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…
CharactersEmmeline 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.
The party decides to travel to Galaron by escorting a Shadowmantle family caravan. Luckily, a shipment of dwarven textiles is scheduled to leave the next morning. Before setting out, Melanie buys a pair of very fine fountain pens. She gives one to her father as an early birthday present, and the other she gives to Emmeline.
Lord Shadowmantle calls Imra into his office. He tells her that the family has begun negotiations with the gnomes of Far Cirque for their gems, but the town has existing contracts with three merchants in Galaron. He gives Imra a list of names and hints that it would be good for the family if someone convinced these people to break their ties with the gnomes. Imra isn…
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 …