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Download PDF Vampire: The Masquerade, by Graeme Davis Mark Rein-Hagen

Desember 13, 2013

Download PDF Vampire: The Masquerade, by Graeme Davis Mark Rein-Hagen

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Vampire: The Masquerade, by Graeme Davis Mark Rein-Hagen

Vampire: The Masquerade, by Graeme Davis Mark Rein-Hagen


Vampire: The Masquerade, by Graeme Davis Mark Rein-Hagen


Download PDF Vampire: The Masquerade, by Graeme Davis Mark Rein-Hagen

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Vampire: The Masquerade, by Graeme Davis Mark Rein-Hagen

The World of Darkness role playing games tak e the reader into worlds and realities where magic is not de ad and not even the dead are dead. Vampire is the anchor for all the games set in the World of Darkness. '

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Product details

Hardcover: 272 pages

Publisher: White Wolf Publishing; 2nd edition (December 1, 1995)

Language: English

ISBN-10: 1565040295

ISBN-13: 978-1565040298

Product Dimensions:

9 x 0.8 x 11.2 inches

Shipping Weight: 2.1 pounds

Average Customer Review:

4.3 out of 5 stars

127 customer reviews

Amazon Best Sellers Rank:

#340,496 in Books (See Top 100 in Books)

Vampire: The Masquerade 3rd edition was my introduction to tabletop RPGs in general back in the late 90s and I fell in love with the game immediately and enjoyed it thoroughly for years. However even back then it wasn't without problems because there was a significant disconnect between the setting and descriptions of Vampire and what the rules actually supported which was mostly cool power and no mechanical support for the "you are a monster" introspective aspect detailed on the game.This is the main thing that was addressed in this edition now: The Hunger and Humanity actually have clear mechanics that put the players in a downward spiral path regardless of their actions since there is no escaping hunger and the remorse of what you might do because of it. Gone are the days of just making a super cool trench coat, katana wielding bad-ass that selected some obscure Path of Enlightenment to justify their murder-hobbo behavior.Some veterans from older editions will not like the fact that the scope of character options has been reduced but I welcome the change: focus on just a few core concepts to explore what is like to know you will eventually loose control and be a monster and how long can you go before you lose yourself. We used to impose these kinds of restrictions ourselves anyway to get away from the insanity of endless Bloodlines and Sabbath "ultra violence" and whatnot.Speaking of mechanics, on top of the already mentioned Hunger and Humanity mechanics we find more modularity for some of the older disciplines like Potence, Fortitude and Celerity so you actually have to select which powers to use. The changes to the difficulty system are a welcome addition and the way hunger dice interact with potential Bestial Failures (and the new Messy Critical) work a hell of a lot better thematically with the game and solved the old problem: now it makes sense that a being that is too powerful might still fail some rolls because their immense power is precisely what makes them lose control.So I basically read this book in one week cover to cover and walked away with a very good impression of what the needed rules were in my head.Then here is the negatives: I tried to run my first session with it. I prepared by writing extensive notes in my notebook (About 10 pages or so) to make it easier for myself during character creation but explaining some of these concepts in a way that newbie players could grasp wasn't easy at all: What's the difference between Ambition and Desire? Wait why do I use "Resolve" to shoot my guns? But not if it's a sniper sight kind of shot? How many skills I have again what are the sets of available distributions? Etc.Then actual play I knew several of the more important rules but obviously I couldn't memorize every rule and every roll and description for every discipline so I had to reference the book. I tried using the index: I was often send on to so many "see page XXX" references and pretty sure some of it put me on a loop without actually getting me the information I needed. My extensive notes were very useful but not nearly enough since you need to basically re-index the book and rewrite a lot of the rules so you have a concise, quick-to-read answer to questions during plays because no, I do not have time to start reading several paragraphs about the nature of the vampiric condition I just need to know how much you can heal with a rouse and I am NOT getting this information in a hurry.Overall this is going to be a short lived issue after I commit most rules to memory or extend my notes but I simply should not need to do this: There needs to be a more clear separation between rules and expository text and a far better index.Presentation however, this is where this book comes alive. Many might not like the style and aesthetic of the book and more power to them but this is just a beautiful book. You can literally stare at it for hours without even reading text at all. There was absolutely no expense spared in this area: if they felt like changing things up with an almost entirely black page with white text to make things come alive then do that. Full, vibrant colors cover to cover? Go for it. Change the layout of the text so it looks clearly different? Sure thing. Whoever was in charge of visual design gets a big kudos because ultimately, it does makes me overlook the very difficult time I had trying to check back for rules because every page was a source of inspiration almost just at glance.There's errata already available and there's some important if not obvious clarifications about pretty obvious errors (Disciplines without the proper level written for them, text that contradicts tables, etc.) So it is kind of surprising that such errors got through but it shouldn't be too difficult to figure out what this errata refers to even if you read the book pretty casually.I would recommend this book only to people willing to give it an honest try: The system still isn't perfect, yes you will miss some old options and yes you do need to commit a 400 page book entirely to memory which is no small task otherwise running it might take some time to get going without breaking the flow to find out a specific rule but I think it is worth your time to do all this at the end of the day since the positive does outweigh the negative.

I was obessed with Vampire the Masquerade and WoD in general as a teenager. Finally I'm able to purchase these items on my own, without my parents stopping me or taking away the books! So happy!

I have been playing Vampire: The Masquerade off an on since 1993 and it became my favorite RPG of all time shortly thereafter. This new edition brings the game into the modern nights with a style I wasn't expecting and some surprising changes to the status quo. There are new rules and systems as well including and entirely revamped character creation process and a new Hunger mechanic that adds an edge of danger to even simple actions that could be very refreshing if used properly in game. The emphasis on story and character over dice rolls is still present and the rules seem streamlined in places to accommodate this fact. Though this is a stripped down version reminiscent of 2nd Edition focusing on the 7 Clans of the Camarilla and Anarchs (plus Catiff and Thin-Bloods) it contains enough material to run a full campaign. My only complaints are the layout is sometimes confusing (though the art is gorgeous) and the lack of the other clans but I am sure they are coming in future supplements. I really look forward to seeing what comes next from the 5th Edition and cannot wait to get into a game! I have such ideas for characters already!

If you liked it in the 90s, you won't like it now.

Pros: Very pretty, great design in terms of print, graphics, artwork. Adding a palpable hunger system was very cool. Some powers (Dominate, Auspex) were updated extremely well. Cons: It's slower than classic Vampire 20th Anniversary or Revised for newbies. Why? 5th edition made Fortitude, Celerity, and Potence complicated with powers per level instead of something automatic. For someone that's played a long while, not an issue. As a storyteller, it was nice to help a noob by giving them one level specific power (say Presence) and then some physical disciplines that are easy to remember and understand. This version lost that.Overall: Great updates on living in 2018 with cameras and camera phones everywhere, change in the mood of the game to fit the era. Missing some of the old simplicity where a new person could play a physical type and understand it in 3 minutes.

I've been playing Vampire the Masquerade since the early 90s, and I didnt really enjoy the direction the newer editions took it. To me, this is a fresh start, back to basic and to the well known, but in a modern setting, with very true to its beginning-rules. The book itself is a heavy, richly illustrated (And photos) walkthrough of who the vampires are, how they are dividied, game rules and settings. Highly recommended.

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Vampire: The Masquerade, by Graeme Davis Mark Rein-Hagen PDF

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