Game Books

Google

General

Games

Board Games

Backgammon
Bingo
Checkers
Chess
Chinese Checkers
Dominoes
Go
Mah Jong
Monopoly
Scrabble

Card Games

Blackjack
Bridge
Canasta
Cribbage
Euchre
Gin
Hearts
Pinochle
Poker
Hold'em Poker
Solitaire
Spades

Gambling

Baccarat
Blackjack
Craps
Horse Racing
Lotteries
Poker
Roulette
Slot Machines
Track Betting
Video Poker

Puzzles

Logic & Brain Teasers
Crossword Puzzles

Role Playing Games

Role Playing Games
Ars Magica
Call of Cthulhu
Champions
Chivalry & Sorcery
Dragon Warriors
DragonQuest
Drow
Dungeons & Dragons
GURPS
Macho Women with Guns
RuneQuest
Shadow World
Shadowrun
TMNT
Traveller
Trinity
Vampire
Villains and Vigilantes
Werewolf
Witchcraft
World of Darkness

Video Games

Video Games
Strategy Guides

HobbyDo


Search Now:

VAMPIRE BOOKS

Posted in Vampire (Friday, July 25, 2008)

Written by John Goff and Chuck Wendig. By White Wolf Publishing. The regular list price is $24.99. Sells new for $12.85. There are some available for $6.42.
Read more...

Purchase Information
5 comments about Bloodlines: The Hidden (Vampire: The Requiem).
  1. 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.


  2. 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.


  3. 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.


  4. 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


  5. 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.


Read more...


Posted in Vampire (Friday, July 25, 2008)

Written by Andrew Greenberg. By White Wolf Publishing. The regular list price is $12.00. Sells new for $5.00. There are some available for $2.99.
Read more...

Purchase Information
5 comments about *OP Clanbook: Ventrue (Clan Series).
  1. This Clan-book completely misses the point, we already know the Ventrue are the money-makers of the Camarilla. What we wanted from a Clan-book was what was not obvious, the secrets of the Clan, the Outcasts, etc. What we got was useless drivel and quite frankly a waste of money and time.


  2. For all of you just starting out this book covers many of the must know areas, but don't fool yours self and think that it will give you any grate insight to a very close mouth society. The innermost workings and structure of the Clan are almost impossible to understand, without being well placed in a developed city. Many a Prince is only a happy target placed there to give others freedom to move with out being seen until it is far to late. Power and nobility are our birthright none shall change this. MORANA THE ELDER


  3. For all of you just starting out this book covers many of the must know areas, but don't fool yours self and think that it will give you any grate insight to a very close mouth society. The innermost workings and structure of the Clan are almost impossible to understand, without being well placed in a developed city. Many a Prince is only a happy target placed there to give others freedom to move with out being seen until it is far to late. Power and nobility are our birthright none shall change this. MORANA THE ELDER


  4. The lineage of the Ventrue Clan is a long one, and the staggering amount of power the clan has achieved clearly stems from this illustrious history. Still, while the history offered in this book is invaluable to a good storyteller, the information is presented in a dry and uninteresting fashion. What's more, too much attention is paid to the clan's history and not enough to it's present or future. Still, one of the best thought through of the clanbooks.


  5. I had previously only played a Malky, so when a friend gave me this book, I was intrigued. Lots of history, ideas for how to play, and other goodies make this a real treat. If you wanna have lots of fun in this game, be a Ventrue. Allow the snob out!


Read more...


Posted in Vampire (Friday, July 25, 2008)

Written by Justin Achilli and Jess Heinig and Patrick Lambert and Jim Moore. By White Wolf Publishing. The regular list price is $19.95. Sells new for $70.99. There are some available for $10.00.
Read more...

Purchase Information
5 comments about Blood Magic: Secrets of Thaumaturgy (Vampire: The Masquerade).
  1. As an Elder of Clan Tremere (-or just a long term Tremere player), I was very pleased to see this new teatise for upcoming apprentices (-White Wolf publish a book dedicated to Thaumaturgy). This book isn't merely a long list of new and revamped rituals and paths (although it had its share),it is an explanation of what is unquestionably the most complicated discipline. I found the history of Blood Magic to be well thought out, as well as the discussion of "how it works". All in all, a MUST READ for any Tremere (-player, as well as anyone fond of thaumaturgy) apprentice.


  2. This is an excellent source for new Tremere players alnog with old ones. The information about the workings of Thaumaturgy in this book is excellent and it provides you with the things you need to properly be a true Tremere. There is info on Necromancy and Koldunic Sorcery also but since this is a book on Thaumaturgy the other two are not described in such depth as Thaumaturgy was.


  3. A book detailing the complex discipline of Thaumaturgy has been long needed. This is a really good one and while it doesn't solve all the problems created by the past handling of Thaumaturgy in VAMPIRE: THE MASQUERADE, it goes a long way toward clarifying and further developing the discipline.

    The book discussed the history and theory of vampiric blood magic. We learn that it predates the Tremere, for example, and hear about basic principles of magical workings. There is discussion about the difference between a Tremere vampire and a True Mage (metaphysical, mostly, and assumes familiarity with MAGE- for more practical instructions on vampires and mages, see VAMPIRE: STORYTELLERS HANDBOOK), how non-Tremere might learn Thaumaturgy and some examples of arcane tomes. Most of it is clearly explained (with few exceptions like the unnecessarily ambiguous section about the difference between spirits and demons).

    There are welcome sections outlining the Koldunic sorcery of the Tzimisce (finally!) and voodoo-derived traditions of Necromancy. Both the Assamites and the Setites have their own traditions of blood magic, detailed here. There are paths derived from Alchemy and Kaballah. Biothaumatugy is recycled from SECRETS OF THE BLACK HAND.

    Unfortunately, while the material introduced here is superb, the book doesn't pull together the various little bits of Thaumaturgy scattered between VAMPIRE: THE MASQUERADE and VAMPIRE: DARK AGES. It just once again gives us more and better. It would have been nice, for example, to have an appendix showing which previously introduced paths and rituals are in which books. Furthermore, some storytellers seem intimidated about Thaumaturgy and disallow it as "too complicated". Step by step instructions (and a pep talk) might have been good, too. I should mention also that this book is about vampiric blood magic ONLY- no numinas or hedge magic more appropriate to allies like ghouls.



  4. I will rarely say in these reviews on Amazon.com that that "only X type of person should read this" but this review is one exception. I think this book has so much information, so many great ideas and guidelines, and clan background that it is really only useful for storytellers and maybe wouldbe writers who like the "world of darkness". I think a player would get a lot of ideas, many of which would not be compatible with a story from this book so the best way to combat that and still allow Tremere and other magic using Kindred to develop would be for storyteller and player to look at this book together. I think it does a good job of detailing how to design paths and rituals, a sample worksheet might help in this regard, but also in talking about the limitations of the practice of bloodmagic.


  5. This book is a confusing set of devices and instructions for players and storytellers alike. It is hard to read and equally hard to understand--i found my High School government textbook easier to read than this. However, if you do want to give you Tremere scorcer/witch a bit more depth i would recomend this book, and its companion book.


Read more...


Posted in Vampire (Friday, July 25, 2008)

Written by Will Hindmarch. By White Wolf Publishing. The regular list price is $31.99. Sells new for $16.55. There are some available for $13.99.
Read more...

Purchase Information
5 comments about Ordo Dracul (Vampire: The Requiem).
  1. 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.


  2. 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.


  3. 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).


  4. 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.


  5. 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.


Read more...


Posted in Vampire (Friday, July 25, 2008)

Written by Gherbod Fleming. By White Wolf Publishing. The regular list price is $5.99. Sells new for $2.63. There are some available for $1.98.
Read more...

Purchase Information
5 comments about Assamite: Clan Novel (Vampire: The Masquerade).
  1. The good people at White Wolf seem to have developed a sort of fascination with the Assamites (go and look at the number of entries Assamite characters get in CHILDREN OF THE NIGHT if you don't believe me). Unfortunately, I'm one of those who has never found the Assamites all that appealing. If that isn't your problem, tho, there's a lot in this book to like. It takes you inside the Assamite headquarters of Alamut, for example, and gives you a good sense of the secret workings of the clan and their internal politics.

    This book is more scattered in its focus than Fleming's CLAN NOVEL: GANGREL but less so than his CLAN NOVEL: VENTRUE. There is a strong central character- the Assamite elder, Fatimah. She shares the stage with other Assamite characters but, more importantly, with the Lasombra Lucita and Lucita's sire Cardinal Moncada. My problem is that I couldn't really find anyone to like in this story. Fatimah seemed stiff and humorless. I generally like the Lasombra (which makes this book especially hard to enjoy for a number of reasons) but I've never gotten Lucita's appeal and she seems to have even fewer redeeming qualities here than usual. Moncada did have the virtue of being truly creepy but loving to hate someone can only do so much.

    In short, this really wasn't the book for me and I was relieved to get to CLAN NOVEL: RAVNOS after this. Still, if you click with these characters better than I did, then, yes, I would say that this book does tell a story that stands alone- although not as much as GANGREL does- and can be read apart from the rest of the series.

    But don't do that. First of all because Assamites are creatures of intrigue and unless you know what's been brewing some of the stuff that happens here- especially with the Assamite Parmenides- won't begin to make sense. Second, the really fun and bestest thing here is the delightful way this book fills in pieces of the puzzle created by the earlier books in the Clan Novel series- retelling incidents from other characters' points of view, for example, so that you finally have some idea of what was happening and why.



  2. I thought most of this was good. What they did to Moncada though? PLEASE. He would've thrashed Lucita and Fatima. What a serious let down. It should have been no contest. Thumbs down.


  3. It's a cool novel! Exciting, thrilling, amazing! You accompany Fatima al-Faqadi to Alamut, where you get an insight in the structure and inner politics of the Eagle's Nest. You visit a Sabbat invasion in the USA and a showdown with the Lasombra Archbishop of Lisbon. You learn details about some of Fatima's Rafiq colleagues as well as about Clan Elders like Jamal, Ur-Shulgi, Thetmes and Al-Ashrad. Maybe the best VtM book I have read.


  4. Assamites are one of the most intriguing vampire clans. Warriors, scholars, and sorcerers, they are assassins most often used to take down other vampires. They are in a private war with the Tremere, who are vampires made by means of blood magic whom the Assamites see as an abomination. White Wolf has carefully modeled them after the legendary Muslim cult, and the spiritual and religious context of the Assamites is strongly Arabic in tone. Which adds to their mystery.

    This volume expands on the Assamite role in the struggles for supremacy in the US. This is a game of elders, we discover, and intrigue is their favorite weapon. Assamites are often the means, set on both sides to carry out tasks that only seem to be chaotic. Fatima al-Faqadi, of ancient blood, is one of the Assamite's deadliest. She is called on to bring death to Cardinal Moncada and his childe Lucita to answer the coming judgment of her clan. Other Assamites dot this story as well - Parmenides (the servant of Vykos, Anwar, Walter James. Assamites have a streak of independence, which has created a large number of antitribu - rebels who fight where they will.

    The story spins about Fatima and Lucita shedding bits of light on some of the unexplained mysteries of the paste six volumes, and spreading confusion elsewhere. The two are perfectly matched in deadliness, beauty, and determination. Their paths only cross a few times in the book, but the impact of their meetings will determine the future of the overall story arc.

    Fleming again lays his carefully crafted characters out beautifully against the light and shadow of the Masquerade. He has never been one to romanticism vampire life and will often disillusion those who were hoping for vampire romances. Love tends to turn out badly in the world of darkness, eternal life comes at the price of an utter loss of humanity, and altruism is a lost motivation. But like moths, us readers return to it time after time.


  5. If so, read these books. I know that White Wolf quit making the game, but the books are still cool.


Read more...


Posted in Vampire (Friday, July 25, 2008)

Written by James Kiley and Ellen Kiley. By White Wolf Publishing. The regular list price is $14.95. Sells new for $30.00. There are some available for $20.24.
Read more...

Purchase Information
5 comments about *OP Clanbook: Gangrel (Revised Ed) (Vampire: The Masquerade Clanbooks).
  1. I have been playing the world of Darkness system for some time now and came to realize what the clanbooks actually do for starting characters. This book not only helps in the Tabletop system, but also helps to increase the diversity of the Live Action game as well. This is a must have for those of you who are just like me and play both games to the fullest.


  2. One of the improvements of the new CLAN BOOK series over the original is consistency between the various installments. The new books all seem to include discipline variations and merits and flaws tailored to specific clans as well as all new sample character templates. (MIND'S EYE THEATRE stats are now always given for much of this) Often extensive sections on notable clan members are included in all of them. The only standard feature missing from the new CLAN BOOK: GANGREL is the sample coterie- too bad, because if there ever was group that tended to hang with their own (if anyone), it would be the Gangrel.

    Overall, however, GANGREL is an outstanding addition to this series. The mostly new text (part introduced as a response to the narrator of the original) covers (as usual) the title clan's view of vampiric history and opinions of other clans and WoD creatures. The Gangrel are presented as a diverse group, often defying stereotypes but generally highly inquisitive and, of course, prone to wander. It deals with subjects like Gehenna, the political ramifications of Xaviar's recent break with the Camarilla, conspiracy theories and even Gangrel opinions about suburbs and the internet- in addition to the expected material on environmentalism, Lupines, etc. There is a very good section on the impact of the Gangrel weakness and some hints at larger mysteries, too.

    Happily, there's also lots of Sabbat material- including how Sabbat Gangrel regard different Paths of Enlightenment. A follower of the Path of the Feral Heart is included in the character templates- the first template on a Path follower in the new series. (Wrong virtues, tho!) This is part of an examination of Gangrel bloodlines including some of the exotic and lost ones from DARK AGES. WOW!



  3. Quienes son considerados CLANES dentro de WOD: Tremere, Assamite, Brujah, Ventrue, Lasombra, pero vamos... Gangrel???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? GUAFGUAFUGUAFUGUAFUGUASFU Realmente afrontemoslo, QUE te van a decir de un Clan, que no tiene objetivo alguno, que no se podria llamar CLan; un Clan que se rebaja a hablar con los seres inferiores, los animales,convive con ellos y disfruta de esto al maximo... No hay mas que decir salvo.... Guaf Guaf Guaf Guaf Wolf Wulf Miau Miau, Miyagi, Miau (lexico Gangrel)


  4. Quienes son considerados CLANES dentro de WOD: Tremere, Assamite, Brujah, Ventrue, Lasombra, pero vamos... Gangrel???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? GUAFGUAFUGUAFUGUAFUGUASFU Realmente afrontemoslo, QUE te van a decir de un Clan, que no tiene objetivo alguno, que no se podria llamar CLan; un Clan que se rebaja a hablar con los seres inferiores, los animales,convive con ellos y disfruta de esto al maximo... No hay mas que decir salvo.... Guaf Guaf Guaf Guaf Wolf Wulf Miau Miau, Miyagi, Miau (lexico Gangrel)


  5. I agree with the guy above, claiming the Gangrel were more than feral animals, and did more than growl and bark. Anyway...


Read more...


Posted in Vampire (Friday, July 25, 2008)

Written by White Wolf Staff and Bruce Baugh and Michael Butler and Chris Hartford and Jim Kiley and Adam Tinworth. By White Wolf Publishing. There are some available for $29.98.
Read more...

Purchase Information
5 comments about Dark Ages Vampire (Vampire: The Dark Ages).
  1. From the get go, White Wolf shows why they are on top of this industry with their intial revamp of the Dark Ags line. DA: Vampire hammers a home run with the artistic layouts and eye catching images found within. New and interesting spins are offered that were either barely touched on in the original incarnation or non existant to begin with. Some rules are updated and others expanded upon (like Mortis and the Road paths).

    However, what keeps this book from being a 5 star knock out is it's stunning lack of future premonitions that were prevalent in the earlier edition. Leaving some of those key elements up to the previous book to cover was bad form on the writers part and it's exclusion kills much of the depth the original DA book had.

    Ending summary:

    The good: New information and new spins on the clans, roads, and disciplines. Compelling artwork and layouts.

    The bad: The way the previous book was largely written off. Key elements from the old book would have enhanced this DA product immensely. It wouldn't have hurt to have some definative "set in stone" issues resolved like the origins of the Tremere (hinted at being servants to the Tzmisce) and the final fate of the Cappadocians. While White Wolf is known for their contradictory storylines and comments within their own books, at least previous books took a stance. The notable lack thereof in this one is fairly glaring.

    All in all though, a top notch book. A definate replacement to it's predessesor. Just don't throw the old book away as the two can work well together in a main book/companion type of role.



  2. A stand alone game, this setting (medieval) offers limitless possibilities of role playing vampires in a setting uniquely suited to the genre of horror and the supernatural. Of all the White Wolf historical settings this is the most researched, the most playable and the best in terms of mood and themes. Imagine playing an immortal vampire who begins his existance into the world of the damned in the age lit by fire to progress to the modern nights of neon and electricity.


  3. This book is a wonderful introduction to the revised Dark Ages line. I approach every single book less like a player and more like an afficionado of the World of Darkness product line. I like the background and "fluff" more than the mechanics and how it applies to the roleplaying. In this regard, the book is rich in information about each of the clans and how they fit into Medieval times. The art work is visually appealing, which is something I cannot say about some of the clanbooks. If you acquire this book and like it, I would recommend collecting the follow-up volumes 'Guide to the Low Clans' & 'Guide to the High Clans', each of which "flesh-out" each clan and their identity during that period of time.

    If you were looking for a review on the mechanics and how this applies to roleplaying, et cetera ad infinitum ... I apologize because I only look that over for ideas I can use in an entirely different genre of game play ;)

    But from what I did look over, it is well written and easy enough to understand for someone who isn't a bonafide roleplayer (let alone a diehard gamer).



  4. As usual, another good reviewed core rules book with plenty historical background, new roads and beautiful illustrations. The only flaw is the Salubri's absence.


  5. White Wolf took their highly popular Vampire The Masquerade game and gave it a new twist. Unlike our current time, where no-one believes in monsters and vampires, and they get to skate on by, a lot of the time, this book sets the players in a situation where that is not the case.

    In the Dark Ages of human history, people actively did try and seek out vampires or other monsters, and destroy them.


Read more...


Posted in Vampire (Friday, July 25, 2008)

Written by Ethan Skemp and Jess Heinig. By White Wolf Publishing. The regular list price is $14.95. Sells new for $25.00. There are some available for $18.77.
Read more...

Purchase Information
5 comments about *OP Clanbook: Malkavian (Revised Ed) (Vampire: The Masquerade Clanbooks).
  1. Excellent. I found the book to quite insightful. It was written well, a bit confusing at times. Yet, what does one expect from this mad lineage. It is a must for all Malkavian players. It shows that the madness need not be horrid and "flashy." Rather, they can be subdued and withdrawn to the point where all other characters become queasy wondering when you may burst.

    The character concepts in the back are great from hich to garner ideas. I feel Clanbook: Malkavian is perfect for the role-player. Happy Hunting



  2. Gone are the yacko warner ripoffs and bunny slippers. This revised edition actually sheds light on the children of Malkav instead of printing pages backward and being obtuse. Most of the source material from the first clanbook has been thrown out of the window, and replaced with much more workable( and fluid) interpretation. Even the madness network gets a facelift, becomming the 'Cobweb'. For players wanting to really get into the role of a Malkavian, this book is your best foothold.


  3. This book is quite simply invaluable to the maniac in you. It's in depth explinations and histories have made me the leading authority on not only Malkavians but all vampires within the playing circle I'm associated. Worth 10 times it's price


  4. This is a must for players of Malkavians. Here is the nit and gritty of the Malkavian clan. They are truly insane mystics not stuffed animal hugging whiney children, as they are often portrayed. These Malkavians have seen the truth; and the truth has made them mad.

    This book has an excellent working of the Malkavian Madness Network and Clan specific Merit and Flaws.

    If you like Malkavians or if you think they are all mindless children, buy this book.



  5. This was the one book in the series that I found genuinely irritating. Insanity is the nature of the Malkavian beast. Some are random, some are mystical, some are downright rigid, but all have their minds someplace else. If there is a clan that the player desperately needs a guide book for it is the Malkavians.

    Take a loot at the associated clan nover. This book alternates between a narrative as told by a Malkavian that still has most of the cards in his deck, followed by trips into the mind of his companion Anatole, the prophet of Gehenna. The latter is the end times in which the oldest vampires - the Antediluvians - rise to destroy all their heirs.

    Anatole's parts are intentionally dense, full of references to events in the other volumes, fragmentary episodes that make for unsettling and often confusing reading. In the midst Anatole's meandering quest for enlightenment there are pieces of actual, straightforward narrative to bring us up to date on the activities of the Sabbat and Victoria Ash. So the book may be hard to read and lack a continuous plot, but if you want to follow the series you still have to read it.

    There are a few moments when I think that Wieck is playing an ironic prank at the expense of the followers of the series. And there are other points where I wonder if this isn't an experiment in bringing some complex literary techniques into play. Be warned, this is not a book that stands alone. Or a book that will work well if read out of order. The nightmare brought by the Eye of Hesha continues to grow, and Anatole is destined to be a part of it.


Read more...


Posted in Vampire (Friday, July 25, 2008)

Written by Jennifer Hartshorn and Ethan Skemp and Mark Rein and Hagen Hassall and Kevin Hassall. By White Wolf Publishing. The regular list price is $29.95. Sells new for $15.00. There are some available for $8.00.
Read more...

Purchase Information
5 comments about Vampire: The Dark Ages.
  1. When I discovered Vampire: the Dark Ages, I wasn't sure what to expect. Vampire (like most White Wolf core games) is based upon our own society and a group of creatures which exist secretly beneath it.

    This books is not like that. It takes the more traditional medieval time period, with a bloody twist. This is a fragile time; clan ties are stronger and clan stereotypes run rampant. History is twisted by the Lasombra and Ventrue, the Tremere are newly created and the Salubri still exist with reasonable numbers. The Cappadocians, now long forgotten (except as the oddly mysterious Harbingers of Skulls) are a powerful clan.

    Why five stars? This is not a mock-up of Vampire: the Masquerade. It's something else, something different, something unique. It's a time of chaos in the world of the unliving, a struggle that predates the Camarilla. These are not the Kindred you think you know, they are Cainites to the core. They embrace their unique abilities and use them to command, to conquer, and to thrive.



  2. I have nothing but praise for this book. Down with the Masquerade! Up with the Medievil madness! Gee, this is a really difficult decision... Do we want to walk around, selectivly feeding off of who won't be missed, cowering in the shadows praying (to god?) that we are not seen? Or do we want to go back to when vamipres were at the top of the food chain (where they belong), feeding off of who we please, and the greatest delemma is who is going to dust while you are sleeping all day. Aaaahhhh, the good ol' days!


  3. I wholeheartedly recommend the Whitewolf Vampire:The Dark Ages guide over every other rulebook in the Whitewolf ensemble.

    It manages to encompass all of the magic of the original Vampire edition and also adding a fantastical, middle-ages flair to it. The potential for great storytelling is increased ten-fold and when complimented with the Mage:Sorcerer's Crusade it makes for an almost unbeatable tabletop roleplaying experience.

    The Dark Ages guide contains a set of modified rules for playing several hundred years previous to the modern Vampire rules (rules on blood, enhanced generation, skills/talents etc) and includes the chance to play some of the vampire clans who had been phased out since the modern times (Salubri, Baali, Capadocian among others. Though they have their own clanbooks as well, enough information in the dark ages guide is included to effectively play them).

    I would suggest that any fan of the Whitewolf games pick up this book. It is masterfully written and even engrossing to read despite being a set of rules.

    -Zilean



  4. This is the core book, and it succeeds in its purpose wonderfully. It contains enough information for the tried-and-true Storyteller to dive right in and start running games with a more medieval flair. For the new Storyteller, there is a plethora of information available in the book. However, it did seem to lack the depth of knowledge that may sometimes be desired for games. There is enough to run a game, but some Storytellers may find that there is not enough information given on Cainite politics. This is, in fact, the time when Cainites ruled almost openly. There is no Masquerade, Camarilla, or Sabbat. The Dark Ages were a fine time for Cainites to live. I would highly recommend obtaining this and the Companion if you wish to run a Dark Ages game.

    As with all game books, there is a section outlining each Discipline as it was. Many players will find that the Dark Ages may have been more deadly and open Cainite warfare raged all over, but their powers are not as violent as expected. While advanced players will try and find new ways to bend the rules, there are lovely counters included, such as Celerity costing far more blood than in modern times; so much for the whirling dervish attack! Along with the Disciplines, there are drastic changes in the clans themselves. Since there is no Camarilla - Sabbat division, all clans interact on a rather equal footing. This means players can use the fiendish Tzimisce right along side the artisan Toreador. Many games may find a Magister waging verbal battle with a Patrician. This book helps show that Cainite society has not always been the way it is under the Masquerade.

    The only drawback to the book is that it does cover Cainite society and illuminates the rules for hand-to-hand medieval combat, there is very little on mortal society. It does cover their views and outlooks, but many details seemed to be lack (or I missed them!). A few pages to outline medieval currency and weapons broken down by time would be vastly helpful. After all, few people used rapiers in 966 CE, at least as far as I can tell.

    In summary, this book is perfect as a starting point and fulfills its duty wonderfully. You will find the clans are well defined and the disciplines have been renamed and in some case restructured for a more primitive feeling. This review will hopefully show a bit more about the book. At least from a gamer's perspective, it is highly useful and one of my most used books.



  5. This is an OUTSTANDING addition to the Wod; VTM series...

    For one thing it takes the main core rules of VTM and combines them with an age in time that already had horrors that we as modern men and women can not relate to..

    it insures that it gives you enough advice to properly set a game based on a time that had Kings, Queens, Princes, princesses, Dukes, and well the list could go on.. It is also a time where it was not uncommon to find a "old" vampire running around within the confines of the church directing the slaughter of rival clans and humans.

    if you are into the SCA and love VTM then you WANT to add this to your collection



Read more...


Posted in Vampire (Friday, July 25, 2008)

Written by Justin Achilli and W. H. Bourne and Anne Sullivan Braidwood and Joanne FitzRoy and Jess Heinig. By White Wolf Publishing. The regular list price is $25.95. Sells new for $55.00. There are some available for $23.49.
Read more...

Purchase Information
5 comments about *OP Guide to the Sabbat (Vampire, the Masquerade).
  1. I love the Sabbat now. I've always found an attraction to the Lasombra but never the Sabbat as a whole. This book changed my perception. The Sabbat isn't a group of mindless killers as the Camarilla makes them seem, they are Crusaders against the ancient ones who would destroy them.

    The books intro "Smart Moneys on Vegas" is very nice and is probubly my favorite opening fiction. It captures the mood of the Sabbat and keeps you moving through the introducion area that explains the Sabbat structure and internal strife.

    The book moves to the numerous Anti-Tribes of the Sabbat and even special bloodlines that previous reviewers mentioned. One that didn't fit in to me though was a group called the Kiasyd, they are like Faeries but Vampires also... I don't see where they fit into the Sabbat or any sect for that matter.

    The discipline section was medicore. Nothing to new, or ground breaking. Especially considering the neutral disciplines like Auspex are in Guide to the Camarilla. The path section is rather interesting, especially since it drills in that many sabbat aren't on paths and stick to humanity, most people can't take pathes dangers.

    The section detailing Sabbat tactics for taking cities is amazing and a story based around a siege would be amazing. The tactics are varied especially due to Sabbat disciplines and considering that they already are good at fighting makes me wonder how the Sabbat could ever lose.

    This book was very good all in all but my one complaint is that it really doesn't say much about what a Sabbat city really does when it isn't crusading? They weed each other out? Well, this book is still worth the price. It's information is invaluable.



  2. If you're even remotely interested in the Sabbat then you should seriously consider getting this guide, as the core rulebook *barely* touches upon anything more other than Sabbat being "perceived as mindless savages and bloodthirsty fiends." This book is vital for players of Sabbat characters (and Sabbat-using Storytellers), even moreso than the Guide to the Camarilla is vital for players of Camarilla characters since much about the Camarilla is already covered in the core rulebook (but the Camarilla guide is still a nice book to have).

    Just about everything about the Sabbat is discussed in depth, like initiation, ritae and war tactics. Factions in the Sabbat are covered as well as individual political positions. A specifically-Sabbat method of character creation is presented and Sabbat-appropriate Abilities and derangements are also present. Many Sabbat character templates are listed, which are all extremely helpful (and pretty interesting). There are advanced Discipline entries, usually for ranks 6-9, as well as types of Disciplines not featured in the core rulebook.

    New shades of vampirism are presented here (though due to their awkwardness / susceptibility to abuse, not all are recommended as being playable): the twisted Blood Brothers, the ominous Harbingers of Skulls, the bizarre Kiasyd and the vengeful Salubri antitribu, as well as the gruff Panders, the Sabbat's own brand of Caitiff (who seem to have more status in their sect than the Camarilla Caitiff have in their own). Also, there are all the Camarilla clans' antitribu - excluding the Tremere antitribu (who do get a mention, however), for pretty permanent reasons.

    A really, really nice section takes up the burden of making Sabbat Chronicles something more than dice roll hack n' slash or rampant abuse of mortals and runs with it. It also talks about giving Sabbat characters greater meaning to their unlives than "the Camarilla hate you, so you must kill them" or any equivalent plot. I don't think it succeeds as much as it had probably hoped to, unfortunately - a lot of it borders on contradiction.

    (On a side note, some of the art is very *explicit,* but not much. There's really only one picture that came close to challenging my will power to not disgorge my last meal. I certainly can't say the stuff illustrated therein isn't *appropriate* for a sect like the Sabbat.)



  3. Before I read this book, I knew very little about the Sabbat. From what little I could gather from various websites, it appeared to be a formalized gathering of anarchists, antitribu, Tzimisce, Lasombra, and other malcontents who chose to set themselves up as an opposition sect to the Camarilla. Masquerade? BAH! Kine are food. Allow your hunger to run rampant through the streets of the mortal world. Who cares? Gehenna is approaching and we must prepare ourselves for the coming battle. Ok. This book is much more than that. It outlines a much more involved code, rituals, and sociology. The Vaulderie and Vinculum bonds that result from it ... illustrate a genuine sense of vampiric camaraderie that may be imposed in the beginning, but that allows for disparate individuals to coalesce into efficient operatives dedicated to a mutual cause and immediate goal. In many ways the Sabbat is portrayed as a coalition of Cainite revolutionaries espousing understandably "human" traits, such as strength, loyalty, cooperation, and in some ways .... equity and order. They just approach things from a different perspective than the Camarilla. I agree with other reviewers who state that this book will provide more depth and dimension to the Sabbat, and if you roleplay and wish to start a Sword of Caine character - this is a resource you absolutely must acquire!


  4. This book goes in-depth about the Sabbat. Only vaguely covered in the main Vampire book, this gives great insight to what is normally perceived to be a group of thugs, but if that was all they were, the Camarilla would have wipedthem out a long time ago instead of always being wart of the Sabbat. You can now play the "bad guy" Vampires, but without all the hindrance of Camarilla rules. Check it out and either play Sabbat or set up some real adversaries.


  5. As a longtime player of vampire with access only to the Revised corebook, I was of the opinion that the Sabbat was really just a bunch of infernalist antagonists with no real depth or scope. This book firmly changed my perception of the sect, and Sabbat games have now become my group's norm for play rather than just antagonists.

    This book walks the line between good background info and crunchy rules with the grace of a trained tightrope walker. It has everything you would need to know about the Sabbat (from power structure to disciplines to clan specifics to Paths of Enlightenment), while leaving just enough out to allow other books to give you more depth. For example, it has descriptions and basic rules on Revenants (powerful ghoul type beings that are in the Sabbat's service), but leaves enough out so that you are intrigued by the mystery but can still incorporate them in your chronicles.

    The disciplines in the book are decently well balanced (nothing too game breaking here), but are good at the same time. It also offers information on the other clans that make up the Sabbat (leaving the Revised core book to explain the Tzimisce and Lasombra), and has a chapter on the bloodlines and Antitribu. The bloodlines are mostly Storyteller material and are decently powerful, but rare, and the descriptions of the Antitribu are very insightful in learning their place in the Sabbat.

    This book also offers insight into the rituals and practices of the Sabbat, and leaves enough rules and ideas for customization and even encourages players and storytellers to make rites specific to their games and packs. It stresses that the Sabbat are not just ravening monsters (although some are), and equally stresses the diversity within the sect.

    My only gripe is that it does not really offer any information on the Tremere as they are...not in the sect for World of Darkness metaplot reasons. It is somewhat explained why they are not, but that explanation is not in depth enough for me and is actually found in a sidebar. Their omission also provides no information on Sabbat Tremere for Storytellers who wish to set their games before the clan is no longer in the sect.

    I highly recommend this book for any Vampire player (and consider it along with the Guide to the Camarilla and Revised core book as necessary for any storyteller wishing to run a vampire chronicle).


Read more...


Page 2 of 16
1  2  3  4  5  6  7  8  9  10  11  12  
Bloodlines: The Hidden (Vampire: The Requiem)
*OP Clanbook: Ventrue (Clan Series)
Blood Magic: Secrets of Thaumaturgy (Vampire: The Masquerade)
Ordo Dracul (Vampire: The Requiem)
Assamite: Clan Novel (Vampire: The Masquerade)
*OP Clanbook: Gangrel (Revised Ed) (Vampire: The Masquerade Clanbooks)
Dark Ages Vampire (Vampire: The Dark Ages)
*OP Clanbook: Malkavian (Revised Ed) (Vampire: The Masquerade Clanbooks)
Vampire: The Dark Ages
*OP Guide to the Sabbat (Vampire, the Masquerade)

Copyright © 2005
*Amazon.com prices and availability subject to change.
Last updated: Fri Jul 25 04:22:22 EDT 2008