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Dark Ages: Vampire | ||
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Dark Ages: Vampire
Capsule Review by Frank Blankenship on 11/09/02
Style: 4 (Classy and well done) Substance: 4 (Meaty) Dark Ages: Vampire is the newest incarnation of Vampire: The Dark Ages, outshining it's predecessor and offering not only a new War of Princes, but enhanced Roads to hold back the Beast. Product: Dark Ages: Vampire Author: Editor Carl Bowen Category: RPG Company/Publisher: White Wolf Publishing Line: Dark Ages Cost: $29.95 Page count: 320 Year published: 2002 ISBN: SKU: 20000 Comp copy?: no Capsule Review by Frank Blankenship on 11/09/02 Genre tags: Historical Horror Vampire Gothic |
Dark Ages: Vampire is the newest revision of the Vampire: The Dark Ages line. In it's previous incarnation, V:tDA, this game was a historical counter-point to the modern Vampire: The Masquerade. No more.
It is made clear that this game is a wholly different kind of Vampire game by a complete revision of the text and feel. Although connected in spirit by White Wolf's unstoppable metaplot and the World of Darkness to Vampire: The Masquerade, Dark Ages: Vampire promises to be a game unto itself, no longer tethered to the present by events that have yet to come to pass. Indeed, the entire setting is skewed with the same kind of apocalyptic fervor found in the modern nights, only amplified by the supersitious folk of the 13th century. To these kindred, the final nights are upon them, and the end draws nigh. Although this works on several levels for the modern game of Vampire, it works even better for the Dark Ages because it is a state of mind not normally associated with the medieval period, but in fact was historically widespread and incited many of the conflicts associated with that era. Not only has the setting undergone something of a makeover, the timeline has been advanced to 1230, moving out of the former Long Night and into a new War of Princes that promises to consume the inflamed passions of Kindred throughout Europe and beyond. The rules are much the same, and in-line with the revisions made to Vampire: The Masquerade 2nd Edition Revised. However, the new Dark Ages line promises to deliver more than just Vampires. In the works for this year alone are Dark Ages: Inquisitor and Dark Ages: Mage which promise to add a great deal to the setting and give us the opportunity to play other denizens of the 13th century without having to do the homework that would have been necessary with the previous incarnation of the game. Also, neutral setting material, such as Dark Ages: Europe, is already available, giving Storytellers lots of good options to bring the 13th century to life. The Roads or Paths that previously took backseat to Clans and sects are now a power to be reckoned with. Having established hierarchies and rituals particular to them, the authors have done an truly outstanding job of making the Roads seem more interesting and like (un)living belief systems, rather than stale character dressing they used to represent. Although Vampire: The Dark Ages introduced the roads with some detail, Dark Ages: Vampire makes them and those who practice them forces to be reckoned with in their own right. I think White Wolf did a good job on this book, even better even than Vampire: The Masquerade 2nd Edition Revised. This game is less anchored to the dictates of clan novels and the like and presents alot of opportunities for players to really be the fairy tale monsters in the night. Not only that, but in the course of reading this book, I found myself easily considering the 13th century mindset, which is truly alien to modern thinking. A job well done, all around. Only minor flaws were apparent to me while reading this book, but they were noticeable. Typos, usually grammatical or incomplete quotes, were unfortunately present in at least 5 or 6 different places. Also, the game still seems to revolve around the notion of morality. Although this presentation was fabulous with the newly expanded role of Roads in the 13th century, it is still too easy to assume that vampires are somehow "good guys" or that players will even want to play someone with a strong moral compass. On the whole though, this game delivers. The White Wolf game rules blend into the background (where they ought to be) and the characters take center stage. Even more than its predecessor, Dark Ages: Vampire inspires Storytellers and Players to play a historical game of vampire, rather than D&D with fangs. With what seems to be excellent game support by the publisher, Dark Ages: Vampire is set to give Vampire: The Masquerade a real run for the money.
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