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 since the nights of Jericho and Babylon, plays itself out among the skyscrapers and nightclubs of the modern world. But the vampires' grand Masquerade is imperilled, and the night of Gehenna draws ever closer.
Until the End of All Things
The 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 information on both the Kindred and the. . . things. . . that hunt them. This book compiles everything that a Vampire player and Storyteller needs to know about the Kindred and the World of Darkness� for the new millennium. Plus, the new edition provides all-new information on the changes that afflict the clans, and on the beginning of the end of the Camarilla. Finally, the first of the Storyteller rulebooks is the best again.
Such a beautiful tome that even if you are not into the RP aspect (which I am not and ironically, who it was wrote for), the drawings are so amazing, the presentation so slick and the explanations of modern vamps so gritty and realistic that it DEMANDS purchase!
And I am only half way through!
Just no more 'roll the dice!' please!
Just kidding!
This is an incredible and fascinating book. So much so, it makes you WANT to delve deep into this world and game structure.
The World of Darkness system is, for my money, the quintessential 'Role-Playing Game.' I still enjoy D&D far more, but when a group of adult, experienced role-players want to delve into the dark side of telling a story, there is no better system available.
However, this is not a dice-roller type of game. The rules, abilities and scope are ENTIRELY decided by the GM - there are incredibly few hard and fast sets of rules. It is the main complaint I have received from my players over the years, but I do believe that with a correctly-constructed campaign, there is a huge benefit to having very little for the 'rules lawyers' to bog the session down with.
But don't expect to flip to page whatever for a ruling on whether or not four ranks in an ability would allow, or disallow a certain application of said ability. It is up to the GM, and in the hands of a good one it allows for a far greater immersion into the story. At its core, that really is what this system was designed for: telling stories. If that's your thing, then this should be some fun.
Oh dark goddess, how did I miss all this in the 90s? After watching the I had to read this book. Part graphic novel, part underworld novella, it captures the imagination.
A must read for all Vampires Aficionados. Come and take a sip.
I can't say much about VtM: It's my favorite RPG book, for starters, and I have used it and read it whole and in pieces for almost eight years now. Vampire has developed a personality of it's own in my eyes and it has helped me shape many of my aesthetical preferences, for example. I wouldn't recommend it lightly, though. Vampire is a game for adults and requires maturity and time to digest and work until you learn to see it in the Punk-Gothic setting it was meant to be played with.
If you have a perchant for horror stories and gloomy settings, jump in and play one of The Damned. You may just find, while roleplaying, that a few of those inner devils you character drags around are not entirelly made up. Or not entirelly his.
Vampire: the Masquerade is one of the early RPGs that defined my later preferences. It was the second RPG that I really started buying a lot of after D&D, the first being the D6 Star Wars RPG, and the one that I bought most into. It's probably not the reason why I spent years dressing all in black and have seen Rasputina, Paralysed Age, Thou Shalt Not, VNV Nation, KMFDM, and Seraphim Shock in concert, but it's certainly a contributing factor.
As with all of classic World of Darkness's game lines, the setting is the main draw. The PCs are set up as new vampires, new members in a power structure that has existed for centuries. It's a lot like a Wall Street banking corporation, but where all the employees are immortal, no one ever gets fired, and the only way to get promoted is to assassinate your superiors. The gentle exhortations to start with a Camarilla game are pretty sensible, because it sets up the basic you can't tell me what to do, dad! conflict and sticks more toward the vampire Clans that have more mythic resonance. It's easy for a new player to understand that the Brujah are the and the Toreader are Lestat, but probably a bit less common to recognize that the Tzimisce are the wamphyri from Necroscope and the Followers of Set are the Stygian priesthood from Conan except as vampires. Even in those cases, the Clans all have strong hooks that provide an immediate entry point for new players.
Though some of those hooks are pretty cringe-inducing here. Mafia necromancers, thieving gypsies, and Muslim assassins as Clans are a bit more limiting than vampires as secret manipulators (Ventrue) or vampires as animalistic predators (Gangrel), not to mention being pretty racist. The Clan breakdown gives the European Clans a more general presentation while the Clans traditionally from outside Europe like the Ravnos or the Assamites are locked into ethnic stereotypes. And the history section later on reinforces this--it mentions Caine of Biblical fame, the first vampire, and the cities he founded, and once history can move to Europe it does so and never really leaves it. What about steppe vampires in central Asia, or any vampires at all in Africa? Vampires in the Americas pre-colonization? Who knows. All of this gets corrected to a greater or lesser extent later on in the line--there's a later corebook for African vampires--but none of that later effect is in effect here.
The Jyhad, the conspiracies waged by vampires manipulating their progeny and their progeny's progeny and so on, and the manipulation of vampires throughout the ages provides a really evocative aesthetic, though. The blood gods slumber beneath the earth, and someday, they will wake and bring about an apocalypse called Gehenna. Very 90s millenialism, and actually kind of refreshing now that we're all in 21st century "everything was, is, and will always be terrible" steady-state ennui.
The major problem is that the book constantly hammers themes that have no mechnical support at all. Vampires are predators, creatures of the night who require the blood of the living to survive. As predators, the ideal number of vampires in any given geographical region is one, but as former communal hominids, they seek out others who can understand them. The game should be focused on power struggles among vampires, jockeying for status, skullduggery, trading favors, and hunting. Instead, the resolution systems for most of those come down to "roll some dice and make it up." Hunting receives slightly more detail, and there's examples of when to use the various Attribute + Ability combos (which puts it one up on Mage: the Ascension 2e) and appropriate difficulties and number of successes required, but no social system at all. Nothing for favors, nothing for convincing another character of anything, nothing for what a character cares about and how to exploit it, nothing.
Of course, there's pages of combat maneuvers. No wonder that superheroes with fangs was such a common game type. Vampire asks its players to focus on damnation, the gradual loss of humanity, and being a pawn of supernatural forces until you either knuckle under or claw your way up to a high enough point that you can manipulate others yourself, but all of that is external to the game. I can't fault it for failing to provide a strong authorial voice on the themes and purpose of the game like so many 90s games do, because it's actually very good about that, but I can fault it for failing to back that up in any meaningful way other than the Humanity mechanics. Those are actually pretty good, and when combined with frenzy, social penalties interacting with mortals, and virtue rolls, can portray the descent into callous monstrosity pretty well. It's not White Wolf's fault that a lot of people ignored them.
Their success shows that I'm in the minority, though. I know a lot of Vampire: the Masquerade players who love the setting and don't care about the system, to the point where they treat even engaging with it as distasteful and seek to minimize it. And honestly, that's a valid method of play. Even knowing the problems now, re-reading the book for the first time in years made game ideas leap into my head, and I'd definitely run a game of it if I didn't already have too many other ideas.
Okay, I read this cover to cover when I was a young adult. Feels strange to return to it now. The illustrations are... Quaint. But it's also clear how much this game influenced my writing.
A political roleplaying game of Gothic horror 5 September 2013
This was one really, really, good setting. However it is a shame that it brought a lot of Goths out of the woodwork which ended up polluting the roleplaying community. Sometimes I wonder if Mark Rein-Hagen was a Goth himself, because this setting is very dark and gloomy that has strong political overtones. Hagen had pretty much set the roleplaying world in a new direction with this creation, and in turn, had opened the roleplaying community up to a lot of newcomers.
I used to play LARP a while back, which is live-action roleplaying. Vampire is actually a really good setting for a LARP as it does not involve adventure like normal roleplaying games but political machinations. People don't go on adventures, but rather they work to move themselves up the social ladder by whatever means necessary. The only problem with LARPs is that there tend to be a lot of posers involved, and as it is with many roleplaying games, people used it to flee the real world and create an imaginary world around them that nobody is allowed to pierce. It was good for social interaction, but there was just too much backstabbing and resentment to make it an enjoyable experience (at least in my experience).
The setting involve vampires, and in a way they are traditional vampires, but in another way they are not. The first vampire was Caine (that was his curse) and the entire race was created from him. A vampire's power is determined by their generation, that is second generation vampires were turned by Caine, and the third generation were turned by Caine's children. These vampires are known as the antediluvians, so called because they lived before Noah's flood. The third generation vampires all became the fathers of the clans that many of the lesser vampires are gathered into.
There are two main factions, the Sabbat and the Camarilla (though I suspect that later editions pretty much destroyed the Camarilla). The Camarilla, while being vampires, try to keep themselves hidden and try to retain as much of their humanity as possible. The Sabbat are the opposite: they believe that they are more powerful than humans, and as such should be humanity's masters. Much of the setting involves the war between these two factions, though there are other powers and entities out there that are just as bad. As it turns out, vampires are the weakest of all of the supernatural monsters in the World of Darkness.
This is one really good game in one really good setting. However the catch is that it can be difficult running it like a normal tabletop roleplaying game. It is more about politics than it is about adventure. Further, it has set such a high standard with regards to vampires that pretty much anything to do with vampires that I have seen since (and in many cases beforehand) just simply does not compare.
Used to have an awesome time with this RPG while i lived in Scotland. The LARP once a month was an excellent way to unwind and play-act and is something that wouldn't have been have as fun if it wasn't for the well devised universe within which the Masquerade is set. I liked the dot system and creating characters and deciding what kind of vampire to pretend to be. Was actually very helpful for my writing in developing characters with more depth.
Для меня было новостью, что Vampire: The Masquerade � Bloodlines имеет истоки в области настольных игр. В те древние времена, когда я с упоением проходила игру, первоисточник меня интересовал постольку поскольку, а вот найти патч с «правильным» переводом было задачей первостепенной важности. Подробностей помню мало, но зато музыка и атмосфера запечатаны в памяти навсегда. Dark ambient и нео-готика с привкусом кровавого безумия. И настолько волшебный OST, что я ради одной темы постоянно возвращалась в одну и ту же локацию (см. current music �)
Мне довелось сыграть всего за 2 клана. Первым выбором стал Тремер � потому что магия и костюмчик. После первой пробежки и перерыва решено было играть за клан Малкавиан, потому что по ощущениям, эти ребята знают гораздо больше других и послушать их всегда интересно (особенно если вкачать все очки в соблазнение). После этого играть за кого-то еще кажется уже не столь увлекательным :Р Собственно, кроме ностальгии у меня осталось много вопросов касательно мироустройства во вселенной, других кланов и предыстории (до сих пор помню про heavily implied личность таксиста :о).
И вот, спустя столько лет, волей случая я добралась до книги, в которой содержатся ответы на некоторые заданные вопросы. Но это не простой справочник, а целый гайд для организации настольной ролевой игры (мне до нее как до луны, увлечение это меня обошло стороной). Тем не менее, иерархия, кланы, способности и сопутствующая информация расписаны максимально подробно и интересно, так что я даже зажглась пройти на досуге VtMB еще раз :^ Книга позволяет оценить, насколько обширной является эта вселенная, сколько в ней вариаций и что в этой истории вечной борьбы с кровавой жаждой, хождения по краю пропасти и выживания в подковерных политических играх найти себя может каждый. Кто пожелает.
Иллюстрации отличные (особенно страница клана Малкавиан *swoon*). А книгу могу посоветовать только тем, что хоть каким-то образом знаком с миром World of Darkness и/или интересующимся практическим пособием по настольной игре с отличным темным сеттингом.
I've always been a huge fan of the WoD role playing games, and even more so when you consider that they're all modular and you can mix and match elements from each system and make a storytelling experience something really grand. Vampire pretty much started my love of the series of games, and I've had the pleasure to start a group once again. The constraints and the wonderful power struggles, not to mention the possibility that a character can become very beast, makes the system very awesome. (Note: This is the older system, not the recent re-creation of the same.) The amount of sourcebooks to enrich the storytelling makes this system preferable, in my opinion.
Don't worry, you can deeply feel this book without any attempt to play this game. One reason "Vampire: The Masquerade" is so great, intriguing and interesting it's for the literature their books have. Other reasons are the Vampire Politics and "The Masquerade", which is a set of laws created by themselves to protect their kind and survive in the "World Of Darkness", a world not so different than ours. Once you're in there, the next step is learning about the Vampire Clans (another big reason, the Clans), you will find one or maybe more clans that were made for you.
This is a fairly interesting game,I haven't personally played nor will I ever, but the book itself makes things sound very interesting. There are story lines that are worth reading, and the illustrations are pretty cool.
Es el libro de juego de rol del mundo de tinieblas para Vampiro. La historia del mundo vampírico, los clanes, etc. Es muy llamativa, incluso aunque no juegues el "juego de rol" se disfruta el mundo que se crea y dan ganas de leer los otros libros asociados. Recomiendo un juego de computador antiguo también Vampire: The Masquerade - Redemption.
Even though I dont play it any more, and have little or no interest in it's younger couisin, Vampire: the Requiem, Vampire: the Masquerade will always have a special place in my heart. It was the first of it's kind in my life, a game that encouraged me to think about a character's story, his ascent or descent.
I've had a lot of fun with this game, for all its flaws. If you are into games of existential horror and telling the story of a slow descent into madness and inhumanity, this is the game for you.
As a book, Vampire is plagued by some over-writing, some over-wrought art, and some of the worst indexing I have ever seen, but fans of White Wolf's games should be already - or swiftly become - inured to such small failings. Plus, a lot of the over-writing and melodramatic art really is in style for the genre the game is attempting to reproduce.
This book opened my eyes to the effectiveness of rule systems; in retrospect, RPGs were just beginning to figure out satisfying rolling in the '90s. Second Edition Ad&D still had THACO, and I've always disliked the 20-sided dice, so linking attributes and skills to the direct ability to role was a cool innovation. That said, the rolling mechanics of the early Star Wars RPGs were probably a bit better. What set the world of darkness books apart was storytelling and setting. When I look at page layout, I see things common to the '90s like text and pictures behind text, etc. I find those things distracting, but I see that the books were doing new things, and that was good. The rules were more fun, and the presentation of information had gotten a lot better.
Simply one of the greatest RPG’s ever written. Stylistically fabulous with an unbeatable storyline; the Clans and their intra-Kindred maneuverings perfection. Only the mechanics (the nuts and bolts of the game) could have used some work (most of which were vastly improved in Vampire: The Requiem; unfortunate at the cost of much of the style and feel).
It only gets a four instead of a five because I needed to leave room for Mage: the Assertion to score higher as I thought it was the absolute best RPG I have ever played/run.
In highschoo, I wasn't enough of a goth to really get into this game, and as a player I was more into fantasy quests than long, drawn out, angsty narratives. I thought the game was well-written, and the system nicely balanced, but never got into playing it. By the time I was in college and mature enough to appreciate the game-play, I couldn't take the melodrama seriously and was drifting out of gaming in general. Still, its a classic.
I read it when I was 14 and I did it locked in my room, because I feared my parents would freak out if they knew I had a copy. The game itself is a classic among RPGs and I haven't been able to play it as much as I would like, but reading the manual gives you great insight about vampire mythology and folklore.
I had a lot of fun LARPing using this, but let's be honest, it is a very, very silly book. The pictures are bad and the writing is worse. Nevertheless, it is an excellent gateway drug into the world of gaming.
In terms of story and setting, this is probably the best RPG book ever written as the emphasis is on the role-playing aspect rather than the gaming aspect. This game is definitely for those more interested in fantasy role-playing rather than rule-mongering.
Really well written, The details are not boring and to me with this book is enough to make good adventures. As any RPG book, it is a rule core book but the way that the author describe the features was really enjoyable.