Vampire: The Masquerade (White Wolf Publishing, 1992) | Rules Breakdown

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    Description: Vampire: The Masquerade is a tabletop role-playing game (tabletop RPG) created by Mark Rein-Hagen and released in 1991 by White Wolf Publishing as the first of several Storyteller System games for its World of Darkness setting line. It is set in a fictionalized "gothic-punk" version of the modern world, where players assume the roles of vampires, who are referred to as "Kindred", and deal with their night-to-night struggles against their own bestial natures, vampire hunters and each other.
    Several associated products were produced based on Vampire: The Masquerade, including live-action role-playing games (Mind's Eye Theatre), dice, collectible card games (Vampire: The Eternal Struggle), video games (Vampire: The Masquerade - Redemption, Vampire: The Masquerade - Bloodlines, Vampire: The Masquerade - Swansong and Vampire: The Masquerade - Bloodlines 2), and numerous novels. In 1996, a short-lived television show loosely based on the game, Kindred: The Embraced, was produced by Aaron Spelling for the Fox Broadcasting Company.
    #rpg #vampire

ความคิดเห็น • 13

  • @davidbrown5912
    @davidbrown5912 2 ปีที่แล้ว +6

    Not perfect but very playable game. We loved it (and no eye makeup or all-black outfits in sight).

    • @RPGGamer
      @RPGGamer  2 ปีที่แล้ว +1

      Vampire is such a well done game, but I have to admit that while I say that as long you're having fun, you're playing RPG's right. I do feel that my group didn't play Vampire right, as we really didn't take it seriously (we had characters including Dan Quayle, Bart Simpson, & Kelly Bundy). It was great fun, but felt like blasphemy given the extensive lore of the game.

  • @headsockgoatlock2711
    @headsockgoatlock2711 2 ปีที่แล้ว +6

    Best game ever

    • @RPGGamer
      @RPGGamer  2 ปีที่แล้ว +1

      I can respect that opinion, it's an absolute gem of a game.

  • @tumtb9071
    @tumtb9071 2 ปีที่แล้ว +1

    I just hated these mechanics when the first edition came out. I am not commenting on later editions which I suspect fine tuned aspects. They took Shadowrun 1E, a very broken game in that first edition (later heavily refined in other editions) and produced a D10 version. Buckets of D6s were easy to cme by and cheap but at that time buckets of D10s were neither. Later, 10 packs of D10s came out because of the success of Vampire but those di not exist when the game came out. Also, I found it irritatitg there were potentially TWO difficulty measures the GM had to track. One is what number you rolled on each die to have it count towards success and the other was how many of those winning dice you needed. Sometimes counting dice you could keep measured the quality of the outcome and other times I seem to recall there were a minimum number you had to come up with. So as a GM, which factors should I put into each to decide the two numbers? There was a reason later editions of Shadowrun made the number you needed to roll on each die almost always the same and counting successes was the only real issue when they did that. Much better I so desperately wanted to love Shadowrun 1E but it was so broken I could not fall in love with playing in the cool background. I personally was tired of vampire stuff already about 5 years earlier when the Lost Boys movie came out and I have not got less tired of them in the past 35 years. I also found the Goth scene pretentious and inauthentic so I could not enjoy that aspect either. I imagine Vampire 2E, 3E or whatever was mechanically a lot smoother.

    • @Hellion47
      @Hellion47 2 ปีที่แล้ว +2

      A nice anecdote, so sorry you find the goth scene pretentious though. I have 1e as a collector's item actually. It's rough, very rough, (especially the art), but it got better! Yes, later editions refined the game and the art, what's fun though is seeing the evolution of the art by edition.

    • @RPGGamer
      @RPGGamer  2 ปีที่แล้ว +1

      While the mechanics are a little rough (yes totally agree, having two variable elements to change task difficulty is kind of stupid), I think the way it allowed you to combine Attribute and Skill into a wide variety of skill options depending on how you wanted to describe the action you were taking was wonderful, and definitely made the players be more creative that just rolling the dice.
      While both games got better with later editions, there was a certain rawness and originality to the 1st editions of Vampire and Shadowrun which I really enjoyed, something which felt a little sanitised in later versions.
      In her teens, my wife was a Goth, so I'm definitely not going to make any comments about the Goth scene or risk my health and safety.

  • @lordslaar4808
    @lordslaar4808 2 ปีที่แล้ว +1

    Not my cup of tea. I think the rules were very clunky and the background was not to my taste. If I had to go with a die pool mechanic at that time there were a few like D6 Star Wars and there are many more now. I agree both Shadowrun and Vampire polished their mechanics a lot a few editions later.

    • @RPGGamer
      @RPGGamer  2 ปีที่แล้ว +1

      I love Star Wars (I've been running it the last 20 years, and still have 3 campaigns going for different groups), but the thing I do hate is the massive amounts of dice you roll, and the large amounts of counting which need done (a Jedi fighting with his lightsaber using a force point can roll 20+ dice). Shadowrun equally ends up with you rolling buckets of dice (we've got a disabled player in our group, and he really gets frustrated when the dice he's rolling won't fit in his one usable hand, so Shadowrun and d6 Star Wars can be annoying for him).
      Vampire (and the rest of the World of Darkness games) limited this, generally needing less than 10 dice to be rolled except in very rare occasions. So that was something I liked a lot, also the way that skills and attributes can be combined in various ways depending on how you describe your characters actions, I think led to more descriptive play from players.
      So while the rules are a bit rough, I did like a lot of what they were trying to accomplish.
      As for the background, I absolutely adore the way it ties biblical elements into the Vampire backstory, leading to it feeling more natural than just "Monsters walk among us, for some reason."

    • @lordslaar4808
      @lordslaar4808 2 ปีที่แล้ว

      @@RPGGamer Check out Swords for Sterling on DriveThruRPG, a D6 Legend adaptation that solves the buckets of dice problem very well.

    • @lordslaar4808
      @lordslaar4808 2 ปีที่แล้ว

      It is pay what you want including $0 so no down side.

    • @lordslaar4808
      @lordslaar4808 ปีที่แล้ว +1

      @@RPGGamer Any of the D6 Legend versions, as seen in Hercules & Xena, and DC Universe I think it was, will avoid this adding the dice. Just divide the difficulty numbers by 5 so 5 to 35 becomes 1 to 7. Each die is a failure 1-2 and success on 3-6. The wild die still has the 1 and 6 act the same way. Count the successful dice and do not sum the results.

    • @RPGGamer
      @RPGGamer  ปีที่แล้ว

      @@lordslaar4808 I've got vague memories of the D6 Legends games, but I never picked any of them up. Which surprises me as I did collect so much of West End Games stuff.