They stalk in the shadows, moving gracefully and unseen among their prey. They are the blood-drinking fiends of whispered legends Kindred, Cainites, the Damned. Above all, they are vampires. Their eternal struggle, waged sicne the nights of Jericho and Babylon, plays itself out among the vampires' grand Masquerade is imperiled, and the night of Gehenna draws ever closer.
UNTIL THE END OF ALL THINGS
This new edition of Vampire: The Masquerade is an updated, revised version of the popular classic. In this mammoth volume can be found all 13 Clans, all major Disciplines, and a host of brand-new infomation on both the Kindred and the...things...that hunt them. This book compiles everything that a Vampire player or Storyteller needs to know about the Kindred and the World of Darkness for the new millenium. Plus, the new edition provides all-new information on the changes that affect the Clans, and on the beginning of the end of the Camarilla. Finally, the first of the Storyteller rulebooks is the best again!
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The White Wolf version of VtM is stand alone, you buy the book, some 10 sided dice (from a hobby store or White Wolf's website)and you're ready to play. The "Storyteller" rule system is pretty simple and has been revised and improved. There are many other White Wolf products that use the same Storyteller system (Werewolf, Demon, Mage and so on) so your World of Darkness can grow and expand. White Wolf's emphasis on Role Playing instead of dice rolling and complex rules probably make this a great choice for someone new to RPGs. Be warned however, White Wolf's products and website can be very, very dark and profane. Probably not a good choice for children in my opinion. The game itself is very original, imaginitive and popular.
GURPS (Generic Universal Roleplaying System) by Steve Jackson Games is a fairly detailed RPG system. The GURPS version of VtM is NOT a stand alone product. You must first own a copy of "GURPS Basic Set" (availabe here at Amazon.com) to play GURPS VtM. One difference is that GURPS uses 6 sided dice which are readily available (bonus). The GURPS system was developed as sort of an answer to everything thing that was annoying about the grandaddy of RPGs, Dungeons and Dragons. D&D was an immense rules system that spaned many tomes and modules, required many types of dice and was stuck in sword and sorcery mode. GURPS allows you to play any type of character, in any type of setting imaginable all from one book (GURPS Basic Set and some six sided dice). The GURPS rules system is going to be a larger investment in time to master than Storyteller, but it is detailed and logical. I personally like it.
Two last thoughts, you don't necessarily have to play a Vampire character in the GURPS version of VtM. You could play a Psychic or Combat Specialist who gradually learns about the Vampires and begin to unwravel the Masquerade. Eventually the characters could be embraced by Sabbat Vampires or attacked by the Camarillan Vampires. You could play a Vampire who goes into Torpor for a few centuries and wakes up in a post apocalypse future. Only the Game Master would be allowed to use the Vampire book as a source, and the game would run from the Basic Set. The players would gradually be drawn into the shadowy, secretive World of Darkness. Also the GURPS version is toned down a bit and is more appropriate for young people.
White Wolf makes a fine game in Vampire, with a wonderful setting, a super-cool premise, and some of the best writing on the market in the realm of role-playing. But not everybody likes the White Wolf rules system, including my friends and I. That's when we turned to the good folks at GURPS. They've delivered with flying colors again.
The best part, of course, is that you can now play a Brujha Vampire in a superhero or medieval fantasy setting - or bring an unsuspecting space traveler right into the thick of Kindred poitics. The rules should be your friends - and Gurps rules can't be beat.
All in all, this is a great addition to any Gurps players' library. Even if you don't have an interest in Vampire, this might make you change your mind - and you'll be sure to appreciate the smooth transition from White Wolf's rules to Gurps.
If you're a plain old conneseuir of Vampire, though, or a White Wolf rules purist, don't waste your cash - there's nothing here to really interest you.
However, if you already know GURPS and are interested in playing a vampire then I strongly suggest this book. The rules are clearly laid out for people to read and understand. Though it is not a stand alone product, it's not trying to be. And it allows people who like WOD but who don't want to learn a new system to use a system they already know to play it.
For those unfamiliar with vampire I'll do my best to give a rough over view. There are many different types of vampires known as Clans. Each clan has separate special powers which give them an edge up on one another. Some people find this system to be stereotype based, I have found, however, that the point is not to play a typical Brujah, Tremere, Venture, Lasombra or Toreador (just to name a few), but rather to create one who falls with in the lines of the clan but also is a unique individual. The Storyteller then guides the players though an advanture just like any other roleplaying game.
As for the format of the book it is a bit confusing for those who aren't used to the way White Wolf sets up books. Unlike most WOD books, however, the index is surprising useful and can be used to find just about everything that is needed in the book. I do suggest the use of sticky notes for some sections as quick reference or your can write in the margins if you don't mind writing in books.
One last thing for those with young children, Vampire is an intense rather dark game. It's not happy or light and fluffy. The plays are playing vampires who do kill people, and it is a horror based game. The book is dark and intense and probably not suitable for children under the age of 14.