Wednesday, October 31, 2018

My World Is a Vampire

About a day after I wrote my last post, I got a copy of Vampire:  the Masquerade, fifth edition, from my local game/comic book store Page 3's Game Zone.  Late on that day, I found out that I could have gotten it from at least one of my book distributors, even though it wasn't available the last time I had checked.  Never mind.   The point is I finally had a new book in almost ten years.  (I did purchase some replacement books, as well as one older one that I missed out on when it first came out.). I had heard some doubters say that they didn't like many of the changes, but I am keeping an open mind.  I haven't had enough time to fully read it, schoolwork and all, but here are some of my first thoughts.  The cover is predominantly purple, with a woman dominant.  The green marble from the original is there, but you have to search for it.  In fact, almost all the pictures are in color, and I do mean pictures.  Actual photos are used in place.  The art style is more to date, but something seems missing, even if it meshes well with the setting.  Most of the metaplot and backstory have been kept, with the much needed updates.  Nothing too outlandish, and it makes perfect sense.  The setting is about the same, as are the general rules.  You can only choose from the original seven clans, although most of the other thirteen are mentioned, if not prominently.  The big changes are in character creation, systems, and rules.  Character creation has been simplified; it is actually based on making rounder characters from the start, instead of having to be forced to go back to add later on.  Some plot details make things confusing, especially the retooling of clan weaknesses into banes.  You are also only allowed two sects, the Camirilla and the Anarchs, at the start.  Others are hinted at, but not yet available.  Many of the systems have been streamlined, but a few have been added.  Damage is simpler, but can now apply to mental concerns as well as physical.  The biggest change is to disciplines, vampiric powers.  Now, you can have have as many powers at each level as you want, per  Vampire: the Requiem.  However, you are limited to one power per level in a discipline, meaning you would be forgoing a higher power by getting multiple lower ones.  Blood sorcery is changed as well.  The paths are forgotten, it seems, but rituals are easier.  There are even new dice and special rules for some of the new ones.   Some of the storytelling advice needs to be made clearer, as well as some of the antagonists, many of the more supernatural ones are even vaguer than they were in earlier editions.  Overall, I will need a good long reading before making any final verdicts, including downloading the free pdf version and errata.  (I'm waiting until after I upgrade to Mohave OS this week, just to make sure I won't lose it.). I will probably wait until the first supplements, on each of the first two sects, to see if there are any more surprises before starting anything.  Be back for updates.  Happy Halloween!!

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