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Time of Thin Blood | ||
Author: Dean Shomshak and Sarah Roark
Category: game Company/Publisher: White Wolf Line: Vampire: The Masquerade Cost: $15.95 Page count: 128 ISBN: 1-56504-245-X Capsule Review by Andrew Schubert on 07/06/99. Genre tags: Modern_day Horror Vampire Gothic |
White Wolf has always said that there would never be a sourcebook detailing Gehenna, the end of the world according to vampiric prophecy. With "Time of the Thin Blood," they come pretty close. This sourcebook offers gamemasters suggestions on how to introduce the signs of the coming end and allows players to create new types of characters the simple existence of which is a sign of the end to come.
I should get one bias off my chest right up front: I am increasingly weary of the belief held by the folks at White Wolf that "mature" gaming means constant references to rape, incest, pedophilia, and horrific carnage (see The Guide to the Sabbat, Clanbook: Baali, Giovanni Chronicles IV, etc.). I know that one of the priciple themes of the game is about the slow loss of humanity, but I think there is still room for heroes and anti-heroes who are called upon to make difficult choices; this is the true mark of mature gaming. The need to dwell on and role-play the performance of the most vile acts imaginable is not a sign of "maturity" but rather a manifestation of an adolescent desire to be as naughty as possible. That said, I really liked this sourcebook. The introduction to the book describes the condition of the "thin blooded," vampires of the 14th and 15th generation, and their offspring (that's right, offspring) as presented by a reknowned kindred scientist. The section is worth the translation of "blood points," a game mechanic, into "vitae efficacy units" if for nothing else. The next section presents rules on introducing characters of the 14th and 15th generation and their offspring, dhampirs, into the game. These characters are far weaker than the average character but also closer to humanity. Although they have some serious weaknesses (eg, lower blood pool with which to power disciplines and sometime inability to sire or use the blood bond), they also have some additonal abilities to make up for these weaknesses. Some of the later generations have the ability to see through the tangles webs of the Jyhad (the eternal conflict among elder vampires) and others have the ability to develop new disciplines. Dhampirs are in a more difficult position. They have a self-perpetuating personal blood pool, but it is of very limited use. Furthermore, they are unlikely to understand much about there condition, and therefore tend to lack allies of either the living or undead variety. However, they do possess abilities that even the most powerful vampires lack, such as the ability to get a tan. A section on the reaction to the appearance of latter-generation vampires and their children is presented next. Of course the many Gehenna cults awaiting the end times are interested in what the rise of the thin blooded means. This section is far more useful as a source of ideas for storytelling than the section devoted to that purpose, which is, as usual, pretty basic and obvious food for thought. The final section of the book describes the rise of one of the Antediluvians. I won't spoil it for you, but he turns out to be everything prophecy said he would and more. The fiction piece describing this event is entertaining, and the brief section describing the fallout in game terms is useful. The layout of the book has a few problems. Several sections are meant to represent the correspondence of several vampiric scholars, but they are set in an incredibly difficult-to-read font. If you're looking for a headache, put down the hammer and pick up this book. Overall, this is an excellent supplement, and the best thing to make its way into print for the Vampire line in a long time. Beware: the end times are coming.
Style: 3 (Average)
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