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Product Name
Vampire: The Dark Ages
Rulebook
Made By
White Wolf Publishing
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Product Blurb

The Long Night

Vampire: The Dark Ages takes you to the nights before the Camarilla, when kine truly had reason to be afraid of the dark. The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war. Come share in the rich terror and heady thrill of the 12th century. Learn what it means to be one of the Lords of the Long Night.

A Storytelling Game of Gothic Horror

Vampire: The Dark Ages includes everything necessary for playing the Damned of the Middle Ages, allowing characters to experience the events that have influenced our age. Witness the growth of the new Tremere clan and the birth of the Anarch Movement. Battle hunters who wield the power of Faith, and savage Lupines whose control of the countryside is as total as the Cainites' control of the cities. Glory and terror await in the shadows of the past... but the darkness that you need fear most is the darkness within.

From the White Wolf website, which can be found at www.white-wolf.com

Product Review

A Farmer works hard. He’s plowing his lord’s field. But other worries are on his mind. His only daughter has vanished. And he knows the reason. He fears the truth. Below the lord’s manor, there lives one of the nightly bloodsuckers. Although the word vampyr is not yet in usage, he knows such creatures exist, but he knows he can do nothing. One day, he reasons, humans will make a stand against those horrible creatures… but not yet.

Vampire the Masquerade was the first and most successful RPG (or Storytelling Game, as they call them) White Wolf put in the market. By 1998, it was already in its second edition, but the creative minds of the small Atlanta publishing firm devised a new idea. What if every game line they published would get its own “alternate setting”? It was like a “what if?” or “elseworld” concept, and the first one was, again, Vampire, and its setting was probably the best.

Vampire: the Dark Ages takes the (second edition, non-revised) Storyteller System and takes our beloved 13 clans into the 1100s and 1200s, yes, Dark Ages is a misnomer.

For those not in the know, in White Wolf’s “World of Darkness” setting (a world not unlike our own, but a lot darker), vampires are divided in families, called “Clans”. Every clan present in Vampire: the Masquerade appears here, save for the Giovanni, who didn’t exist yet. In their place we meet the Cappadocian, the Clan that was destroyed to give the birth to the “necromancers”. Also, “Dark Ages” occurs before the dreaded “burning times” of the Inquisition, so, vampires are not as shy as in the present, and haven’t even devised a “masquerade” yet. In “Dark Ages”, you can portray a vampire at the time they were lords over the humans, and when they just didn’t care. This maintains White Wolf’s trend of editing games where you play powerful supernaturals in a world filled with moral grays, and not “blacks” or “whites”.

Let’s cut through it and review the book, section by section.

Chapter One: Introduction pretty much does what its title implies. A very superficial glimpse on the world and setting, and on the game. It starts with a very interesting piece of fiction, in the form of a letter from a friar to his superior, who happens to be a little bit more than a regular bishop… We are told a little bit about everything, and there’s a very handy and useful Lexicon of vampire terms.

Chapter Two: Setting gives us a much deeper look into the dark ages and the society of vampires, their six Traditions and the sects at that time. Some of them have survived to our times, like the Inconnu and the Manus Nigrum (a.k.a. The Black Hand). We learn that, at this time, vampires refer to themselves as Cainites (as do the Sabbat —the second most powerful sect in the present— in our days) and not as Kindred.

Chapter Three: Clans shows us the state of each Clan in the dark ages, from the dreaded Assamite assassins to the Ventrue patricians, and we are introduced to the mysterious and now-extinct Cappadocian clan. Then, there’s a deeper look on each one and their current practices, and a short word on the clanless Caitiff (vampires of very low standing in Cainite society).

Chapter Four: Character contains the rules on how to build your alter-ego in the Vampire world, and most traits. It’s pretty thorough, and it details the backgrounds (things and people from your past that can be useful in the future), and the non-Discipline powers, among other interesting info.

Chapter Five: Disciplines covers the wide range of vampiric powers (called Disciplines by the leeches) and their multiple uses. Of course, not all the available Disciplines are covered here, but the most common and those indigenous to the major clans. Yes, most White Wolf products have the drawback of requiring you to buy every last sourcebook and supplement to be able to get all the info you need, together. A healthy rule for this is to use your own imagination and buy only the stuff that really appeals to you, not the whole catalogue.

Chapter Six: Rules, is, as comes pretty obvious, the rule section of our corebook. It’s rather short, but it covers the general aspects of the original Storyteller System. Every White Wolf RPG uses the Storyteller System (there are three versions, but all of them are very similar), which uses D10s and every trait is counted in dots, much like a film review. It’s one of the easiest and most intuitive systems I have ever known, and it’s designed to ease roleplaying and storytelling (GM’ing) instead of blocking it with countless tables and critical die rolls.

Chapter Seven: Systems takes on where “Rules” left off. You learn about combat, experience, and other “hack and slash” favourites, and other useful things to run your game. There’s a comic-like, very appealing example of the rules in action.

Chapter Eight: Storytelling is the “GM” section of our corebook, it details mostly how to tell a story, how to run a game and all that jazz. I never get tired of reading these sections, because each and every one of them can add something to your knowledge on running games, and so you can improve your “skill” at it.

Chapter Nine: Antagonists informs us about the many threats the dark ages vampire faces, night to night. Werewolves, human hunters, Demons, Faeries and a long list of bizarre extravaganza. We know them from the other Storyteller Games…

Finally, the Appendix contains the list of Merits and Flaws, a mechanical way to improve and deepen your character, plus a list of dark ages equipment and costs, not in gold but in “resources dots needed”.

So, all in all this is it, one of the best corebooks, in my humble opinion, White Wolf has ever published. Apparently, they’ll edit a Revised edition for this one, which will bear the name of Dark Ages: Vampire. For now, this is just a project. I don’t know how soon this will hit the shelves of the bookstores, but it’s guaranteed to take the setting a little more into the 1200s and bring a fresh look on the line. Let’s see what they bring us. I must say one last thing. I have said before that I didn’t like it that one ‘must’ buy the sourcebooks. What I didn’t say, is that most Dark Ages supplements are a very interesting read and very elegant and well done.

That said, I leave you to keep on surfing the web and look for other interesting RPG info.

Reviewed by Matías Timm