Rating: Summary: Somethine went bump. Quick, light the candle, go over and... Review: AHHHHHHH!!!!!!!!! Eaten by a Tzmisce. Isn't it great? You've got a new setting (correctly shown and explained), a few cooler clans (the Cappadocians rock!), a better way of dealing with 'humanity' or loss of it, and get to play around with history! A MUST for anyone who ever wanted to play a vampire in D&D. The different roads offer a better diversity from 'humanity', and there is more room to torment the players with! I mean,traveling to the Prince's castle SHOULD be safe.... he wouldn't allow lupines to just wander in his domain, would he?
Rating: Summary: A middle-ages gothic role-play adventure. Review: Beautifully done again, by the guys at White Wolf. With this book, they portray a REALISTIC showing of the middle-ages, discouraging plate armor, and the such. Want to see where modern-day humanity got started? Admire the paths that started the Sabbat, and the path that started humanity. Feel free to play a freak or a noble. Beautifully done, and remarkably put together. A must-by for midevil freaks who play V:TM.
Rating: Summary: The Way Vampire Was Meant to be Experienced Review: I find that, when comparing Vampire: The Dark Ages (VDA) to it's modern counterpart, Vampire: The Masquerade (VM), VDA seems to always come out on top.Unlike VM, VDA allows the players to exist in a world much more open and less ruled by the extremely irritating, corrupt web of the Camarilla and Sabbat. In fact, those two sects don't even exist: every vampire becomes an entity unto itself, under complex rule by no one. This allows for great freedom of expression in gameplay--expression that is all too stifled in VM. Also, the book itself has MUCH more in the way of setting. The VM book, Revised Edition, seems extremely vague in the descriptions of the 13 clans. I could not help but be enraptured by the mysterious Dark Ages Assamites: in the modern day, they are static and more or less boring (at least based upon the meager descriptions found in the main core book). In the Dark Ages, they burn with life and passion. This is only one example--virtually every clan falls into this category. The Dark Ages' own inherent mysteriousness and superstition allows for much more varied gameplay as well--the science of the modern day detracts much from the vague--but interesting--origin of vampiric power. That strange sense of wonder is present in the Dark Ages, but in the modern day VM it is simply in the way. One feels like vampires should have been scientifically explained by now, in our day. Anyway, in short, the Dark Ages are a much better setting to be a vampire. You have more power, more mystery, more varied gameplay, and above all: freedom. Also, that whole blasted "punk" thing is done away with--when I think of vampires, I think very little of rebel hoodlums on a street corner. ;)
Rating: Summary: Cool Cool Cool! Review: 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!
Rating: Summary: Good role-play game Review: I took up playing Vampire:The Masquerade about 6 months ago. I liked D&D so I decided to play Vampire:TDA,it is a good game and I enjoy the artwork in it.
Rating: Summary: A Masterpiece - What Storytelling is all about Review: 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
Rating: Summary: Look what's that in the darkness?!?!?! Review: It could just be a vampire. This is a much cooler game then it's present time counter part.You get to make history. Was your character a viking, a warlord, a king,a serf, a baron, or a noble? those and many more await your choice of character. I am a huge fan of the actual dark ages and it is a pretty acurate account. Plauges dominate and normal people die at the ripe old age of thirty or younger.it's great!!! I hope more games of this magnitude surface!
Rating: Summary: Good artwork, and new information make this book a must! Review: Just when you thought the guys at White Wolf had thought of everything, they publish a new book with vital information and gothic artwork.
Dark Ages takes you back to a day before the inquisition or the masquerade, when Kindred were free to do as they please and all of humanity trembled
in their wake. With a new twist on an old favorite, use this book as a sourcebook for your campaign, or start a new one set in old Europe.
Highly recommended.
Rating: Summary: Good, but don't waste your money Review: Really, I don't see why the hell anyone would want to buy this. It's basically the same exact thing as the origional sourcebook, only with more dated rules and one or two historical facts. Anyone with half a brain or a bit of imagination should be easily able to set a Vampire story in the Dark Ages without this book. Even if it IS a really nice book with great art, great print, and interesting interpretations of dark age history. I say don't buy it; save your money for more useful things like the sourcebooks and clanbooks. I got my copy secondhand (In Tokyo, of all places) for the equivilant of $10 so there was no big waste. I pity the fool who shells out all 25 clams for this.
Rating: Summary: Good, but don't waste your money Review: Really, I don't see why the hell anyone would want to buy this. It's basically the same exact thing as the origional sourcebook, only with more dated rules and one or two historical facts. Anyone with half a brain or a bit of imagination should be easily able to set a Vampire story in the Dark Ages without this book. Even if it IS a really nice book with great art, great print, and interesting interpretations of dark age history. I say don't buy it; save your money for more useful things like the sourcebooks and clanbooks. I got my copy secondhand (In Tokyo, of all places) for the equivilant of $10 so there was no big waste. I pity the fool who shells out all 25 clams for this.
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