do.) The greatest problem, and the one that makes so viable for roleplaying, is that their undead parents view them as resources to be exploited at best, tools to be used and discarded at worst. They have almost no chance of living out a "normal" life because even if their bizzare luck didn't get them involved in dire situations, they would still find themselves mired in the politics of the undead. Not a book that is extremely important, it is still an entertaining and well written source of information on Half-Damned and made me want to play one or include them in my game. Four stars, 5 for being that good, minus one for just not being all that important.


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Posted in Vampire (Wednesday, October 8, 2008)

Written by Richard Dansky and Jason Carl and Laurah Norton and David Perry. By White Wolf Publishing. The regular list price is $12.95. Sells new for $3.56. There are some available for $0.01.
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2 comments about *OP Long Night, The.
  1. The Long Night is the live-action version of Vampire:the Dark Ages. It is about the world of vampires in the year 1197. This book has corrected one of the major flaws(in my opinion) of Laws of the Night(the modern day live-action Vampire game) by bringing back the ten step system of roads, codes of conduct which each person follows. With new and improved Disciplines(powers), this book and game is a must for any live-action player, and might even convince tabletop players to try a live-action game or two.


  2. The Long Night... Mind's Eye Theatre... Vampire... The Dark Ages... has to be good right? Well, it is. Some of the flaws of Laws of the night are corrected within. It is fairly well written. The only complaint is that at times it seems to muddle the Table-top with the LARP, which can be mildly confusing (especially to those with no experience with the Table-top). On the whole though definitely a good buy.


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Posted in Vampire (Wednesday, October 8, 2008)

Written by Andrew Greengerg. By White Wolf Publishing. The regular list price is $20.00. Sells new for $11.00. There are some available for $7.00.
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2 comments about Chicago Chronicles Vol. 2: Chicago by Night 2nd Edition and Under a Blood Red Moon (Vampire: the Masquerade).
  1. This book gave alot of useful info along with maps and many charactors to use in the citys of berlin and L.A.


  2. The Chicago Chronicles, a story supplement for Vampire the Masquerade, consists of three volumes. There are many game sessions worth playing in the three volumes and spectacular city guides to Chicago and Milwakee.

    The second volume provides an updated city guide of chicago which details all of the major players left in the city after the adventure "Under a Blood Red Moon"--which is also included in this volume.

    The adventure is quite stimulating, featuring an all out war between Lupines and Vampires in Chicago. Whereas the city guide provides all one needs to know to role play a campaign in Campaign.

    While this volume can probably stand on its own, it is very helpful to have the first volume as well. The first volume helps to acclimate the players to Chicago prior to having to engage in a challenging all out war in the city.

    The odd thing about the three volume set is that the adventures detailed in the third volume seem to chronologically come before the events set in the second volume.

    Again, these are wonderful supplements that are great to revolve a role playing campaign around. But, if nothing else, they are also fun reading that can inspire any other campaign.



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Posted in Vampire (Wednesday, October 8, 2008)

Written by Ellen Kiley and Bruce Baugh and Geoffrey Grabowski and James Kiley. By White Wolf Publishing. The regular list price is $21.95. Sells new for $18.93. There are some available for $10.00.
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2 comments about Blood & Silk.
  1. Well, The book is very good but I highly recommend getting Kindred of the East first and getting familiar with it. The book shows the different events and systems for the Dark Ages for Kindred of the East and it does a very nice job. Among my favorite is the list of the old weapons used in the far east like the naginata and the sai. Overall the book was good, but of course good only for those interested in Kindred of the East.


  2. I found this book to be a very good source, like most anything connected with the Dark Ages setting of White Wolf. The setting has a rich character, which holds true all the way through the book. Even if you don't intend to run an entire chronicle in the East, there is information on the other shen of the time. I see it having some usefulness in other settings, or even in other game systems, for those who wish to add a touch of darkness to the Orient. Unfortunately, as I am not a Masquerade: Kindred of the East Storyteller or player, I shall have to purchase the Kindred of the East book, for enough information to actually play one of the Wan Kuei, as it is still only a source book. I highly recommend it.


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*OP Werewolf: The Dark Ages (Werewolf: The Apocalypse)
The Everlasting: Book of the Unliving
*OP Three Pillars (Vampire: The Dark Ages (Paperback))
Ashen Cults (Vampire: The Dark Ages)
Libellus Sanguinis 1: Master of the State
Eternal Hearts
Half-Damned: Dhampyr
*OP Long Night, The
Chicago Chronicles Vol. 2: Chicago by Night 2nd Edition and Under a Blood Red Moon (Vampire: the Masquerade)
Blood & Silk

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Last updated: Wed Oct 8 07:08:33 EDT 2008