Vampire : The Masquerade (Revised Edition)

Vampire : The Masquerade (Revised Edition)
by Justin Achilli, Andrew Bates, Phil Brucato, Richard E. Dansky, Ed Hall, Robert Hatch, Michael B. Lee

Vampire : The Masquerade (Revised Edition)
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Book Summary Information

Author: Andrew Bates, Ed Hall, Justin Achilli, Michael B. Lee, Phil Brucato, Richard E. Dansky, Robert Hatch
Edition: Hardcover
Audio: English (Original Language); English (Unknown); English (Published)
Published: 1998-08-12
ISBN: 1565042492
Number of pages: 312
Publisher: White Wolf Publishing

Book Reviews of Vampire : The Masquerade (Revised Edition)

Book Review: People love or hate it
Summary: 3 Stars

Ok, here's the honest deal. Some people love this game above all others. Others hate it. There are few people in the middle ground. I am certainly in the middle on this one. I will play Vampire if I am invited to a game, but there have been multiple times when I was unsatisfied. Typically, I play Malkies or Setites. That comment right there will probably stop most hard-core Masquerade fans from reading the rest of this review, but these are the clans that interest me.

Ok, on the mechanics. A storyteller, and even players, need to know the White Wolf D10 system pretty well to run any of their Storyteller games properly. This becomes more true with Vampire, because this is one of the few games with huge amounts of social powers to listen in on distant conversations, dominate another person's mind or make them love you, or even drive them mad with a glance. With perhaps the exception of Changling, no other White Wolf game requires so many roles in non-combat situations. I do consider this a weakness to some extent since it really does slow down game sessions considerably while the two parties roll, and inevitably counter-attack, and so forth. Frankly, it does seem like there is a roll for everything in Vampire, which is not really the case for many of White Wolf's other storyteller system games.

On the plus side, this game has an amazing backstory. From the fall of man, and more specifically Cain, to modern nights, the history is great. It ties in things from actual history that make this stuff seem almost believable. The only problem I have with this is, to get most of that history you need to shell out some hard cash to get the supplement material. You can easily find yourself lost or just relying on another player on points of Vampire history and society most of the time. Some more development in the base book on this deep history and culture would be appreciated. That said, as long as the ST of your home game is aware of this information, you should be fine.

A comment on the players of this game is needed. A number of reviews have been blasted because they discussed the players being goths or just in general complained about the players. It is a valid point, however. You can't play Vampire by yourself. That is called day-dreaming. Many of the players are devoted fans with deep knowledge of their clans' histories and can tell you all didn't want to know about them. This is not a real problem, but for a new player it can be very daunting. I was fortunate that my first game only had two such people, and one was the ST. If you are the only new player in the game, however, be afraid.

I should also point out, since most of the negative reviews complain about LARPing, this is NOT the Vampire: the Masquerade LARP manual. Go look for Minds Eye Theatre stuff. This is the table top version. If you are more comfortable sitting around a table with your friends with chips and pizza somewhere, this is the version for you.

This game is part of a larger world created by White Wolf. The meta-plot of the World of Darkness has many other games in it. If Vampire isn't your cup of suspiciously red and thick tea, but you enjoy the world or the system, try looking into the other games. Werewolf: the Apocalypse is great for combat oriented folk in defense of nature. Mage: the Ascension is a deep thinking look at subjective reality. Changling: the Dreaming is a call to return imagination to the world. The list goes on. White Wolf's games are not like D&D or some other RPGs. What game you play gives your character preset goals. There are stereotypes, especially in Vampire, to play with. If you haven't tried one of these games yet, Vampire is a good starting place, but if pseudo-political drama-queen blood-suckers ain't your style, move on down the list until you find something you love.

Summary of Vampire : The Masquerade (Revised Edition)

THE MIDNIGHT DANCE CONTINUES...

They stalk in the shadows, moving gracefully and unseen among their prey. They are the blood-drinking fiends of whispered legends -Kindred, Cainites, the Damned. Above all, they are vampires. Their eternal struggle, waged sicne the nights of Jericho and Babylon, plays itself out among the vampires' grand Masquerade is imperiled, and the night of Gehenna draws ever closer.

UNTIL THE END OF ALL THINGS
This new edition of Vampire: The Masquerade is an updated, revised version of the popular classic. In this mammoth volume can be found all 13 Clans, all major Disciplines, and a host of brand-new infomation on both the Kindred and the...things...that hunt them. This book compiles everything that a Vampire player or Storyteller needs to know about the Kindred and the World of Darkness for the new millenium. Plus, the new edition provides all-new information on the changes that affect the Clans, and on the beginning of the end of the Camarilla. Finally, the first of the Storyteller rulebooks is the best again!

General Books

Book Subjects
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