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Dark Ages: Vampire Core Rulebook ynopsis: When the revised version of Dark Ages was announced, I was a bit surprised. I didn't believe there would be many changes in rules or character concept...I couldn't have been more wrong. There have been many changes and almost all of them are for the better, making this rulebook a must-have for Vampire gamers. Also, because of the emphasis White Wolf is putting on the Dark Ages settings throughout all of their games, the book is of interest to gamers in other settings. |
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Dark Ages: Vampire (notice the name change) moves the time period forward. The book begins in 1230 with the sacking and burning of Constantiople. The theme has changed from "The Long Night" to "The War of Princes." This seems a fitting direction for the game in a world dominated by Feudalism and a hysterical belief in religion, but represents a major change from the previous setting, in which vampires were the "dark creatures of the night." No longer are Vampires portrayed as lone creatures that survive only on blood and hide from the light of day and the Inquisition. Vampires are now shown to be more social creatures. They immerse themselves in mortal politics, religion, and schemes to aquire worldly possessions. This is more in line with the "modern nights" of Vampire: The Masquerade. ontent
This book differs little in overall content than any other WW core rulebook. It covers all the elements required to create a character and a game setting, along with information and advice for Storytellers. There are, however, a number of fairly substantial changes from the previous edition. In the Talent column, Larceny is replaced by Legerdemain (better Scrabble score?), while in the Skills column, Commerce replaces Herbalism, and in the Knowledges column, Theology replaces Science. The character sheet has also been updated, with a more pleasing appearance. For those of you who visit WW's website you'll notice that the character sheet has been scanned in properly this time. That horrible crease running down the left side of the sheet is finally gone! [Please excuse that momentary lapse. We now return to our previously scheduled review, already in progress.] The most significant change is the revision of the roads, or Via, and the "feelings" associated with them. A Vampire character must constantly struggle against an inner Beast, which hungers only for death and blood. The character's Conscience and the road, or way of life, he or she chooses are the only things that save them from this bitter end. This struggle is what makes the game interesting to playa morbid dance between physical desire and spiritual fortitude. Every Vampire knows they are doomed to one day become this unthinking, uncaring, bloodthirsty beast. Maybe it is the promise of immortality that lures them, or perhaps it is simply a relief from boredom but most find the challenge of staying on the road of light more attractive than slipping into the darkness of the Beast within. The various roads are given more extensive write-ups in the new edition. Previous players will notice that some of the old roads Beast, Heaven, and Humanityhave returned, with appropriate changes. Also, there are two new roadsKings and Sinfor players to explore. The road of Kings, Via Regalis, is very appropriate for the time period, and something many of my players have been asking for. The road of Sin, Via Peccati, is the typical "I'm evil, so I can do whatever I want" amoral road. However, it does have a few redeeming qualities. Smart characters may find themselves in the possible role of scholar on the ways of the Beast, and how to tame its impulses. The changes in Roads follow the new overall emphasis on spirituality and religious overtones. The road a character follows influences the character's aura, and others can sense this aura. For example, people will feel a commanding presence from someone of the Road of Kings, and a sense of holiness from someone on the Road of Heaven. White Wolf further expands upon these roads, giving different paths along each. While the inclusion of the paths does not dramatically impact game mechanics, it does provide more options for play. For example, in accordance with the new religious theme, characters can become "Ashen Priests," whose mission is to help other Vampires on a particular road, or to train them to follow a new road. onclusions
The artwork is mostly effective, adding to the dark atmosphere of the game. I loved the pictures of Ventrue, Tzimisce, andmy personal favoriteMalkavian. However, the pictures of Lasombra, Assamite, and Brujah were quire poor. The page borders are well done, and the artwork for the page breaks is very nice. It appears they wanted to break some of the old stereotypes of the clans and the people of this age, which is a welcome change to distinguish Vampire from D&D. Pretty pictures aside, there are some real problems here. They did a great job with the theme, but they really botched the weapon and brawling charts. One of the hardest parts of the game is making combat real and effective. White Wolf's rules are difficult at best, or slow and clunky at worst. With the addition of the WOD: Combat, the least they could have done is revised the combat to better suit the Dark Ages setting. With the current charts, a player is more likely to die from a sling or a dagger than an attack by a mounted knight with a war hammer or a mace. So Should you buy this book? Yes. As a storyteller with some experience, I can say that this book will help you by providing a good mood and setting in which to run your game. White Wolf's "Golden Rule" definitely still apples, though: you will need to modify much of the combat system to make it your own. Still, it will be a good addition to your collection, and you will greatly enjoy playing this game. Click to read Johann's review of the Dark Ages: Nosferatu novel |
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Dark Ages: Vampire Core Rulebook White Wolf Publishing, Inc. Hardcover, ISBN 1588462765 Buy it now at Amazon! or
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doors for the new rulebook.