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VAMPIRE BOOKS

Posted in Vampire (Tuesday, October 7, 2008)

Written by Brian Campbell. By White Wolf Publishing. The regular list price is $18.00. Sells new for $15.95. There are some available for $3.19.
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4 comments about *OP Transylvania By Night (Vampire: The Dark Ages).
  1. It is really fascinating, how american people think about our region... I have to tell, that I have some wrong feelings about reading this book, but it is far better that I excepted. In the In-game terms everithing is all right. I find the story quite well. But there is some great problem with the history... If someone is interested in early Hungarian history, I gladly tell to him/her more about it, but just the core: 1) the so-called dako-roman continuity theory - whichis in the book, too - is laughable. The first sign of the "roman" really: vlach people is about the 13th.century in Transylvania. they were sheperds not serfs, and have quite wide liberties. 2) i know, that the ethnical struggle is because of dramatically purposes, but I waited for a short column, which said about the true problem: that there was no "race" "ethnicum" before the 18th. century. Nationalism in hungary was invented by that time. Before that there was a "Hungaro-mind": every people in the country regardless of nation(this word was not exsist), language, religion were the part of the Crown of Hungary. Rivalies were bethween nobles and peasants, or bethween nobles, or bethween different countries, but NOT in bethween "races". this is the inventment of the modern area, and sorrowly it affects most of the people of this region -today... But despite of this the book is really great!

    Ps.: If you want to make an other book, which contains hungarian names, please try to find somebody, who can write them right down.:)) Ps2.: Sorry for my wrong English - I know it far to be acceptable in high societies.



  2. Transylvania by Night is a remarkably informative source material for White Wolf's Vampire: the Dark Ages. It indulges the reader in the lifestyle, religion, daily life, and many other factors within Eastern Europe in the Dark Ages. This is a must have for storytellers who wish to set their chronicle in Eastern Europe.


  3. This is an great source book for anything in the dark ages. It has anything that you will need for any Dark age chronicle you would be running. Has all the important charcters from the Dark ages in it including the stand point of two of the most powerful clans in it.


  4. This book provides a ton of material about what the various vampire clans of White Wolf's Vampire: The Masquerade RPG were up to in Eastern Europe at just around 1200 AD. Geographically, the countries and regions that we know as Hungary, Romania, Bulgaria, Transylvania, and Bohemia are covered, and some small amount of their histories (retrofitted to factor in how they were influenced by vampiric machinations) is included. Details about certain major cities such as Prague and Budapest are also presented, along with assorted minor adventure seeds.

    There is a ton of profiles on major vampires of the time. Practically every clan is represented (except the Giovanni, since the Cappadocians are still extant at this time, and I don't believe anyone from Toreador or Followers of Set made it in, either). The most famous figure is Lucita of the Lasombra. Vlap Tepes/Dracula does NOT make an appearance, since this is set before his time. Most of the vampires are of the sixth through eighth generations, but there are a handful from the fourth and fifth.

    The major focus is on the newly-formed Tremere and especially on the loathsome Tzimisce, including their cultivation of revenant families.

    The best feature, to my way of thinking, is that each profile ends with a Destiny section, a "Where are they now?" blurb to tell readers what became of these creatures. A few make it to the 20th Century and beyond. A lot do not, especially the Cappadocians, and some just disappear into legend. I would've liked to have something similar in the "London By Night" book for the Victorian Age setting.

    An enjoyable book with a lot of value and fairly good art. It probably would've benefited from more plot hooks, city information, and non-vampire NPCs (the golem-controlling rabbi is one of the few to be described). Worth it, though, for the vampire profiles alone, which are quite detailed.


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Posted in Vampire (Tuesday, October 7, 2008)

Written by C. Suleiman and Sarah Roark and Janet Trautvetter. By White Wolf Publishing. The regular list price is $16.95. Sells new for $17.99. There are some available for $35.39.
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2 comments about Caine's Chosen: The Black Hand.
  1. Well I have to say this book definitely puts the Black Hand into a new light; the sect (or subsect) is just as mysterious as the Inconnu to many and this book really fixes the mistakes 2nd edition made. It clarifies all of the True Hand/Severed Hand etc.. stuff that 2nd Edition tried to confuse us with; alot of good information is given but it's only essential if you play a Black Hand in Tabletop or on a MU* (Mush/MUX etc..).

    If you enjoy reading or collecting the various books or even playing the Pcs I'd say buy this book



  2. As I approached ending my story of six summers I wanted to get the Black Hand and others involved, give the players, all fairly powerful by now, some intense challenges. However while this book gave information on the types of Kindred who run in this secret groups it didn't really give me much guidance in creating NPCs. No big list of sample characters or detailed instructions on how to create them. I was disappointed -- I could have made those NPCs without the book frankly.


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Posted in Vampire (Tuesday, October 7, 2008)

Written by Sven Skoog and Lucien Soulban. By White Wolf Publishing. The regular list price is $12.00. Sells new for $27.99. There are some available for $23.28.
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5 comments about Clanbook: Baali.
  1. The Baali book is great for storytellers. It gives great (and sick) details on thier background. Yes, the book is quite graphic,but they're EVIL! Evil people aren't nice. There is more info on the Baali in the Dark Ages Companion. It talks about Shaitan and his decent into madness. And for players,in the Baali book it says multiple time and I quote "Baali are for storyteller use only". And to the people who are offended by this book, grow up! If you don't want to know what evil vampires do or where they come from, don't buy the book. Simple. The book is great. Hooray for White Wolf. Keep it going guys!


  2. i know that a lot of people who read this book was offended by it. it certainly isn't for everyone. the baali doesnt have to exist in each and every soryteller's game setting but, if it does, then this book is a great help. it gives in-depth information about the baali in an intelligent, three dimensional manner. not an "evil for the sake of evil" but gives real reasons why the baali do what they do and what they are. my only problem is that the book does not give enough daimoinon powers but it is rich in historical content and the philosophies of the baali. for me, i don't regret purchasing this book.


  3. This is one of the most twisted clans of all of Vampire. But they do make of rinteresting story plots and twists. They are not your normally pure evil clan. This book is not for those who have weak hearts or weak stomachs. but if you have either condition why are you playing this game. I would never be a baali but they make excellent foes.


  4. I play a Baali and YES I have read the whole book through. I don't play it to be an EVIL DISGUSTING SATANISTIC murderer. I didn't even take an evil path.. I'm still on the road to Humanity.... barly. I played my character as a human for 2 years. and when WW put out the revised edition I told my ST that I wanted to be a Baali. The WHOLE! reason behind it is just to see what it would be like. Just immagine.. your soul is already corrupted from the embrace and as if vampires didn't have enough problems keeping humanity. Just imagine when your sire wants you to come join in the ritualistic fun. could you keep your sanity or do you think your character would succumb to the beast quickly? So far I'm hanging in there.

    BTW the book is one of my personal fav's. The story IS in depth anybody who dosn't think so hasn't read through much V:tM storyline. SUPPOSEDLY the Salubri were part of the Baali at one point and Saulot betraied Baal and got him cast out by Cain. Can you imagine the pain of being cast out by a cast out??? tough..



  5. I bought this clanbook in the hope that it would have basic info on the Baali. What I got was advanced disciplines and very interesting history of the Baali (which made this a Five-Star book.) What I didn't know, and this is from my ignorance of how the Clanbooks were organized in the Old World of Darkness, is that the "clanbooks" are oriented towards advanced players or those who want to play as/have NPC Elders in their chronicles. I didn't know this, and so I was expecting a full discussion of the Baali and their Discipline. Even though I was blown away by the history and by what Elder Baali can do, I was very disappointed that the majority of the book was so focused on the Elders of Clan Baali.

    To summarize:

    Baali History- 5 Stars
    Baali Discipline listings- 3 Stars (Nothing below level 5 on Daimoinon?!?!? Come on!)
    Over all- 4 Stars


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Posted in Vampire (Tuesday, October 7, 2008)

Written by Justin Achilli and Phil Brucato and Jackie Cassada and Mark Cenczyk. By White Wolf Publishing. The regular list price is $25.00. Sells new for $19.99. There are some available for $4.49.
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5 comments about *OP Kindred of the East (For Vampire, the Masquerade).
  1. 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.


  2. 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.



  3. 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.


  4. 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.


  5. The Cathayans are quite unique since they aren't like Cainites. All the secrets that you wish you knew about the Eastern vampires that could quite possibly occupy areas like Chinatown or even back at the mainland of Asia are now yours to share once you have this book. The system regarding Cathayans is quite unique, it's impossible to not recommend this book. If you're throwing Cathayans into your campaign for other Kindred to tango with, YOU MUST GET THIS BOOK!


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Posted in Vampire (Tuesday, October 7, 2008)

Written by Justin Achilli. By White Wolf Publishing. The regular list price is $12.00. Sells new for $62.66. There are some available for $5.00.
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5 comments about Clanbook Cappadocian (Vampire - the Dark Ages).
  1. The writing and the stories of this book is great. But after reading everything it leaves you to wonder and want to know more of what happened to the Caps-. It needs to be more elaborate. Its a ok book to start a Cappadocian character.


  2. Good for background info, like all the clanbooks. Don't feel like writing a huge review, the Cappadocians aren't exactly on the top of my list of favorite things to play.


  3. The Capps. have been long forgotten because of the Giovionni. This clan book gives a great insite into this lost clan. Their powers aren't described very well but thats because no one knows any of them to find out what thier powers are. This book was written as more of a information tool for the capps rather than as a source for their powers. If you want to find out about the downfall of the capps get the transylvania chronicles and go through that and you will find out what happened.


  4. I don't know if there is a revised book out yet, but I do know that the Cappadocians are back and mad. They are the Harbingers of Skulls, in the revised vamp paradigm. They always rocked and now they are even cooler. But I don't know if they have their old Necromancy powers or not. They use to be able to remove a vampire from torpor, an awsome feat for any vamp.

    I think I'll wait for the revised but I wouldn't mind having this one either for historical information on them.



  5. As per usual, White Wolf keeps us intrigued with it's World of Darkness (even if they have discontinued this particular line). I especially enjoyed the mention of the Giovanni Bloodline, and what happened to the Cappadocians in the modern nights.


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Posted in Vampire (Tuesday, October 7, 2008)

Written by White Wolf Games Studio. By White Wolf Publishing. The regular list price is $39.99. Sells new for $23.95. There are some available for $25.20.
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1 comments about Vampire: Prince of the City: A Modern Gothic Board Game (Vampire the Requiem).
  1. I love Vampire and played in the OWoD all through the 90's via tabletop and LARP (I preferred tabletop.) I also picked up the Jyhad TCCG when it first came into the market and loved it instantly, but there was a lack of interest here locally so Jyhad and myself have since parted ways. I feel Prince of the City mixes in elements of the TCCG and tabletop strategy games well, with certain aspects (theme and 10d system) of the tabletop game. The result is remarkably fun and can easily kill a boring evening and resurrect itself as one of intrigue and good old fashioned political backstabbing.

    If your familiar with the politics than you are familiar with the Primogen and function, if your not than just do what you can to read some online to help yourself along. Anyway, you are a clan Primogen and the Prince has recently died mysteriously and being the ambitious vamp that you are decide this is for the best as you would make a better prince than that joker ever was, but you aren't the only one thinking this way. Your fellow players are other Primogen members grabbing at the throne and you will all help and hinder each other in an effort to gain prestige and ensure you are the new prince before the Danse Macabre draws to much attention and threatens the Masquerade.

    Strategy is an important element of this game and you will have to make decisions when to play certain cards and when to help someone else out. Believe it or not you will want to help other players often. Your reason could be to ask for compensation (retainer or equipment) or to avoid a worse result (you'd rather the player they are opposing not control the airport as they have too much influence in that domain already.) You must balance out support for others with bettering yourself with asking/accepting for help.

    The clan Primogen are pretty well balanced sporting a particular strength in most cases (Gangrel tend to win unassisted physical challenges and Daeva tend to win unassisted social challenges.) The artwork and miniatures look good and work well with the dark thematic feel. 10 sided dice are included as well as token for vitae and prestige. Games can be set shorter or longer as the players deem fit. Game rules are laid out on character template cards as remainders, so it's relatively user friendly, but expect a mild learning curve on mechanics.

    Pros -Fun game that is well balanced and never the same game twice. It encourages player social interaction and rewards innovative thinking. The look and feel of the game are good and the mechanics are more developed than standard tabletop. High replay value. Moderate learning curve, that is rewarded with open play options. Easy to set up and take down. You can work in new players as easily as veteran players.

    Cons -Some will not like the strategy aspect of the game and favor the storytelling aspect of tabletop and that is to be expected. There isn't much of a storyline at all and very little room to incorporate one if you wished to. The game works best with 3-5 players, so it's not as ideal for 1-2 players. It's something great to bring to your friends for game night if you don't want to go with a typical chronicle. There is also not much room to extend beyond 5 players as I think it would shake up the balance of the clans.

    Overall -This is a pretty good system. I think the value of the game is pretty fair as well. You don't have miniatures and tokens all over with systems like Descent: Journeys in the Dark, but you also don't have a $70+ price tag. I think if you understand roughly what you are getting with this system you'll be satisfied especially if you are a fan of the material to begin with.


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Posted in Vampire (Tuesday, October 7, 2008)

Written by Gherbod Fleming. By White Wolf Publishing. The regular list price is $6.99. Sells new for $59.00. There are some available for $24.95.
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5 comments about Dark Ages Nosferatu, DA Clan Novel #1.
  1. The historical setting of Nosferatu is a good place to begin this series. The sack of Constantinople marks a turning point in history and marks the end of an era, for both Cainite society and human civilizations. Refugees flee the burning city, while a new power supplants the old. Thus is introduced Malachite, leader of one of the scion families formerly of the Triumvirate, which has fallen with the loss of Michael and the disappearance of the Dracon.
    Malachite attempts to salvage what is left of The Dream and believes the key to this lies in finding the Dracon. We are introduced to some important characters who will be central in novels following Nosferatu in the series. The telling of Malachite's embrace and the independent scenes involving examples of savagery and heroism are well written and create vivid pictures with words. If you removed the vampire element, this book would still be an engaging book to read ~ the fact that the characters are vampires give them additional depth and afford the author creative latitude in weaving a wonderful tale that is worth the telling.
    Get this book and begin a journey that will leave you wanting to learn more about many of the things introduced on each page. You won't be disappointed.


  2. I loved Fleming's Nosferatu from the clan novel series, but I'm unimpressed with this kick off to the Dark Ages series. The story slugs about for the first 150 pages where we witness Malachite getting bitch slapped about for the entirity of it's pages. Malachite seems to reflect none of the resourcefulness that his character and clan seem to define. Malachite's conflicts are prodominantly internal and while fine in the core of a series it is an odd way to kick off a series. This book seems more like the written collection of a few amateur players' game sections. I could heardly hear Malachite's religious conviction for the constant wailing of the appetite of the beast. This I'm sure is the author's intent, but it just made the story seem to revolve around the character's indulgence (a trait better suited for Toreador.) I wished they had focused on the humility and steadfastness of the clan. The female mortal doctor was an odd addition to the cast of characters. I wonder why she was even added. Malachite's comatose child takes up too much text. I'm disappointed. I think Fleming does good work though and I expect his future work to make up for this little stumble.


  3. The basis for this series is the idea that Constantinople was a city largely owned and run by vampires. Vampires far more focused on creating a 'civilization' than the modern clans are, i.e., the have a dream of their own. Religion plays an unexpectedly large part. It drives the decisions of Malachite, who was a bishop while alive, and an intensely worshipful Nosferatu in his undeath. The worship has been displaced, however onto Michael on of the rulers of the city, who is a true elder.

    But the city of the dream has come to naught. In 1204 the invasions of the crusades come to the walls of Constantinople, and Christian knights, Turks, and even pagan barbarians overrun the city. Malachite, entering the city to find Michael and try to save the dream must face the horror of invading kine and kindred come to kill and plunder. Malachite's quest for understanding is the sum of the story, as Fleming uses him to introduce the themes that will haunt this series.

    As a character, Malachite has some shortcoming. He is a 300 year old vampire in the service of one of the rulers of the city, and all he seems to be able to think of is finding someone who will set things right. That and worry on perpetually about the state of his scions. I would have preferred some stronger at the center of the story rather than someone who is always looking under a rock (or a tomb) for what to do. He also shares a common trait of Camarilla vampires - a tendency to mourn his state as a fallen creature.

    No doubt Fleming will make something more of Malachite before the series ends. The purpose of this book is to outline the focus of the series, and set a scene where mysticism, insanity, and betrayal are the great themes. And while the book starts very slowly, it eventually accomplishes exactly that as it picks up speed. The world is divided into those who will want to read this series no matter what (like me), and those who, if they read this, will go no further. Being a vampire never seems to be any fun anymore.


  4. This is the first of the Dark Ages Clan Novels, which is a series of books written specially to shed some light (and darkness) on the nightly life of some noteworthy Canites (or Vampires) of White-Wolf's Dark-Ages: Vampire Role-Playing Setting. Although the books are mostly intended for the Role-Playing audience, The writers are of extraordinary talent and the writing lets the stories be graspable by more "mundane" readers.

    This, the first of the novels, tells the story of the Nosferatu named Malachite, which is a leader of some influence within his clans members in the city of Constantinople.
    His Character is well presented and I'll leave the plot-line for your own entertainment...


  5. This is the first of the dark ages saga and the first actual clan novel ive ever managed to get through. I tried, many years ago to read the modern age clan novels without much luck. Having recently gotten back into the obession that is the World of Darkness ive started to, upon reading this novel, buy any and all dark ages vampire i can get my greedy mits on.

    I find this particular novel a great start to the series starting with the fall of constantiople and its Nosferatu elder Malachite and his Leper knights. Its all ways best to start a vampire novel series with blood slaughter and burning of a pretty city. What i find fascinating about it is, from a roleplayers point of veiw, actually getting into the mind of a member of the clan and the different ways of using certain disciplines. Like using Auspex to read if someone is lying to you. Little things like that made me turn the page. One downfall of this clan novel is that i felt the writer wanted to explore characters of other clans but obviously couldnt cuz these would be touched on at a later date so it often left me feeling that the other characters from the other clans where just 2 dimential and not really important. I guess i must just be paitent! Will look forward to the rest.


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Posted in Vampire (Tuesday, October 7, 2008)

Written by Jess Heinig and Ree Soesbee. By White Wolf Publishing. The regular list price is $14.95. Sells new for $29.00. There are some available for $24.94.
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4 comments about Clanbook: Tremere (Vampire: The Masquerade).
  1. An interesting book with great insight into the Tremere Clan. A must have for all who play Tremere


  2. This books recounts Tremere history yet again. However, unlike the original CLANBOOK TREMERE- a classic source book, revealing the secrets of a mysterious clan- here a young Tremere narrates. Since most player characters tend to be young Tremere getting a sense of just how much such a character would know is very helpful. There are sidebars from a more ancient Tremere, hinting at how the narrator has been influenced by propaganda. (This assumes some background knowledge. You can find that in both the original CLANBOOK: TREMERE and TRANSYLVANIA BY NIGHT. The Tremere legend develops further in NIGHTS OF PROPHECY and TRANSYLVANIA CHRONICLES IV: DRAGON ASCENDANT.)

    While Clan Tremere is still highly organized and authoritarian, the description of Tremere society here allows more freedom. It's now possible to play an anarch Tremere with no clan contact and easier to imagine what interests more traditional Tremere would have beyond clan business. Basically, there's less internal politics and more to make Tremere playable in a mixed coterie. However, there's still detailed description of Tremere organizational structure. There's also a bit about the destruction of the Tremere antitribu and (now that they're gone) details on how the curse marking the antitribu worked. (Gee, thanks.)

    There are many good features- Tremere derangements, merits and flaws, a generous Thaumaturgy section with new rituals (some repeated from the original, some important to Tremere operations) and paths (one revived from DARK AGES), as well as explanations of how Tremere use clan disciplines, an all Tremere coterie, notable Tremere and character templates including spooky occultists and anarchs. MET statistics are often given. The only failings are small organizational problems (we hear about the "Transubstantiation of Seven" long before there's any explanation of what it is) and the need for familiarity with other material to appreciate the full picture.



  3. I have two "Clanbook: Tremere" books -- one is the 1994/98 edition and one is this 2000 edition. While the feeling of the book is different as one reviewer states because it is told from a different viewpoint, the facts, the information, and the descriptions are pretty much the same. In terms of new paths and new rituals, I found "Blood Magic" and "Guide to the Camarilla" more informative. I think the new view of this book follows very neatly into the overall changes in the tone of the game books. Something very useful are the examples of character design and info on how to fit a "Mind's Eye Theater" player into a table-top game or the reverse. Frankly, our game is a bit of both -- I have had some really really great players/actors so it gives me reason to continue collecting and reading the books for this game. I just feel a bit like this one wasted some of my money because so much is a repeat.


  4. First, I liked the fact that the history of the Tremere was laid out nicely. However, this book fails to mention the struggle between Tremere and Salout for the control of Tremere's body. It also fails to mention WHY the Tremere Antitribu were destroyed. I may be wrong, but I think that is part of the history of Clan Tremere.

    Still, I liked to see how well organized Clan Tremere is. It's obvious why their enemies fear them, as the most powerful and cunning Tremere are the ones in charge. Also, I thought that the various rituals presented in this book were interesting, especially the one that helped other vampires to learn Thaumaturgy. However, I bought this assuming that I would get a better understanding of the discipline of Thaumaturgy, which I did to a point, but not as much as I would have liked. For instance, what seperates Tremere blood magic from, say, Assamite or Setite Sorcery? Also, I would have liked a clarification of how exactly you advance your Thaumaturgy rating as opposed to the various paths that you have. Vampire: The Masquerade rulebook attempted to explain it, but I still avoid creating Tremere characters simply because I'm not sure how to advance in their most important discipline.

    Also, on the outside binding of the book, there is always the "clan symbol" that goes along with the given clan. I was surprised to see, for this book, a rose! If you're familiar with Vampire: The Masquerade at all, you'll realize that the rose is the symbol for Clan Toreador, not Clan Tremere! Obviously, this isn't a big thing, but I still thought I'd bring it up. To me, it just takes away from the overall presentation of the book; since basically I buy some of the books just to say I have them. I like having the various clanbooks all next to each other, but then when you see one that has a flaw like that (especially on the outside!) it takes away from the, again, presentation.

    Overall though, it explains a lot about Clan Tremere and it's inner workings, which is probably what most people expect from this book. So therefore, if you're looking for that, you will be pleased. If you want a sprawling history of this clan, however, you should look elsewhere.



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Posted in Vampire (Tuesday, October 7, 2008)

Written by Keith Herber. By White Wolf Publishing. The regular list price is $12.00. Sells new for $57.77. There are some available for $1.70.
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5 comments about Clanbook: Tremere.
  1. It was a great book with all kinds of good knowledge for Tremere players, and storytellers. It was the best of all the clan books, I just wished it talked more about the servants of the clan.


  2. Now, dont get me wrong, I am a serious Tremmy Fan, and I was truly impressed with what it said about Clan history, facts, rumours, and the inter power games. The Tremere Code was pretty interesting too, and even the section in the back describing the councilors worked quite well . What I was truly dissappointed in however, is that The new Rituals, Paths, and variant clan concepts were lacking. Badly. In that sense, the book didn't tell me anything I didn't already know. However, as I said, it for the most part is extremely useful.


  3. This clanbook rocked! A must read for any serious fan of this wonderful clan of messed up magi. (Saulot had it coming, if you ask me.)


  4. I thought it was well writen book it had a lot of good info for playing what is in my humble opinion the best clan of the Kindred. It could have included more about the history of the Tremere {EG:Why Tremere chose Saulot to commit Amaranth upon}, But other then that it was a great Book and for any Serious Vampire The Masquerade player it is a must.


  5. Unfortunately, this clanbook, even at the time it was published, lacked detail and was not possessed of the highest production values - as Dragon magazine once put it, White Wolf took a long time passing Apprentice rank in the Sphere of Proofreading. However, it's not entirely without interest - still, if you're looking at this in 2003, you needn't even get it a second look, your dollars should go to Blood Magic (supreme!), House of Tremere (respectable), the new clanbook (not half bad), or Blood Sacrifice (unknown to me, but not really about Tremere).


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Posted in Vampire (Tuesday, October 7, 2008)

Written by James Kiley and Ellen Kiley. By White Wolf Publishing. The regular list price is $14.95. Sells new for $29.95. There are some available for $19.44.
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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...


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*OP Transylvania By Night (Vampire: The Dark Ages)
Caine's Chosen: The Black Hand
Clanbook: Baali
*OP Kindred of the East (For Vampire, the Masquerade)
Clanbook Cappadocian (Vampire - the Dark Ages)
Vampire: Prince of the City: A Modern Gothic Board Game (Vampire the Requiem)
Dark Ages Nosferatu, DA Clan Novel #1
Clanbook: Tremere (Vampire: The Masquerade)
Clanbook: Tremere
*OP Clanbook: Gangrel (Revised Ed) (Vampire: The Masquerade Clanbooks)

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Last updated: Tue Oct 7 18:00:29 EDT 2008