"'Would you like to dance?' she asked me. I died
that night." — From the prologue.
After Dungeons and Dragons, the venerable
granddaddy of the role-playing industry, White Wolf's Vampire:
The Masquerade is undoubtedly the most popular RPG on shelves
today. It has legions of live-action game participants, entire
rainforests worth of printed supplements, a rather surprising
percentage of female players, more Goths than you can shake
a Hot Topic at, and perhaps that final crowning achievement,
a short-lived Aaron Spelling-produced TV series on Fox.
And yet for some reason, White Wolf decided to cancel the entire
Vampire game line, ending it all with one final apocalyptic
supplement a few months back. Then they rewrote and streamlined
their entire game mechanics system, revamped the Vampire
concept, and started everything over from scratch.
The World of Darkness
The core game mechanics, what White Wolf calls the "Storyteller
System," now take up an entire rulebook all of their own.
Called The
World of Darkness, this book is intended to provide
a backdrop to the world that these new vampires inhabit, in
addition to basic rules for things like character creation and
combat. The world it describes is a sort of goth cross between
H.P. Lovecraft and The X-Files, with average joes who
get an unwilling glimpse into Things Man Was Not Meant to Know
and are irrevocably altered by the experience.
The mechanics as presented in The World of Darkness are
focused almost exclusively on that concept. The character creation
rules let you make only human characters. In other words, you
can be Mulder, but not Buffy. Also, one of the new additions
to the Storyteller System is the Morality stat, which basically
tracks how much of an evil, amoral bastard you are. It changes
based on the horrific things your character does and sees, making
it a combination of Vampire: The Masquerade's Humanity
stat and the Sanity trait from Chaosium's Call of Cthulhu
RPG. At the back of the book, there are brief rules for ghosts
and some of their powers, but they seem more like an afterthought
than an attempt to really give players the tools to pit their
characters against the supernatural with just this core book.
There are other, more substantial changes to the Storyteller
System. The basics do remain the same, with nine stats divided
into Social, Mental, and Physical categories, corresponding
sets of skills, and a stat-plus-skill dice pool setup. You still
roll one ten-sided die for each point in your pool, and you
have to meet or exceed a target number to get a "success".
In the new Storyteller System, however, there's only one target
number, 8, and the infamous "botch" result has been
eliminated. Modifiers now change how many dice you have in your
pool or how many successes you need, rather than changing the
target number itself. Nice and simple.
The rest of the rules have likewise been streamlined. The biggest
change is to the combat system, which had been a horrifying
mish-mash even before White Wolf screwed things up even further
with their ill-conceived combat supplement for the original
Storyteller System. The damage system seems to be a bit more
complex than it used to be, but overall things are still a lot
simpler and seem a lot faster than they used to be.
Vampire: The Requiem
Despite having all the rules and a setting overview in a self-contained
book, to really use The World of Darkness to its full
potential you're going to have to invest in one of the separate
setting books. The first setting book for this new World of
Darkness is Vampire:
The Requiem, showing that while White Wolf may be shaking
things up in their role-playing universe, they definitely know
which side their angst-filled undead bread is buttered on. Like
the World of Darkness core book, Vampire: The Requiem
is a mixture of the familiar, the new, and the simplified.
The basic nature of White Wolf vampires hasn't changed in this
new game. They're still divided into clans, they still reproduce
by draining a mortal of blood and then giving that mortal some
of their own vampiric blood, and they still have "disciplines"
such as Auspex and Obfuscate that grant them supernatural abilities.
The real changes are in the way these different elements are
applied. The words are the same but the song is different, you
might say.
Most of these elements have changed very little. The disciplines
have been cleaned up, re-balanced and simplified, and some of
them have even been renamed (with a few new ones added for good
measure), but at their core they really haven't changed much
at all. Celerity still lets you move really fast, and Dominate
still lets you control someone else's will. A lot of the setting
details have barely been touched as well, with elements such
as the Blood Bond and Ghouls pretty much the same as they were
in Vampire: The Masquerade.
So what's actually changed? The politics and society of the
Kindred, mainly. This may not seem like such a big deal, but
considering that political machinations drove the background
of Vampire: The Masquerade and are a big factor in many
live-action Vampire games, this actually alters the whole
tone of Vampire: The Requiem.
The number of clans have been reduced from — um, a lot
— to five, though there are a number of smaller "bloodlines"
to keep things nice and varied. The formerly monolithic vampire
society has been splintered, with the struggle between the Camarilla
(who manipulate humanity but still live among them) and the
Sabbat (depraved, destructive vampires out to kill things and
break stuff) being replaced by a half-dozen different factions.
These factions are also a lot more shades-of-grey than the Camarilla
and Sabbat.
Among the new divisions are a group of intensely religious
vampires struggling for control against other groups. There's
a libertarian organization of young vampires opposed to the overreaching power of the Princes, and a group of
power-hungry vampires out to dominate their fellows through
the true acknowledgement of their vampire nature. None of these
groups dominate the others, which forces them to work together
to keep vampire society from shattering entirely and becoming
vulnerable to humanity, while at the same time giving them plenty
of opportunities to scheme and backstab as they jockey for political
power. To use another analogy, if Vampire: The Masquerade
was the Cold War, with its clearly-defined ideologically-opposing
sides, then Vampire: The Requiem is the world after the
fall of the Berlin Wall, with no central conflict but an ever-shifting
palette of allies and enemies.
The New Era
Also eliminated is the generational struggle between older
vampires and younger vampires. In fact, the "generation"
stat, which determined how powerful you were as a vampire based
on how far your blood had descended from the original vampire,
has been removed entirely. Now, all vampires have a "blood
potency" stat which determines the level of power they
can wield. Blood potency can be increased by experience or the
simple passage of time, and too much potency forces a vampire
into the near-death state known as "torpor" until
the blood thins enough to let them become active once again.
This means that not only can any vampire potentially gain as
much power as the most powerful of the elder Kindred, but there's
also an upper limit to just how powerful those elders are. This
levels the vampire playing field in a way that might shock gamers
used to the rigidly stratified power levels in Vampire: The
Masquerade.
This new political setup gives players a lot more freedom.
If the original game seemed to be all about stereotyped "splats"
and low-powered vampire punks (unless you were some kind of
a powergaming munchkin, anyway), this new incarnation is all
about freedom. It's much easier to create the specific kind
of vampire you want to be, and to work your way up the hierarchy
of the Kindred in a manner of your choosing. There are also rules for creating your own bloodlines, either to make your
starting vampire unique or as something for your vamp to
work towards on his path to establishing his own legacy in the world of the
undead.
Vampire society is not so restrictive as to keep newbies marginalized
the way they were in Vampire: The Masquerade, but at
the same time it's not so fluid as to hand a player character
the Princedom of a city on a silver platter. Vampire: The
Requiem may make it easier for new vampires to play the
political game, but it's still not a pushover.
The designers at White Wolf have really outdone themselves
with Vampire: The Requiem. It takes all the elements
that made Vampire: The Masquerade such a huge hit in
the first place, strips out all the overwrought goth and powergaming
baggage that weighed it down, and mixes in some new goodies
designed to let you customize your vampire experience to taste.
Even if you're a long-time Vampire: The Masquerade player
who's already poured far too much of your hard-earned cash into
the game line, put aside your skepticism and check this game
out. And if you've never played any of White Wolf's Vampire
games before, then Vampire: The Requiem is the perfect
way to get started.