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Dark Ages: Vampire

Dark Ages: Vampire

List Price: $29.95
Your Price: $19.77
Product Info Reviews

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Rating: 5 stars
Summary: Superb!
Review: A stand alone game, this setting (medieval) offers limitless possibilities of role playing vampires in a setting uniquely suited to the genre of horror and the supernatural. Of all the White Wolf historical settings this is the most researched, the most playable and the best in terms of mood and themes. Imagine playing an immortal vampire who begins his existance into the world of the damned in the age lit by fire to progress to the modern nights of neon and electricity.

Rating: 5 stars
Summary: Superb!
Review: A stand alone game, this setting (medieval) offers limitless possibilities of role playing vampires in a setting uniquely suited to the genre of horror and the supernatural. Of all the White Wolf historical settings this is the most researched, the most playable and the best in terms of mood and themes. Imagine playing an immortal vampire who begins his existance into the world of the damned in the age lit by fire to progress to the modern nights of neon and electricity.

Rating: 3 stars
Summary: good material, the book itself is the problem
Review: As I expected, this is another great release from White Wolf. It fleshes out the Dark Ages setting a lot better than the last edition. But that's now what this review is about. Why only three stars for such a great book? The binding is a serious problem. The physical book has obviously been skimped upon. Open it, the binding cracks audibly. I give it a month until I start losing pages, and I take good care of my books. I've asked around, and it's definitely not just my copy. They're all defective in the same way. Very disappointing.

Rating: 4 stars
Summary: Stunning new edition to WoD line up stopped just short
Review: From the get go, White Wolf shows why they are on top of this industry with their intial revamp of the Dark Ags line. DA: Vampire hammers a home run with the artistic layouts and eye catching images found within. New and interesting spins are offered that were either barely touched on in the original incarnation or non existant to begin with. Some rules are updated and others expanded upon (like Mortis and the Road paths).

However, what keeps this book from being a 5 star knock out is it's stunning lack of future premonitions that were prevalent in the earlier edition. Leaving some of those key elements up to the previous book to cover was bad form on the writers part and it's exclusion kills much of the depth the original DA book had.

Ending summary:

The good: New information and new spins on the clans, roads, and disciplines. Compelling artwork and layouts.

The bad: The way the previous book was largely written off. Key elements from the old book would have enhanced this DA product immensely. It wouldn't have hurt to have some definative "set in stone" issues resolved like the origins of the Tremere (hinted at being servants to the Tzmisce) and the final fate of the Cappadocians. While White Wolf is known for their contradictory storylines and comments within their own books, at least previous books took a stance. The notable lack thereof in this one is fairly glaring.

All in all though, a top notch book. A definate replacement to it's predessesor. Just don't throw the old book away as the two can work well together in a main book/companion type of role.

Rating: 4 stars
Summary: At Last, the War of Princes is at Hand
Review: I must admit that I am a Vampire: The Masquerade fan, at least I was for a long time before White Wolf started printing all of the Clan Novels that seemed to take the entire setting in a different direction that I preferred. You see, I am the kind of vampire fan that prefers personal horror over nifty powers any day of the week (scary powers... ok, yeah, I love those too). At any rate, back in the day I purchased Vampire: The Dark Ages, the historical counterpoint to their modern game. Now, at long last, not only is the modern game returning to it's horrific roots, but they have restructured the rules to finally oust the whining, power gamers that turned Vampire into a joke, so many nights ago. This game does the same thing, only for the medieval period. While advancing the timeline (to 1230) and stirring up a War of Princes, the game actually sets a real (dark) religious tone with the newly redone look at Roads or the Via of the Dark Medieval. I love this new game. The book does crack when you open it, though I'm not sure if that means the pages will fall out, mine have not. If you like vampires, but don't want to fuss with the modern nights, take a good look at the new Dark Ages: Vampire game. Oh yeah, Dark Ages: Mage comes out soon, as well as Dark Ages: Inquisitor, and a number of other related works that are sure to make this game just as good if not better than The Masquerade.

Rating: 5 stars
Summary: White Wolf Does It Again
Review: Once again, White Wolf has made its previous output on the Vampire franchise obsolete! Dark Ages: Vampire is that good.

It incorporates the best changes from Vampire the Masquerade since that title was re-edited several years ago and expands upon it. The vampires in Dark Ages have much more potential than those in the Gothic Punk setting: you can choose from several viable moral systems rather than be restricted to one. Vampires are more powerful since disciplines can be brought up to six rather than five. The Dark Ages feel is much better represented here than in the previous Vampire: the Dark Ages book, and the artwork is superb.

I was a big fan of the latest edition of Vampire: the Masquerade, but I have to admit that I think that title has been topped by the Dark Ages: Vampire core book. It remains to be seen whether the supporting books to follow will be as good.

Rating: 5 stars
Summary: White Wolf Does It Again
Review: Once again, White Wolf has made its previous output on the Vampire franchise obsolete! Dark Ages: Vampire is that good.

It incorporates the best changes from Vampire the Masquerade since that title was re-edited several years ago and expands upon it. The vampires in Dark Ages have much more potential than those in the Gothic Punk setting: you can choose from several viable moral systems rather than be restricted to one. Vampires are more powerful since disciplines can be brought up to six rather than five. The Dark Ages feel is much better represented here than in the previous Vampire: the Dark Ages book, and the artwork is superb.

I was a big fan of the latest edition of Vampire: the Masquerade, but I have to admit that I think that title has been topped by the Dark Ages: Vampire core book. It remains to be seen whether the supporting books to follow will be as good.

Rating: 3 stars
Summary: Bad Modifications, Interesting stuff
Review: The fact that DA has finnaly been revised is great and the updated rules are for the most part what i expected. There are however some very foolish modifications that the author made (such as the new obten rules). I recomend this book only if you are willing to overwrite all the {other} rules and replace them with older ones.

Rating: 4 stars
Summary: Wonderful
Review: This book is a wonderful introduction to the revised Dark Ages line. I approach every single book less like a player and more like an afficionado of the World of Darkness product line. I like the background and "fluff" more than the mechanics and how it applies to the roleplaying. In this regard, the book is rich in information about each of the clans and how they fit into Medieval times. The art work is visually appealing, which is something I cannot say about some of the clanbooks. If you acquire this book and like it, I would recommend collecting the follow-up volumes 'Guide to the Low Clans' & 'Guide to the High Clans', each of which "flesh-out" each clan and their identity during that period of time.

If you were looking for a review on the mechanics and how this applies to roleplaying, et cetera ad infinitum ... I apologize because I only look that over for ideas I can use in an entirely different genre of game play ;)

But from what I did look over, it is well written and easy enough to understand for someone who isn't a bonafide roleplayer (let alone a diehard gamer).

Rating: 4 stars
Summary: Wonderful
Review: This book is a wonderful introduction to the revised Dark Ages line. I approach every single book less like a player and more like an afficionado of the World of Darkness product line. I like the background and "fluff" more than the mechanics and how it applies to the roleplaying. In this regard, the book is rich in information about each of the clans and how they fit into Medieval times. The art work is visually appealing, which is something I cannot say about some of the clanbooks. If you acquire this book and like it, I would recommend collecting the follow-up volumes 'Guide to the Low Clans' & 'Guide to the High Clans', each of which "flesh-out" each clan and their identity during that period of time.

If you were looking for a review on the mechanics and how this applies to roleplaying, et cetera ad infinitum ... I apologize because I only look that over for ideas I can use in an entirely different genre of game play ;)

But from what I did look over, it is well written and easy enough to understand for someone who isn't a bonafide roleplayer (let alone a diehard gamer).


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