KMANT - Vampire: The Masquerade Storyteller's Handbook

Product Name
Vampire: The Masquerade
Storyteller's Handbook
Retailing at around
£14.99
Rating out of 10
8.5 / 10
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Product Blurb

The Final Nights Hold a Million Stories

From the hidden horrors of the Camarilla to the naked fiendishness of the Sabbat, vampires play at the eternal Jyhad. Elders, ancillae, neonates and others prowl the night. Only one individual knows all the secrets of the World of Darkness.

And They Must all be Told

The role of the Storyteller is daunting, and this book is an invaluable aid for those who orchestrate Vampire chronicles. It includes myriad information, including enigmas best left out of players' hands, from creating stories to creating the casts of epic tales. The Vampire Storytellers Handbook revised edition leaves no stone unturned-except those that hide secrets no mortal should know.

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

Vampire: The Masquerade Storyteller's Handbook Review - By Matías Timm

“I am the Tempter, Ruler of hell, Bringer of evil. Beware! Watch for temptation for it is there, takes his time but loves to dare. All the people they are losing their minds. He don't care, takes all kinds. Says love won't you take a bite. God appears says ‘this ain't right.’ We are damned for what evil has done. You know now the Tempter has won. I am the one. The almighty. I'll give you the good things in life, take me…”

—Trouble, “The Tempter”

So you’ve read your copy of Vampire: the Masquerade. So you think you’ve got what it takes to be the Storyteller. So, maybe, just maybe, you’ve picked up a copy of the Vampire: the Masquerade Storytellers’ Companion, and drowned in the gun tables and new abilities. You have a few ideas about where to take the story, but you need some stuff clarified. Why is the book so lacking in Storyteller advice? Maybe, you thought about buying a storyteller-only book. Well, this is definitely the one. What every Storyteller needs is advice, stuff to begin to work with.

Like a candle in the dark, this book guides you, the Storyteller, to discover story seeds and exploit different themes. It introduces you to the mood you need to tell a grand Vampire story. What do you need to know first? Have fun. Follow the Golden rule. Swim in the waves of source material. What sort of music do vampires listen to? And Elders? What about Methuselahs? How do they dress? Is it possible to enter Elysium in rags and leatherjackets? All of these questions are answered in a very logical fashion, and, no, don’t go to Elysium like a bum unless you want the Harpies to take it out on you.

The Storytellers’ Handbook also has a detailed FAQ (frequently asked questions) about the vampire nature. All those little things players always quarrel about: do vampires leave fingerprints? Can a vampire re-grow lost limbs? Also, you learn a little more about Clan policies and relationships. What has happened with the Baali since the Dark Ages? What happened to the Nagaraja and the True Brujah, now that the Black Hand was cut off? In fact, the book tells you what happened to all Black Hand operatives in the aftermath of the destruction of Enoch. Some new (old re-fitted) backgrounds and disciplines are outlined and explained, plus some interesting info on bloodlines and their creation. Also, there’s a word on crossovers with other White Wolf RPGs, like Werewolf and Mage, and an update for Kindred of the East… Beware those Kuei-jin!

You are also taught how to create good antagonists and non-player characters for your Chronicle. Next comes the subject of Elders, especially as player characters and historical settings. What do Elders do with their time? Where do they spend their endless nights? Do your players want to play an Elder chronicle? You get primers for this and more. You find advice on creating fresh stories, and answers to some of your fears. What to do with problem players and power-gamers, plus tips on advanced storytelling. Why is the setting Gothic-Punk? How can you show these gothic and punk elements to enhance the story and excite your players with this dark and perilous environment, full of terrors, pain, and suffering? One fun thing about this is that it contradicts what you typically hear about the World of Darkness setting: there’s an article explaining what Eric Draven said so long ago: “It can’t rain all the time.”

One thing that came as an unexpected surprise for me, and was very interesting, were the ideas for alternate settings for the Chronicle. Not just your average “setting it in weird locations” or maybe typical time periods, just like the Victorian Age, but real alternate worlds, and the concept of playing in ancient Enoch for example.

Did I find it useful? Very. Do I think it’s a must-have for Storytellers? Yes, whenever I tell a Vampire story, it always comes with me in my backpack… as you can see by its covers, which are starting to show the mileage. I never forget to speak say a few words on the cover art, in this case some Tzimisce Bishop preaching, probably from a copy of the book of Nod or some other bethumbed volume of black knowledge, to a very mixed band of Sabbat vampires, war Ghouls and even what seems to be one gargoyle! Very good picture!

Now, leave me, for I must listen to this sermon, for the destiny of this world and the secrets of Gehenna might lie within.

Reviewed by Matías Timm