Product Review
A Storytelling Game of personal
horror.
Vampire is probably the most popular RPG that White
Wolf has ever made. It is set in the World of Darkness
and was first published back in 1992, since then it
has gathered a following of thousands. This article
reviews the core rulebook, which is the only book
you will need to start playing the game
The World of Darkness
The World of Darkness is a fantasy world very similar
to our own but with subtle differences, it’s
a little darker, a little bleaker, a little grimmer
and for those in the know, a hell of a lot more scary.
In this game you take on the role of a vampire or
cainite, and are responsible for all your characters
triumphs, failures, dark deeds and acts of humanity.
For first time gamers you will usually assume the
role of a newly embraced (created) vampire coming
to terms with what you have become and what you are
going to have to do to survive.
The Masquerade
The Masquerade is one of the six traditions of vampire
society; it is the curtain put up by the kindred to
shield their existence from mortal eyes. The rulebook
is divided into several chapters each of which I will
now explore.
Chapter 1: A world of darkness
The book begins with a chapter on what a vampire is,
how it is created, what it means to be a vampire and
how the myths of the modern day horror culture came
about. It also begins to build up the World of Darkness
setting and gives you a brief outline of vampire society
and the clans that make it up.
Chapter 2: Clans and sects
Now we delve into greater detail about each of the
13 great clans that exist today and the organisations
to which they belong. The largest and most influential
of these is a sect called the Camarilla, which is
the group most concerned with Masquerades preservation.
The Camarilla is made up of seven of the major clans.
Its direct opposite is the Sabbat, a sect that revels
in its own anarchy and disorder and despite the fact
that it only includes two clans, its power and cunning
is not to be scoffed at. The four remaining clans
are known as independents and they claim to be a part
of neither sect. The Sabbat can be hard to let un-experienced
players use and it’s best to wait until you
have the Sabbat sourcebook. The other independent
clans are all a little strange and although they can
be used the players will normally come from the Camarilla.
Chapter 3: Characters and traits
The techniques of the game come into play in this
chapter and now it is time to create your alter ego
through whom you can interact with the game world.
The chapter talks you through, step-by-step, how to
create a fledgling character and explains all the
traits etc. that are on the character sheet. It also
introduces you to basic dice rolls. Vampire is much
like the other World of Darkness games and uses the
same rules system. All you need to play the game apart
from the book are D10’s and a pencil.
Chapter 4: Disciplines
Disciplines are the supernatural powers or gifts given
to each vampire once they have been embraced. Disciplines
differ from vampire to vampire and can be affected
by her age, clan and generation.
Chapter 5: The Rules
In every game you need some rules and vampire is no
exception, the only rules you will usually have to
use are ones that account for parts of the game that
you cant actually participate in, like seeing if you
can climb a tree. This is a good time to remind you
that using the rules as law is no substitute for letting
your imagination run a little wild and bypassing some
for the sake of the fun of the game. Always let your
common sense and discretion prevail when the game
is at STAKE.
Chapter 6: Systems and Drama
This Chapter goes into more depth about the more complicated
rules and specific dice mechanics. It is all stuff
that adds to the game though and includes some general
dramatic systems, combat, health, injury and recovery.
Chapter 7: A History of the Kindred
This is an in depth and interesting narrative, which
truly immerses you in the world of the Kindred (vampires).
Starting with the biblical fable of Caine and his
murdered brother Able, it follows Caine's subsequent
banishment and then embracing the mortals. It then
takes you through the early wars, past Transylvania
and the Dark Ages, the Renaissance and the Inquisition.
There are also parts on the setting up of the Masquerade
and the modern world of today. This is a good bit
to get your players to read as it helps give them
more background.
Chapter 8: Storytelling
This section is used to give you some hints and advice
on how to create a vampire adventure and ensure it
runs smoothly. They have also given you some good
ideas on creating mood, atmosphere and successfully
interacting and engaging with vampire player characters.
Chapter 9: Antagonists
This is a short chapter presenting the basic info
on the Kindred’s enemies, which are numerous.
It ranges from the obvious Vampire Hunters to Werewolves
and Magi. These are good groups to use if you ever
want to put your Vampires up against something that
will put up a bit of a fight. The average human is
rather puny after all, no offence. Following this
is an appendix, which lists a few extras for experienced
and more advanced roleplayer’s.
For first time buyers this game
offers everything an RPG should, an extremely detailed
storyline and background, yet with a surprising easy
rules system. This game is a must for fans of the
horror genre or even anyone with a love of films with
a similar atmosphere and setting (like Bladerunner
or Dark City). Ultimately Vampire is about the struggle
between humanity and monstrosity in the face of unfettered
power and eternal life, or more importantly, how your
character deals with this.
Vampire: The Masquerade, buy it
and see if you like being a Vampire, because you never
know when someone might ask.
Reviewed By Dave Jones |