|
Loading... Vampire: The Requiemby World of DarknessSeries: New World of Darkness ( new|VtR), Vampire the Requiem ( Sourcebook)
LibraryThing recommendationsMember recommendationsLoading...
won't like
will probably not like
will probably like
will like
will love Sign up for LibraryThing to find out whether you'll like this book. Vampire: The Requiem is designed to be used with the core rules presented in the World of Darkness rulebook. Though separating the basic mechanics and the "fun stuff" into two books may smack of marketing, the advantage of White Wolf's new approach became apparent with this first supplement: no reprint of the core mechanics leaves more space for vampires, vampires, vampires. Which is not to say that Vampire: The Requiem has the same sprawling assortment of clans, bloodlines, generations, and anti-tribu that eventually swamped Vampire: The Masquerade. In fact, this edition rewrites history entirely. There are now only five clans, whose members may or may not participate in various socio-political factions. Caine-as-progenitor is only one of several competing beliefs on how vampires came to be. Gone are the conspiracy driven Camarilla and Sabbat, the built-in stereotypes, and most of the metaplot. What we get instead are new rules on how a vampire's blood potency increases over time, rules on how the forgetfulness of torpor makes the oldest vampires among the least certain, and rules for why vampires both fear and need each other. Some old Vampire tropes have been reined in-- ghouls, for instance, are now substantially more expensive to create and maintain. Though fans of previous editions may be shocked by the wholesale rewrite of Vampire's underlying assumptions, the resulting game should support a wider variety of campaigns. There's less on what the vampires are expected to do, and more on what the vampires can do. And that, to me, makes for an entertaining game. Sourcebook for White Wolf's New World of Darkness games. This one is Vampire the Requiem. The new game rules, while resembles the old game in the basics, has changed quite a bit. One of the changes is going from 13 clans to 5 and 5 factions one can be associated with, then there are bloodlines as well which are branches of the main clans. The other big one is the as a vampire ages he closes in on a need for torpor and his loss of humanity will determine when. Probably the last of the MAJOR changes are that there is no longer global political manuvering, each city is a feudalistic state. no reviews | add a review
No descriptions found. The first test round has been closed. Visit the Open Shelves Classification group for details. |
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I like the symbolism in the book, which when used in conjunction with the NWod allows the reader to run a supernatural game.
When I finish reading the beast of a book I'll write a full review and give the game more stars. Maybe. (