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Dark Ages Companion: A Sourcebook for Vampire : The Dark Ages (Vampire - the Dark Ages)
Fred Yelk , and Leif Jones Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1565042794 |
Customer Reviews:
Absolutely essential..... and try to ignore the cover art!.......2006-03-16
And the Core is expanded........2002-03-19
So that is the church, but what about Cainites themselves? The Companion carries the higher level disciplines for the one listed in the Dark Ages core book. The authors have also included more Thaumaturgical paths as well as power to make better Infernalists. This book carries a wide selection of Dark Thaumaturgical paths and rituals. It also carries a few new disciplines altogether. Wait! New disciplines? Who wield them? This volume also adds four new clans/bloodlines. The Laibon, Lhiannan, and Lamia make their possible First Appearances in the White Wolf canon. Their chapters contain information on their origins, structure, beliefs, and discipline just as it does for all others. The one exception is that it also spells out each bloodline's fate. These Cainites do not survive into the modern days, and now you know why. But, I only mention three, who is the fourth?
The Dark ages are a strange time. Not only does it see the "birth" of a new clan, but also the genocidal hunting of another. Yes, the Salubri are still alive at this time and the Companion provides both a clan overview as well as a long listing of Valeren, the Salubri principle power. For all you veterans, Valeren is not the same as Obeah. Now we have the actual power the Unicorns wielded long ago in Enoch, the very power that is said to have temporarily soothed Malkav of his madness. This alone makes the book worth its cost, but the authors have included so much more.
In summary, coupling this book with Vampire: The Dark Ages will only enhance a chronicle. If players feel they done this before, add a few new religious antagonists, or just drop one of the unknown clans into he story to add danger, intrigue, and a huge new enigma to solve. Do not forget to spice the game with the upper levels of Disicplines. You may have a Brujah or a Nosferatu with a ton of Fortitude, but what good is that when you opponent can strike you from across the room without moving? What good is a ton of Potence and Celerity when your weapons shatter upon impacting another Cainite and not leaving the slightest mark? Who said the "things-that-go-bump-in-the-night" in the night do not have their "things-that-go-bump-in-the-night" as well? Can we say Methusala? Sleep well, childer. Sleep well.
Excellent for Dark ages.......2002-02-02
It expands existing disciplines providing new ones, with even new rituals. The blood lines also prove to be interesting characters that players might enjoy, and storytellers trying to run the dark ages chronicle will find this book quite useful.
DA Companion: Absolutely Essential.......2001-03-15
All in all, this product is essential to run a complex chronicle, and well-worth the money.
Details Details Details.......2000-06-19
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Vampire: The Dark Ages
Jennifer Hartshorn , Ethan Skemp , Mark Rein , Hagen Hassall , and Kevin Hassall Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 1565042751 |
Customer Reviews:
The time of Darkness has Desended.......2002-10-08
For one thing it takes the main core rules of VTM and combines them with an age in time that already had horrors that we as modern men and women can not relate to..
it insures that it gives you enough advice to properly set a game based on a time that had Kings, Queens, Princes, princesses, Dukes, and well the list could go on.. It is also a time where it was not uncommon to find a "old" vampire running around within the confines of the church directing the slaughter of rival clans and humans.
if you are into the SCA and love VTM then you WANT to add this to your collection
All stories have to start somewhere........2002-03-19
As with all game books, there is a section outlining each Discipline as it was. Many players will find that the Dark Ages may have been more deadly and open Cainite warfare raged all over, but their powers are not as violent as expected. While advanced players will try and find new ways to bend the rules, there are lovely counters included, such as Celerity costing far more blood than in modern times; so much for the whirling dervish attack! Along with the Disciplines, there are drastic changes in the clans themselves. Since there is no Camarilla - Sabbat division, all clans interact on a rather equal footing. This means players can use the fiendish Tzimisce right along side the artisan Toreador. Many games may find a Magister waging verbal battle with a Patrician. This book helps show that Cainite society has not always been the way it is under the Masquerade.
The only drawback to the book is that it does cover Cainite society and illuminates the rules for hand-to-hand medieval combat, there is very little on mortal society. It does cover their views and outlooks, but many details seemed to be lack (or I missed them!). A few pages to outline medieval currency and weapons broken down by time would be vastly helpful. After all, few people used rapiers in 966 CE, at least as far as I can tell.
In summary, this book is perfect as a starting point and fulfills its duty wonderfully. You will find the clans are well defined and the disciplines have been renamed and in some case restructured for a more primitive feeling. This review will hopefully show a bit more about the book. At least from a gamer's perspective, it is highly useful and one of my most used books.
A Masterpiece - What Storytelling is all about.......2001-11-19
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
Cool Cool Cool!.......2001-08-22
Definitely Dark.......2001-08-18
This books is not like that. It takes the more traditional medieval time period, with a bloody twist. This is a fragile time; clan ties are stronger and clan stereotypes run rampant. History is twisted by the Lasombra and Ventrue, the Tremere are newly created and the Salubri still exist with reasonable numbers. The Cappadocians, now long forgotten (except as the oddly mysterious Harbingers of Skulls) are a powerful clan.
Why five stars? This is not a mock-up of Vampire: the Masquerade. It's something else, something different, something unique. It's a time of chaos in the world of the unliving, a struggle that predates the Camarilla. These are not the Kindred you think you know, they are Cainites to the core. They embrace their unique abilities and use them to command, to conquer, and to thrive.
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Dark Ages: Vampire
Manufacturer: White Wolf Publishing ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 1588462773 |
Customer Reviews:
Other Books.......2007-09-03
Very good purchase.......2005-08-27
Wonderful.......2004-01-22
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).
Superb!.......2003-07-18
Stunning new edition to WoD line up stopped just short.......2002-12-25
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.
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Dark Ages: Mage (Vampire: The Dark Ages)
Bill Bridges , Kraig Blackwelder , David Bolack , Stephen Michael Dipesa , Mur Lafferty , James Maliszewski , John Maurer , Tara Maurer , and Matthew McFarland Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 1588464040 |
Customer Reviews:
Listen to the EXPERT!!!!!.......2005-01-26
Dark Ages: Mage, Before the Ascension.......2002-12-11
The similarities are obvious and yes, it is the World of Darkness set back into the Dark Medieval, but the truth of the matter is that this is not the same game as it's predecessors, Mage: The Ascension or Mage: The Sorcerer's Crusade. There is no War for Reality, there is no competition. There is only magic. The opening chapter on medieval superstition gives a blanket feel of ambiguity to everything in the age and I think this is where the real strength of this game shines.
This book is not intended for first-time roleplayers. This book is advanced in every respect of the word. As a Storyteller for Dark Ages, having the rules to create and use Mage NPC's in my chronicles is outstanding and the rules for their creation, advancement, societies, everything... is right here. However, I was disappointed by the fact that although this game (and although it requires the use of Dark Ages: Vampire to use it, it -is- a separate and dinstinct game unto itself if allowed) has rules to actually play Mages, I can't say it's that easy. But then again, it obviously isn't supposed to be simple, after all these are willworkers, people whose expectations charge reality and force it to change. It's just not cut and dry.
The character creation is easy. The rules for advancement, simple enough. Unfortunately, it's the ambiguity of each of the pillars that catches me off guard, because, although we are playing these mages and their mindset is critical to their play, having the levels of power measured by interpretation is asking for complications. However, I believe now, after having re-read this book two times + since purchasing it, that it is SUPPOSED to be ambiguous and inexact, facilitating the person to person interpretation that was the rule of the day. After all, if someone easily adhere to exacting rules in the Dark Medieval, they were not Mages. Mages break the rules in every way, shape, and fashion and don't apologize for it; rather they take their success to mean that are due even more power. Enter hubris.
All in all, this is a great book and more visually stunning that I first imagined it would be. The spine, once again, is not attached to the book itself, but I'm beginning to suspect it's not supposed to. I gave this game 4 stars (instead of 3) because of the innate potential of such a game and the Dark Ages line. However, if you're are die hard fan of the Sphere system, I heartily recommend The Sorcerer's Crusade instead. This game is darker, more brutal, and more ambigious. These can be good things in the hands of the right people, but not for everyone.
Consider Alternatives!.......2002-10-09
DAMage is not for me. Why? I'm a fan of the Mage: The Ascension game line, and my thoughts start from there. Your mileage may vary.
The game defines magic separately for each group. It defines four "pillars" for each group, each with five ranks. These serve (supposedly) to measure what a Mage can and cannot do. Like any good game mechanic?
A lot of people didn't like the ambiguity inherent in M:tA's description of spheres. If that's you, avoid DAMage like the plague-- DAMage mechanics for Magic are described totally from the in-character point-of-view of the individual paradigm. As a way to understand what each kind of magic can really do, or settle disputes about whether a given Mage has the right knowledge to attempt a casting, they're completely unplayable.
They are, however, creative, even sometimes inspiring. If they were presented as magical theory, rather than a game mechanic, they'd be alright.
They'll also be good for selling supplements. The pillars demand exhaustive lists of "rotes," concrete definitions of individual powers, to be playable, and STs and players will find themselves obliged to go buy the "tradition book" for all the groups they intend to portray.
Another thing that bugged people about Mage: The Ascension, was that the sphere system seems "homogenous." That is, the progression in various abilities is pretty arbitrary, and if it's seen as universal among all kinds of will-workers, it intrudes on the in-character integrity of that paradigm.
I think that's a reasonable objection-- the Mage line's approach to Magic is it's own scenario, and though people claim you can do "any kind" of magic with it, that's not entirely true.
And, I think this helps us see why DAMage was developed along these lines. People wanted each paradigm to make sense "unto itself." Unfortunately, they chose to carry baggage from M:tA over. (Why? In an attempt to sell copy to Mage players.)
Wary of alienating Mage players, they retained an analog to a "sphere system," and gave lip-service to the "dynamic" quality of magic as found in Mage. And the result is something that is a glorified freestyle role-playing of magic, based on flavor text, or, with the eventual publication of massive rote lists, will really boil down to spell lists.
What people don't realize is that M:tA's sphere system was *born* out of a desire for a playable compromise between the reliable klunkiness of spell-lists, and the flexibility, but potential twinkery, of free-form role-play. It's imperfect, but, taken as what it is, it's also superb.
DAMage could have used M:tA's finely-tuned compromise. Instead it tried to reinvent the wheel, moving in both directions, failing to do either justice. DAMage could have been Mage: the Ascension with really cool, useful material on RPing in the Dark Ages setting.
And by the way. The presentation of the setting is rather lackluster, in DAMage. Possibly this is because they expect you go out and pay more money for Dark Ages Vampire. But if you're an Order of Hermes fan, for example, prepare to be disappointed. (Moreover, personally, my mind boggles at the authors' encouragement to send Muslim sorcerers off with their Christian cabalmates to kill Muslims in the Crusades.)
Alternatives better than DAMage include Mage: the Sorcerer's Crusade, Mage: the Ascension, or Sorcerer, each already in White Wolf mechanics, and adaptable to the Dark Ages setting (DAMage expects you to have other books too!) If you're a vampire player, particularly, I would think Sorcerer would be the way to go. There're also Ars Magica and D&D. And GURPS puts out great supplements, including on the Middle Ages. Which, if you want setting and flavor, are far superior.
Good job... but did the writers even read what came before?.......2002-10-06
Not to say the book is bad, because for the most part it is rather good. For Storytelling material it is bad, but as setting information and rules it is excellent.
Oh, on a final note, i only gave it 3 stars because White wolf decided not to put any rules in it outside of magic rules simply to sell more copies of Dark Ages: Vampire. It desserves 4 in its own right.
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Book of Storyteller Secrets (Vampire - the Dark Ages)
Wade Racine , Matt Burke , and J. D. Wiker Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1565042778 |
Customer Reviews:
Useful outside of the "Dark Ages" setting?.......2002-08-16
A Handbook for the Dark Medieval.......2001-08-18
The primary resources in this book are its design-a-fief chapter, its notes on the Tremere's Gargoyles, and its relics. Though it is, essentially, a rule book supplement, it gives insight into several "historical" stories, including the diablerie of Brujah by Troile.
Do you need this book to play a game of Vampire: the Dark Ages? No. Do you need it to run a serious chronicle? I say yes. An "authentic" city gives your game the flair it was meant to have.
A nessary book.......2000-07-04
Great book. It helps me out all the time........1999-04-02
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Wraith: The Great War (Vampire, the Dark Ages)
Bruce Baugh Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 156504634X |
Customer Reviews:
i don't really play.......2003-10-01
The Great Book.......2001-03-13
As the afterword states, the 1st World War is usually seen as "just the prelude to World War II; the *good* war". It's a great injustice: World War I saw the first trully global bloodshed of all times, as countries in a decaying Europe fought for supremacy. The aftermath was really depressing, and a perfect theme for Wraith.
It's also worthy of notice the treatment White Wolf gives to this delicate theme. The War isn't presented as "fun". The War was a terrible event in history, and White Wolf gives it the respect it deserves.
Its a great supplement for DMings in the world war 1 era........1999-10-14
Great setting and well written.......1999-06-29
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Werewolf: The Dark Ages (Werewolf: The Apocalypse)
Heather Curatola , Harry Heckel , Forrest B. Marchinton , Deena McKinney , and Ethan Skemp Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Paperback Similar Items: ASIN: 156504357X |
Customer Reviews:
Just Another Crossover.......2001-08-18
This is not inherently a problem. Werewolf has certain perks, even in the Dark Ages. But there is no conflict. When White Wolf branches into alternate settings, there is always a unique conflict (such as the Storm Eater in Wild West). I find that oddly lacking. This book lacks the conflict in the Americas (for obvious reasons), all-powerful Wyrm spawn, and all other potential enemies. In fact, it seems more to me like a hack-and-slash version of a serious game.
What I find most distasteful is that it's a reprint of existing information. It varies only in small areas from the information in Werewolf: the Apocalypse. The Pure Ones are missing and the Glasswalkers have a period-appropriate name. But the Vampire: the Dark Ages covers this information sufficiently.
In the end, all I can say for sure is that this is a good game out of its element. If Werewolves are to be used in the Dark Ages, use them with crossover rules: there are no tribes, they're all Lupines. Keep the games true to themselves, leave them in their own time.
Of Claw and Sword.......2001-05-25
Lacks the System.......2001-05-10
Rating not Applicable.......2000-10-23
Excellent book that you must buy.......1999-07-31
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Clanbook: Salubri (Vampire, the Dark Ages)
Cynthia Summers Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1565042123 |
Customer Reviews:
Finally, some truth brought to life................2001-06-27
Primogen Darodine of San Francisco "Fractured is the mind, fractured is the soul, diseased is the blood, you are what you eat. What am I?"
Definately on tha top.......2001-06-22
By the old rules there are only 8 salubri alive at a time but now since they are part of the sabbat I'm not sure. I have read through the Book of Nod and I don't remember the passage from the previous reviewer but it did talk about saulot being baal's brother and betraying him to Cain when he started his demon worshipping.
Ohh well I hope they come out with a revised Salubri book.
Always wanted to know more about these guys.......2000-07-27
Great information for playing a "unicorn".......2000-03-15
Saulot's heirs.......1999-05-16
translation from a tablet, suspected to be part of the Book of Nod
Uther Algaan, Assamite Elder - yes, even assasins have an education, you brainless Tremere warlock !
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Jerusalem by Night (Vampire: The Dark Ages)
Jen Clodius , and Todd Satogata Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1565042999 |
Customer Reviews:
Decent Guide to the Holy Land.......2004-03-03
The bookest strongest point is the first chapter, a very brief history of Jerusalem from the Hebrews onward to the Dark Ages timeframe from a vampire point of view. Brief mention is made of periods of Roman, Muslim and Latin rule, and its chock full of interesting little quotes and sidenotes. However, I really feel like such an ancient city deserved to have a bit more... mystery, exoticism or even more supernatural elements. The next chapter focuses on society and religion, going into overviews of Judaism, Islam and Christianity (including mention of the non-Catholics in the Middle East such as the Nestorians, Greeks and Armenians). The most interesting part was some information on how Cainites follow Islam and Judaism, particularly about getting around the prohibitions about consuming blood.
The next chapter, Geography, was another strong point for the book and detailed the many sites infused by True Faith in the city. It then goes on to give profiles and stats for a variety of Cainites in Jerusalem, sorted by clan. It was interesting to see how the clans are almost all split between Muslims and Christians and some characters (like a dog-like Gangrel methusaleh, an out of place Viking, al-Hakim and the Bashirite Ravnos) were quite interesting. Most however struck me as so-so but thats just me. The book then closes out with some useful advice for running chronicles set in Medieval Jerusalem.
With the writing of the Bitter Crusade, games set in Jerusalem are going to be a little different. Still this is a decent book for running games in Jerusalem before the fourth Crusade. My only comments are that it doesn't cover enough culture, history or religion. Other supplements (like Veil of Night and Libellus Sanguinus III) cover the region even better, or better yet you could even go to your library and do research on the Middle East, Jerusalem and the Crusades and come up with more stuff. But if you come across this book its still worth taking a look.
Jerusalem by Night just not worth it........2000-12-16
However, the book is lacking in many key areas. Most specifically, the history section of the book, in which over 2000 years are summed up in a few dozen pages, is some of the most dry and uninspiring writing I have ever read in a white-wolf product. Concepts are sketchy at best, mostly glossed over, and of questionable accuracy. In addition, there is almost no attempt by the author to tie vampires into the history--only some feeble mentioning of vampiric activity that was misinterpreted as acts of God or the introduction of a character only to say that said character came to the city at this time. The vampires do not seem to manipulate Jerusalem as they do other cities.
Another complaint I have is the way in which the author defines the religious groups of mortals who live in the city without going into detail on any of them. We don't know who controls the groups, what they want, how they operate, etc. And some ways in which they are defined is not only incorrect, but offensive to those groups. Take, for example, the name by which the author refers to Jews. He routinely calls them "Followers of Yahweh". While technically that may be correct (as God's name is given as Yahweh in the Torah/Old Testament), Jews are forbidden to use the name of God in speech and would refer to him only as God (in Hebrew: Elohim) or Lord (Hebrew: Adonai). If they were reading God's name, they would say only "The Name" (Hebrew: ha-Shem). When referring to them, you should say Hebrews, Israelites, Children of Israel, or Jews, depending on when in their history you are referring.
My final complaint is that in one of the oldest cities in the world, the author does nothing with the myriad of possibilities tying vampires to the religious world. I am not sure if he was afraid to offend or if he just lacks true vision of what could have been.
All in all, this book takes what could have been a great concept for a campaign and does not do anything with it. It is dry and inaccurate, and doesn't really give you too much to work with. The only value I see in it is that it does give you some non-player characters to steal for your game, but that is not enough to make it worth it. Do yourself a favor, if you want to run a game in medieval Jerusalem, go and by a basic history book on the city and make up your own stuff about the vampires who populate it. Your money will be much better spent.
This book does a good job spicening rp in the Dark Ages........1999-10-29
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Transylvania Chronicles I: Dark Tides Rising (For Vampire, the Dark Ages)
Brian Campbell , and Nicky Rea Manufacturer: White Wolf Pub ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1565042905 |
Customer Reviews:
Get on the campaign!.......2001-03-14
The only major flaw of the series is that the storyteller may easily find himself in the situation that he know TOO LITTLE of the plot. Regarding the prophecy of Gehenna, for example, the first three books hint on the apocryphal signs of Gehenna. What these are, the players should not know until the end... but the storyteller? There are various times that you will find yourself not knowing the importance of the events you are playing, the role of major npcs in the story- you will have to improvise, and chances are, the next books in the series will make you have to adjust your earlier options heavily.
For people wishing to go into transylvania, take this campaign seriously. It needs a lot of play time to enjoy it. It took me more than 90 sessions to complete, and I enjoyed every one of them. If you can, buy all the books before starting the campaign - if not, book 4 is a must.
Execellent Start to a Long Journey.......2000-07-27
A Perfect Primer.......1999-12-18
A good story that will let you shape it to what you want it to be, I've found it the best way to get started in the Dark Ages (both from a Storytelling and a character creation standpoint).
Just Perfect.......1998-11-05
Storytelling mysteries unravelled in Dark Tides!.......1998-07-12
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