Tag: Let's Read

Chapter Eight: Chronicle

We’ve reached the first Storyteller chapter, and it may be the best of the lot. This chapter contains the beating heart—pardon the expression—of VTM, one bit that sums up what makes this game different from the editions that descend from it.

Chapter Six: Drama

This chapter expands on the very simplified rules we saw a few chapters earlier. Right away, it talks about breaking your game down into scenes, advice which shows up in just about every game these days. An interesting thing VTM does is suggest running action scenes—even ones without combat—in a structured way with each character taking turns resolving their actions.

Chapter Four: Traits

This chapter describes the various traits (Attributes, Abilities, Advantages, and so on) that define characters. The first rule here is on Specialties, bonuses to Attributes and Abilities that you can choose when your trait is over 3. VTM offers three options for how Specialties work—reroll 10s, cap the trait at three unless the Specialty applies, or reduce the difficulty of the roll by 1. In later games, this would standardize to the first option, but it’s interesting to see the variations here.

Released in 1991, Vampire: The Masquerade (VTM) introduced the World of Darkness and paved the way for dozens of game lines to follow. But what was that original green book like, and does it hold up now, over 25 years later?

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