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?
VTM opens with a section in-character fiction in the form of a letter from one VT to WH describing the nature of vampires (or the Kindred, as they call themselves), the society they have built for themselves, and the collection of laws they follow called the Masquerade. While it isn't directly stated, it is heavily implied that VT is Count Dracula (nee, Vlad Tepes) and WH is Wilhelmina Harker, tying the setting into that most classic of vampire tales.
This section sets the tone for many later White Wolf titles, though I must say that the fiction gets better in later years. This is really just a setting chapter, and the implication of Dracula as a member of the Kindred detracts from the world they're trying to build—mainly because the effort to m…
[Note: The holidays kept me from posting this update earlier. We're actually playing Chapter 15 today, 1/6.]
Characters Emmeline Forthwrought, eccentric human wizard, with Jonathan, cat familiar.Frevia Arden, self-sufficient human druid, with Roberta, snake animal companion.Imra Shadowmantle, disciplined elven rogue.Melanie Shadowmantle, aristocratic human fighter, with Angelina, recovered toad.Emony Steelbrow (NPC), paladin of Justicia.
A Dark Omen
While on watch outside the stable, Melanie sees a figure approaching purposefully from the rear gatehouse. She steps inside to wake the others and sees that the building is empty. When she turns around in the doorway, the figure is right outside. She recognizes it as Sir Karill of Kitchmon, whom she had beheaded two months ago outside Far Cirque.
Sir Karill blames her for ruining him, stripping him of his duty to his lord, and dooming his people. Melanie responds that they didn't start the fight that ended in his death. The two figh…
I've been putting some ideas down for a fantasy campaign in GURPS with a broad selection of "magic" systems. In addition to the systems from GURPS Thaumatology: Sorcery and GURPS Powers: Divine Favor, I want to have a few options that draw on other sources like Chi and spirits.
In 2005, Reverend P. Kitty wrote an article for volume 2 of Pyramid, "Making Friends and Conjuring People," that built on the Summonable enhancement for Allies. He included a meta-trait that allowed for Unkillable allies that disappear when reduced to (-1xHP) and could be summoned again after regenerating. I like the idea of "summoners" being one of the available supernatural options in this world, so I though I'd build on P. Kitty's work for this system.
The biggest change I made to the Conjured Servant meta-trait is removing Automaton. I prefer the summoned beings to have more initiative, especially at higher point values, and Automaton means that you constantly have …