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| Customer Review: |
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1: Not as superior as the modern day counterpart, but fun
This book shows you what it was like before the different sects emerged. There are no Camarilla, Sabbat or Anarchs in this campaign setting. It's all done during the dark ages. All the clans operated differently back then and there were more paths to persue than just Humanity. It's a nice prelude book and I recommend it for anyone that's interested in making potential ancients for the modern day campaign.
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2: The time of Darkness has Desended
This is an OUTSTANDING addition to the Wod; VTM series...For one thing it takes the main core rules of VTM and combines them with an age in time that already had horrors that we as modern men and women can not relate to.. it insures that it gives you enough advice to properly set a game based on a time that had Kings, Queens, Princes, princesses, Dukes, and well the list could go on.. It is also a time where it was not uncommon to find a "old" vampire running around within the confines of the church directing the slaughter of rival clans and humans. if you are into the SCA and love VTM then you WANT to add this to your collection
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3: All stories have to start somewhere.
This is the core book, and it succeeds in its purpose wonderfully. It contains enough information for the tried-and-true Storyteller to dive right in and start running games with a more medieval flair. For the new Storyteller, there is a plethora of information available in the book. However, it did seem to lack the depth of knowledge that may sometimes be desired for games. There is enough to run a game, but some Storytellers may find that there is not enough information given on Cainite politics. This is, in fact, the time when Cainites ruled almost openly. There is no Masquerade, Camarilla, or Sabbat. The Dark Ages were a fine time for Cainites to live. I would highly recommend obtaining this and the Companion if you wish to run a Dark Ages game.As with all game books, there is a section outlining each Discipline as it was. Many players will find that the Dark Ages may have been more deadly and open Cainite warfare raged all over, but their powers are not as violent as expected. While advanced players will try and find new ways to bend the rules, there are lovely counters included, such as Celerity costing far more blood than in modern times; so much for the whirling dervish attack! Along with the Disciplines, there are drastic changes in the clans themselves. Since there is no Camarilla - Sabbat division, all clans interact on a rather equal footing. This means players can use the fiendish Tzimisce right along side the artisan Toreador. Many games may find a Magister waging verbal battle with a Patrician. This book helps show that Cainite society has not always been the way it is under the Masquerade. The only drawback to the book is that it does cover Cainite society and illuminates the rules for hand-to-hand medieval combat, there is very little on mortal society. It does cover their views and outlooks, but many details seemed to be lack (or I missed them!). A few pages to outline medieval currency and weapons broken down by time would be vastly helpful. After all, few people used rapiers in 966 CE, at least as far as I can tell. In summary, this book is perfect as a starting point and fulfills its duty wonderfully. You will find the clans are well defined and the disciplines have been renamed and in some case restructured for a more primitive feeling. This review will hopefully show a bit more about the book. At least from a gamer's perspective, it is highly useful and one of my most used books.
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4: A Masterpiece - What Storytelling is all about
I wholeheartedly recommend the Whitewolf Vampire:The Dark Ages guide over every other rulebook in the Whitewolf ensemble.It manages to encompass all of the magic of the original Vampire edition and also adding a fantastical, middle-ages flair to it. The potential for great storytelling is increased ten-fold and when complimented with the Mage:Sorcerer's Crusade it makes for an almost unbeatable tabletop roleplaying experience. The Dark Ages guide contains a set of modified rules for playing several hundred years previous to the modern Vampire rules (rules on blood, enhanced generation, skills/talents etc) and includes the chance to play some of the vampire clans who had been phased out since the modern times (Salubri, Baali, Capadocian among others. Though they have their own clanbooks as well, enough information in the dark ages guide is included to effectively play them). I would suggest that any fan of the Whitewolf games pick up this book. It is masterfully written and even engrossing to read despite being a set of rules. -Zilean
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5: Cool Cool Cool!
I have nothing but praise for this book. Down with the Masquerade! Up with the Medievil madness! Gee, this is a really difficult decision... Do we want to walk around, selectivly feeding off of who won't be missed, cowering in the shadows praying (to god?) that we are not seen? Or do we want to go back to when vamipres were at the top of the food chain (where they belong), feeding off of who we please, and the greatest delemma is who is going to dust while you are sleeping all day. Aaaahhhh, the good ol' days!
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