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VAMPIRE BOOKS
Posted in Vampire (Sunday, July 6, 2008)
Written by Brian Campbell. By White Wolf Publishing.
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5 comments about *OP Clanbook: Nosferatu (Revised Ed) (Vampire: The Masquerade Clanbooks).
- It have MUCH more information than the first second edition clanbook, but it lacks the organic feel of the original. The new templates are great and the merit/flaws are really cool; however, some of the multiple perspective writing is a bit befuddling. All in all this is a good supplement for the white wolf line, but it's not perfect.
- First, you have to understand that I liked the old Clanbook Nosferatu so much, I gave a copy to a gaming friend as a gift. Like the original, this is still a very good book. It contains lots of material necessary for working with Nosferatu characters in VAMPIRE THE MASQUERADE along with much useful new material. Not all changes were improvements, however.
One thing that's missing is the way the art and layout of the original book captured the experience of visiting the Nosferatus' subterranean world. This book seems to have all new artwork and it is definitely top of the line but now the visual theme seems to emphasize more the grotesque horror of the Nos themselves rather than their environment. The humor seems to be mostly gone, too, and efforts to replace it just don't measure up. The new fiction, seems to be the same story as in the original but from the victim's point of view- which softens its impact somewhat. In place of that, there's a lot of text spent on giving the points of view of different political factions within the clan. Unfortunately, parts of this are so long-winded that I got bored and skipped what turned out to be the important part. Editing problems aside, the new details in this book about Nos society- the work on the autarkis Nos, for example- are generally good. Merits and Flaws are included as in the original version- really helpful, I think, in custom tailoring your Nos character's deformities. Missing is something that I would really expect in an update of this series: better intergration of material about the Sabbat. But here in the Nos opinions of other clans they are still just lumped together as "Sabbat". Also, all the character templates (all or mostly new) seem to be for characters with Humanity rather than Paths of Enlightenment. That said, a definite improvement here is the new "Famous Nosferatu" section. This selection of important clan members does a much better job of integrating with existing material- here VAMPIRE: THE DARK AGES and the CLAN NOVEL series- than the old one. Also now included are MINDS EYE THEATER stats.
- The new Nosferatu Clanbook takes a new and novel approach by not presenting Nosferatu as being the be-all and end-all clan of Vampires. Taking a slightly more realistic look at the clan, it better illustrates their strengths and weaknesses then many of the books which have preceded it. While I personally find much of the charm in the book is to be found "between the lines", this may grate on some readers who would prefer outright statements of fact rather then having to deduce information by what is said and what is not. The information on Nosferatu living spaces (sewers throughout the ages) and social structure was much needed, though admittedly dry. On the whole, the clanbook is a valuable commodity to a storyteller or role-players, but is likely to be of little interest to those simply looking for new disciplines and methods to make yet another combat monster.
- I think any VtM player is going to be a bit bias when it comes to favorite clans and such with their reviewing of the splat books, but to be honest this book made me more interested in the clan while I kind of overlooked them prior. The history is well written and is still laced with mystery for your troupes storyteller to weave in his own personal ideas and fun story twists. The concept character templates in the back are actually fun and well thought out. I find VtM in better hands with Justin Achilli. This book is a good example of why I feel that way.
- I have all 14 of the clan novels, and yes I do include the Anthology as one. These are the original, meant for a person's reading pleasure and not as a basis for gaming fodder. I happen to like the Nosferatu simply for what and who they are. They are the info clan. The go to guys. If you want some current intel on someone, bets are the Nos have what you need for a price.
I would recomend this set for the over 18 crowd, but read it for the books they are first. Then if you must use em up for a character.
Unhappy Angel
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Posted in Vampire (Sunday, July 6, 2008)
Written by Richard Dansky and Craig Bolin. By White Wolf Publishing.
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5 comments about Libellus Sanguinis 1: Masters of the State.
- 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.
- 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!
- 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.
- 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... ;)
- 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 (Sunday, July 6, 2008)
Written by Chuck Wendig. By White Wolf Publishing.
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5 comments about Ghouls (Vampire: the Requiem).
- This book is a great supliment for Vampire: The Requiem. It includes creation rules for starting ghoul characters in a World of Darkness chronicle.
This book is a must for V:tR fans. There are many interesting supliments to ghoul characters, including ghoul family lines (much like vampire bloodlines), and even ghouled flora and fauna.
- This is a very interesting, informative and entertaining read on ghouls. Especially good are the sections on ghoul families (expanded upon in the covenant books) and how to create/maintain a ghoul character.
Recommended, even if it's a pretty specific subject matter.
- Ghouls is a supplement for playing the daylight servitors, bodyguards, street informers, thugs and muscle of immortal vampires. Usually a vampire needs servants that can operate during the day, providing eyes and ears to the goings on of the mortal daylight world. However, being that vampire blood is highly addictive and carries with it mystical properties, playing these characters poses great role playing challenges to any troupe or chronicle. Overall, I'm glad to say that Ghouls is an excellent sourcebook on including ghouls in a chronicle that addresses most of the aspects of ghouls that Storytellers might be concerned with, and a few they might not have thought of before.
The introduction of the book, as you might expect, gives an overview of what Ghouls contains. I found it odd that two paragraphs are devoted to explaining the World of Darkness, as though Ghouls might be someone's first WoD book. Also, in a section entitled "Ghoul Myth and Fact," which is said to be a "summary of the basic facts of ghouls existence," the author appears to be working from notes from the original WoD, as according to this section drinking three times from a vampire automatically makes someone a thrall, making no mention of how it is still possible (with good dice rolls) for someone to resist the Vinculum. Being in the primer on what it is to be a ghoul this mistake stands out quite a bit.
The first chapter of the book discusses how it is a person becomes a ghoul, how disciplines work for ghouls, the way the various clans and covenants look at ghouls, and gives a look at animal ghouls, plant ghouls, and ghoul families. Consisting of 50 pages, this chapter is very, very good-except for the first 11 pages, which were so bad I had to put the book down every page or two, and seriously considered asking someone else to review the book, fearing the rest of the book would be like this.
These 11 pages, covering what it is like to become a ghoul, how disciplines work for them, and how the clans see ghouls, do have a few nice bits. Mention is made of how ghouls feel real emotions, unlike the hollow echos that vampires have-a nice idea from the rulebook that I haven't seen addressed in any other supplement. And the threat of disease being transferred to a ghoul from a master is handled well, and little bits (such as how the temperature of a vampire's blood is cooler than a human's) can easily add to a chronicle's atmosphere.
The second chapter concerns the creation of a ghoul character. New merits and derangements are included here, as well as rules on exactly how Disciplines use by ghouls differs from that of their vampire masters. One thing different from the Vampire rulebook is that here ghouls start with two points in Disciplines, to reflect characters created with the rules here are to be more experienced beings.
Some space is devoted to explain the ghoul life, combining role-playing advice with the rules system that ghouls work from, and it's entertaining and helpful read. Even such things as the limits to enhanced vitality that come from ghouldom are covered, with explanation of how disease affects a ghoul; those thinking ghouldom is a cure to their physical ailments will be in for a shock.
The subject of ghoul bloodlines is then covered. A portion of the section is devoted to the game system for both conception and maintaining a ghoul pregnancy. On the one hand, I like this being here so that once a Storyteller decides to allow players to try and create a bloodline there is an impartial rules system for these things to occur. On the other hand I crack up every time as I read over the charts and imagine telling a player "Well, you did synchronize your attempts at conception with her ovulation cycle, but she has the Protean discipline, so you end up getting no bonus dice on this conception roll."
Further detail is given on the five ghoul families mentioned earlier, and each family has its own unique weakness and strength, such as reduced experience costs for certain merits or a mandatory derangement. I had a few minor quibbles with these descriptions, such as the Alley Men existing in large numbers as to be found worldwide, given the problems in ghoul procreation, and the Crassus are mentioned to have some choice in who their undead masters are, which goes against their earlier portrayal as slaves without rights to those Kindred who get to own them.
The chapter rounds out with a little more on animal ghouls and lacrima, with rules given on how each clan's plant ghouls produce a different type of lacrima. It's interesting, but still doesn't do enough for me to be impressed by the plant ghouls.
The third chapter of the book is devoted to storytelling ghouls. Covering such topics as the nifty things ghouls can do during the day for their masters and how to properly roleplay the Vinculum, as well as ways Storytellers can work ghouls into their campaign in ways other than having their players' vampires using them, this section is another excellent read, even if the idea does come up at one point that all ghouls voluntarily choose their state.
The fourth chapter of the book has some ghouls a Storyteller can drop into their campaign. The problem of how to assign dots in the Retainer Merit based on how powerful a ghoul is brought up, but sadly is answered with the reader being told that no game mechanic exists to quantify it. You can tell me all the dice pool modifiers that can apply to trying to get a ghoul pregnant, you can't set up a rules system for this?
The last chapter covers creating ghoul families, formulating a background to them, their unique flaws, how they might be structured, etc. This section wasn't as interesting to me as the previous chapters in the book, and I found myself flying through it as I read.
I would like to comment on the art of the book. Other than the cover I felt the artwork of the book was of a consistently high standard, keeping in tune with the subject material and being consistently well-done throughout.
All in all, I think Ghouls is an excellent addition to the World of Darkness. It gives a lot of useful advice, both rules-wise and setting-wise, and after reading it I feel very comfortable allowing my players to have ghouls in my chronicle.
- I have often thought that the VAMPIRE lines can lapse into treating the stars (the vampires) as humans with super abilities and a few tough super vulnerabilities. Ghouls, that is the human blood slaves of vampires (think Renfield serving his master), serve as excellent foils for the inhumanity of vampires. The mistreated ghoul, the mentally abused ghoul, the tortured and mutilated ghoul bring into sharp relief the fact that vampires are no longer part of humanity. Just as people have few qualms about the suffering of lower life, so too vampires use people as servants, blood donors, and as one-sided relationships to staisfy whatever lingering human needs a vampire still experiences.
Make no mistake, there's some really debased content in this book. It describes how vampires interact with and treat their blood-servants, which includes torture, mutilation, emotional sexual and physical abuse, and any other kind of messed up abuse you can imagine. I think the authors successfully portray the ghouls as victims so that the readers identify with the ghoul's suffering rather than the vampire's power trip.
The core-book explains the mechanics of a vampire making a ghoul, but GHOULS also describes how to make ghoul characters. The idea of playing a ghouls game is an interesting one. There's also plenty of information on how the different covenants and clans view and treat ghouls, how to make bloodlines of ghouls, and how to play games using ghoul characters. There is also information on creating ghouls of animals or plants (!)
So, I found this to be a very interesting supplement. Beyond the role-playing aspect of creating ghouls in-game, there is also playing a game where some or all are ghouls. I had never given it much thought before, but playing ghoul characters seemed like an interesting twist on the game (and this part is very well documented). All the parts on mistreatment of ghouls seems very useful to me in portraying the vile depths to which vampires regularly sink. Vampires seem much more monstrous to me now than before I read GHOULS.
- It is not the most necessary book in the V:tR series but it does show Kindred in a much darker light and gives much more details about ghouls.
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Posted in Vampire (Sunday, July 6, 2008)
Written by Justin Achilli and Phil Brucato and Jackie Cassada and Mark Cenczyk. By White Wolf Publishing.
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5 comments about *OP Kindred of the East (For Vampire, the Masquerade).
- I think this is the best book that White Wolf has published so far. If you have any interest in "vampires" from Asia, this is the book to get, followed by The 1000 Hells. Even if you never actually play an eastern vampire, this book is a great read.
- Gorgeous artwork. Fantastic new world. Great reinterpretations of things. Wonderful use of mixing history with the World of Darkness. They promised to deliver a vampire alien to the kindred of Caine, and they succeeded; the setting is exotic, interesting, and definitely recommended. I especially liked their take on lycanthropes. I didn't like the lack of information on India, which would have been a great setting and prime conflict ground with British vampires. The Russia/Mongolia/China boundaries could have been interesting as well. It's impossible to play without the original Vampire book, which irks me; a completely new setting could use a reexplanation, I think. Lastly, the nature/demeanor/dharma split isn't quite clear. It's obvious that some traits are connected to and sympathetic with others, but what this sympathy does in terms of the game is never well-explained.
- I love this book even though I'm more of a Mage type player. I have played and ST'ed all but Wraith and this BUT! it would definately be my next choice.
I think the KotE are some of the most defined characters a player can make. That said, the KotE are also some of the more complicated to play because the book KotE is not a stand alone game. It was produced to add more flair and versatility to VtM. There were only a few questions I had. Agravated damage was never covered.. or not that I saw. I read about them being able to do it with several of their powers but I could only find 2 ways that they could soak it. the lvl 2 or 3 bone shentai and the demon shentai with the armor. ohh well something else to e-mail WW about. Definatly a game for intermediant to advanced players. I'm not sure if I would suggest it as a starter though.
- Hey, this book is pretty awesome. The art work is amazing, the concept is very intriguing, and the entire idea of a race of vampires in no way relate to the curse of caine is wonderful. But, my only problem is, i can't figure out the dang thing! I love the fact that there is more to worry about than blood, health, and willpower; but i can't figure out what the heck you do with the rest of it! P'o? Hun? Yin Chi? Yang Chi? Gee, one day i will figure it out, and then i will have a good ol' time. But until then, i'm gonna play with my new fav (Vampire: The Dark Ages) until the great day when the epiphany hits me, and it is all made clear.
- This book is simply amazing.
Even if you don't like vampires or the entire White Wolf line of monster rpg's this is a very interesting book. The subject matter is unique and it isn't just European vampires transplanted to Asia. Before this book came out I was skeptical that W.W. would do Asian "vampires" justice but they exceeded my wildest expectations. It mostly focuses on N-E cultures (China/Japan/Korea) but there is even a bit on Malaysian "vampires". W.W. has even done an excellent job of putting out supplements for the game.
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Posted in Vampire (Sunday, July 6, 2008)
Written by White Wolf Publishing. By White Wolf Publishing.
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5 comments about *OP Children of the Night (Vampire, the Masquerade).
- I found the information in this book very useful, however I don't think that it was necessary to give this much detail on some major powers in the world of the Vampires and taking that power from the individual Storytellers.
- This is a wonderful gallery of important storyteller run characters, with full stats and background histories that give a good feel for the characters' personality and outlook. There are exquisite portraits of each character by artist Christopher Shy (which earned this book another whole star from me.)
The book still does maintain mystery about powerful figures like Caine (of course) or the Regent of the Sabbat (no more information about her or her predecessor either, apparently) but they have some really well detailed Sabbat cardinals as well as the current crop of Camarilla justicars and their archons. Some of these are characters who have been mentioned in past source books but never detailed. (The Gangrel Xaviar, for example, or Cardinal Strathcona.) There is also an independents section with examples of the Inconnu monitors for various cities. They assume that you can fiddle with these as needed and provide a basic formula for calculating the typical level of abilities for ancient vampires so that storytellers can make their own. My main nit to pick with this book is the fact that the selection of the characters listed seems arbitrary. Some are favorites culled existing source books and fleshed out or updated here. Others seem to have been made up just for this book, perhaps because there are future plans for them in or because they would seem to make interesting story hooks or because they are examples of a bloodline or character type. There seems to be a disproportionate number of Assamites- even a Methusalah whose stats are supposed to be mere suggestions of what it can do. (I guess they have plans....) Omissions are curious, too. Theo Bell is here, for example, (he's an archon) but Jan Pieterzoon is not. There are Setites but not Hesha. Or how about this- three of the four figures on the cover are Anatole, Lucita and Beckett. Their stats are NOT GIVEN in the book (? ) but those for Lucita's friend Fatima are given (she's an Assamite, right?) And these are just examples. So go figure. But don't worry. You'll find lots of uses for what's here.
- This is an excellent resource, but, as stated in the book itself, if your players characters are powerful veterans, these archtypes don't have a chance against a PC with a Shotgun and Level 7 Celerity, but if you're players are mature, which they should be if they've played long enough to achieve Level 7 Anything, its wonderful to roleplay politics within the World of Darkness and this book helps a lot with the key NPC's.
- This book contains detailed backgrounds and portraits of some of the most powerful cainites around. While some of the vampires such as caine and the regent along with the inner council aren't here (for obvious reasons) it is still very uselful for playing politics and when your players start killing everything they see just have a justicar roll on in and whoop his arse. If they can take the justicar then just spruce him up a bit so he can "compete". The information in this book is not meant for players and they should probably not read it if you plan on incorporating any of these power forces into a chronicle.
- The way that Vampire: The Masquerade works gives a storyteller a lot of freedom to create. But sometimes it is good to have the help of a few pre-created characters too, especially lower gen ones. A very helpful section of this book gives guidelines for designing low-gen characters which I wished I'd had sooner. The book is divided into three sections: Sabbat, Camarilla, and Independent important/powerful figures. But it could really use an index so you can find clans or roles more easily. I'm intergrating into our game this summer in fact.
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Posted in Vampire (Sunday, July 6, 2008)
Written by Daniel Greenberg. By White Wolf Publishing.
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5 comments about Clanbook: Malkavian (Vampire: The Masquerade).
- This book was truly a waste of money. It's childish and provides no useful information for any campaign, even those focusing on Malkavs. While some of the jokes are amusing the first time around, I can get more entertainment from the daily funnies. I've seen real insanity, and this didn't even come close. It was more akin to the old Daffy Duck mentality.
- This book, is not as good as the other clan books, but its hilarious and some people don't get the jokes that why they think its a waste of time and money but! BOOM! It really help a malkavian roleplayer get into character and I agree if yer a true Malkav DO YOU NEED A MIRROR? I dun think so! Byede BYE!
- The book has some cool illustrations, gives a good overview of the malkavian history, and of course is hard to follow because it is based on the essence of maddness. So if you are looking for something concrete, find something else. However, if you are a Vampire: The Masquerade enthusiast, then by all means go for it.
- The Malkavian Clan book is at first a laugh riot for any Vampire player: but for those who want to be From the clan of Malkav it will rapidly become a book of continued refrence. When you take into account that being insane is not as easy as it seems the patterns of madness in this book give the player a different look on what can be accomplished. My own madman took on a new depth after reading this book. As an aside look for the story of the elephant it tells us all we need to know about the first clans. A must for any would be Psycopathic bloodsucker.
- This book is not for every one,if you like to be an outcasat and the"crazy"one who few understand,then this clan and book is great,the only defect,seriuos people find it ? and also some drawings ade 3 year old like,but they also have some awsome ones!BUY IT if you are insane enough,because if you find it a waste of money,LOOK THERE ARE MORE CLANS!
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Posted in Vampire (Sunday, July 6, 2008)
Written by Ari Marmell and C.A. Suleiman. By White Wolf Publishing.
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3 comments about City of the Damned: New Orleans (Vampire: the Requiem).
- City of the Damned: New Orleans is a city sourcebook for Vampire: the Requiem, detailing vampiric politics in the Big Easy.
This is not a popular book, and I don't understand why. I've seen reviews where people have complained about missing stats for Storyteller Characters (even though the developers have stated that the abbreviated stats are intentional), spelling errors and minor inconsitencies in flavour text, and based on that they have given the book poor ratings.
Isn't the content more important than insignificant flaws like this?
And City of the Damned offers solid content.
It presents New Orleans as an exciting, deeply political city, with complex layers of intrigue that are nonetheless easy to understand and modular enough that the ST can include those parts of it he/she likes while happily ignoring the rest or letting it play out in the background.
The three-way political struggle between Vidal, Savoy and Cimitere is just as complicated as the ST wants to make it, and there are sub-layers and smaller factions that can be involved if a more complex political atmospere is required to tell the stories the ST wants to tell.
The book starts with one chapter detailing New Orleans history in deeper detail than the Appendix in teh core book does, and this chapter is littered with plot-hooks and story-seeds; enough to fuel several chronicles.
Theres also a chapter about the city geography, which is somewhat lacking, as it requires a certain level of pre-famniliarity with New Orleans; nothing that can't be dug up easily enough on the internet or in the library though.
There are three chapters devoted to the major Storyteller Characters in New Orleans: One for Elders, one for Ancillae and one for Neonates. This chapter gives stats, as well as deeper studies of the characters motivations and goals and some nice plot hooks that are easy to flesh out into stories.
Then theres a chapter on Storytelling that focuses on helping Storytellers evoce the specific themes and moods most suited for New Orleans, as well as fleshing out the Storyteling hints provided in the core book and how they relate to New Orleans specificaly.
Lastly, there is a pre-made story titled The Dead Travel Fast, which is designed to introduce the players to the three main movers and shakers of the Crescent City, Vidal, Savoy and Cimitere. This story is short and a little cheesy, but it gets the job done and finishes off with enough unanswered questions that it serves perfectly as an opener for a chronicle.
All in all, I liked the book very much, and give it 4 out of 5. It doesn't quite reach to the greatest heights, but it's definately a very good city book, and if used correctly it can serve as teh basis for tons of interesting roleplaying.
- I'm not very impressed by this book or it's content. After reading it I did not want to either play or story tell in this city. It contain what most of the city books from White Wolf does: History, Place Description, NPC and a Story. None of them was very good.
The only nice thing I'm going to say is that it did not copy to much of the content in the Vampire: Requiem book, it supplemented it.
- City of the Damned: New Orleans is the quintessential setting for Vampire the Requiem, a setting book for the New World of Darkness game. It is not essential to play either WoD or Vampire, but it does present a fully developed and fleshed out setting for both games.
The opening fiction is entitled "The Coming Storm,". Written as though it were being spoken to a Kindred, it does a great job of establishing the mood for a city populated by vampires, their politics and their struggles.
The introduction gives an overview of the book, as well as explaining to readers discrepancies found between this book, the V:tR demo, and the overview of New Orleans in the V:tR rulebook.
"A Look Back at the Big Easy" is the first chapter of the book, and details the history of the Kindred in New Orleans. From the Choctaw vampire who first preyed on the mortals of the region (and who goes from being an elder vampire preying on the Choctaw to the Elder of the Choctaw Indians with no explanation later in the book) to the modern nights when Prince Vidal rules, there's a lot of detail here. It sets the social scene for the Kindred detailed later in the book, and provides several good adventure hooks for Storytellers to build upon.
The second chapter, "Points of Entry," details modern New Orleans, covering its layout, points of interest, as well as detailing transportation and culture in the city. As in the last chapter, there are a few references to real-world things which readers will need knowledge of New Orleans from outside the book to understand. I really think this chapter is worth of praise for its (admittedly brief) description of the area around New Orleans--a lot of authors seem to forget that there are cities, towns, and other things within driving distance of New Orleans, and it was nice to see them remembered here.
Some of the Kindred culture of New Orleans is covered here as well, with how the Prince handles crime and how the Lancea Sanctum of the area do things differently from their brethren.
The third, fourth, and fifth chapters of the book are devoted to New Orleans' elders, ancillae, and neonates respectively. There's a lot of detail regarding their plots, interactions, and personalities, and aside from few minor quibbles (such as a racist American Kindred who seems to have a lot of respect and no problems following a foreign-born prince) the writing is good. Presented are sample NPC's that can be further detailed by individual storytellers.
Chapter six of the book, entitled "Storytelling," in which tailoring of the setting is presented. Overall this chapter covers how to expand upon the setting and add depth to make individual chronicles more flavor.
The final chapter of the book is a story to run your characters through. As it turns out, the opening fiction of the book was an introduction to the adventure, namely this one, and after reading it to your players/adapting it for a pre-game session this chapter continues the story.
This book offers a lot of nice material that a Storyteller can use in his or her chronicle, but for them to do so they're going to have to do a lot of work on their own. For those expecting to have a setting handed to them without adding to it on their own may be disappointed. This book is a toolkit, dont expect to have a setting handed to you without YOU doing some work. Many of the new World of Darkness books are toolkits, they offer suggestions, ideas, story seeds and inspiration, NOT a monolithic book that TELLS YOU how to play. Overall this book is excellent if you plan on doing YOUR own work and developing the content therein to satisfy your chronicle and your players.
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Posted in Vampire (Sunday, July 6, 2008)
Written by Ray Fawkes and Matthew McFarland and Ian Price and Greg Stolze. By White Wolf Publishing.
The regular list price is $31.99.
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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 (Sunday, July 6, 2008)
Written by Richard Dansky. By White Wolf Publishing.
The regular list price is $25.95.
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5 comments about *OP Guide to the Camarilla (Vampire, the Masquerade).
- I liked Guide to the Sabbat, the core Vampire book covers the Camarilla well enough but it leaves the Sabbat out their. So I've always liked that. Suprisingly though, Guide to the Camarilla was good also. Even though alot about these guys is covered they at first seemed weak when compared to the Sabbat but then you see how these guys get stuff done.
The Guide to the Camarilla is like the polar opposite of Guide to the Sabbat. The opening fictions in both books synch up and you wonder who really wins. The first chapter goes into more detail about the Camarilla traditions and laws. The next chapters cover other important information like the Gangrel leaving the Camarilla. It also details the Caitiff, Gargoyles(which are Vampires) and Lasombra Antitribu. The rules chapter is very long. It details not only Vampire powers but has a long list of merits and flaws, abilities and backgrounds. It is very useful, especially considering it gives quite a few thaumaturgy paths. The book ends with Character templates and a few bits on the Anarchs, Elders and Innocu, but not much on the Innocu. All in all, the book is well worth the price for anyone who wants to run a strong Camarilla game but I'd still recommend Guide to the Sabbat first.
- To any fan of White Wolf products and avid player of Vampire, Guide to the Camerilla is essential for any GM. Saying one can run a Cammerilla campaign without it like saying you can get an understanding of Les Misérables by reading cliffnotes. I hope that thought can highlight the fact that understanding and appreciation are mutually exclusive concepts.
With the final nights close at hand this book highlights the signifigance of the Gangrels departure from the Camerilla and the problems that have arisen since Xaviar of Clan Gangrel left the Inner Council. In fact, in GttC all of the clans are signifigantly fleshed out to improve any chronicle. Other additions include tips on playing Independants with the Camerilla (confusing until now), new paths and rituals for the Tremere, advanced Disciplines for elders and methusulas, and suggestions on how to run a Conclave. Everything from boons to warfare is covered within. The artwork is on par with some of White Wolf's best and might even lend itself to your imagination. I reccomend this book to all GMs running Camarilla campaigns. If you use the ideas within you will make the Final Nights quite memorable for your players.
- It has been my experience over the past several years of buying and reading White Wolf's various World of Darkness books, that the core rulebooks get most of the talent that White Wolf possesses on its staff. They have by far the best artwork, and more importantly, best editing. They are finely balanced and intricate, as well as always thought-provoking. They are written as stand alones, which brings me to the White Wolf supplement books like Guide to the Camarilla. The supplement books from White Wolf are usually not even close to the quality standard of the core books. This is true in the case of Guide to the Camarilla. This book is essentially a catch-all for much of the miscellaneous material from earlier editions of Vampire the Masquerade that failed to make it into the Revised core rulebook. I do not find that the material in this Guide adds much of anything to the Camarilla material in the core book, which is very well presented. In fact, it undoes much of what the Revised rules tried to do to re-make the game as a more streamlined and elegant roleplayer. More is not necessarily better, and that maxim is certainly true of this supplement.
- "Trivial" would be the best way to sum up the Guide to the Camarilla. While White Wolf employs some skillful writers and paints some lavishly detailed portraits of the World of Darkness and its inhabitants, as seems to be the case with a good number of its supplement books, the Guide to the Camarilla does little more than shuffle around things that were already said. Unlike the Guide to the Sabbat (an organization left much more mysterious in the core rulebook), the Guide to the Camarilla takes everything already said about the Camarilla in the main book and repeats it. It seems as though entire sections of pages are devoted to reiterating the exact same point. Were some of the redundancy cut down, this would amount to little more than a handbook. The added clans seem completely inexplicable, as well as equally redundant (ANOTHER Appearance 0 clan? Ohh, and ANOTHER one? Boy, the Nosferatu must be jealous by now). Only the references to the Salubri and the gargoyles are at all new or relevant, and the latter is somewhat ill explained. The only conceivable useful portions cover Camarilla politics, which again have already been gone over fairly effectively in the main book, and the points that the Guide expands upon could already be inferred by anyone with a healthy amount of common sense.
All in all, this guide is like the excess stuffing that manages to make your pillow lumpy and uncomfortably instead of additionally soft. At worst, the whole piece smacks of wallet-gouging.
- Most Vampire players are aligned with the Camarilla. This book helps the storyteller and players understand their world a whole lot better.
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Posted in Vampire (Sunday, July 6, 2008)
Written by Ethan Skemp and Jess Heinig. By White Wolf Publishing.
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5 comments about *OP Clanbook: Malkavian (Revised Ed) (Vampire: The Masquerade Clanbooks).
- 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
- 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.
- 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
- 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.
- 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.
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*OP Clanbook: Nosferatu (Revised Ed) (Vampire: The Masquerade Clanbooks)
Libellus Sanguinis 1: Masters of the State
Ghouls (Vampire: the Requiem)
*OP Kindred of the East (For Vampire, the Masquerade)
*OP Children of the Night (Vampire, the Masquerade)
Clanbook: Malkavian (Vampire: The Masquerade)
City of the Damned: New Orleans (Vampire: the Requiem)
Vampire Carthians (Vampire)
*OP Guide to the Camarilla (Vampire, the Masquerade)
*OP Clanbook: Malkavian (Revised Ed) (Vampire: The Masquerade Clanbooks)
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