Clanbook: Malkavian Revised - Episode 57

Finally, a proper Malkavian book to review. We just get in and talk. After all, what is this but a review podcast about White Wolf material? Really, it's nothing else beyond that. And entire podcast about Vampire: the Masquerade? That could be seen as a little obsessive. Well, we pride ourselves on tuning out the background noise. Anyways, this is that review we were waiting for. It's a good review. It's not overly gushing in its praise. It's fair. Hey, just give it a listen, why don't ya? 


Psst. Did you know that we reward some of our Patreon backers with an online vampire game called, Curse of Caine? Even if you don't want to play (which deeply saddens me), there are links to the server so you can hang out, read some V:tM role-play, and make new friends! 

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Clanbook: Malkavian Revised
Written by: 
Ethan Skemp
The Circle of Chaos

The childer of Malkav bear two curses: undeath and madness. From emotionless sociopaths to raving lunatics and everything in between, the Malkavians nonetheless command startling insight. Does what they know drive them to madness or does their insanity allow them to peer into a world the rest of us fear to see?

The Method of Madness
As part of the revised lineup of clanbooks, Malkavian takes one of the classic sourcebooks for the game and brings it into a modern context. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.


Kindred Most Wanted Episode 27

In this episode, we discuss "The Kindred Most Wanted" - an account of the top 13 most deadly and wanted vampires by the Camarilla. This list is officially known as The Red List and the cainites in it as Anathema. 


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The Kindred Most Wanted
June 24th, 1994
Written by: Ran Ackels

We Have Nothing to Fear...
The vampires, the terrors of the dark, have their own secret fears. As they hunt, they watch over their shoulders. As they make their way from victim to victim, they listen with growing dread lest they become victims themselves. These lords of the night know that even the mightiest of the Damned can be brought down.

...Except Ourselves
Compiled in the early part of this century, the Red List, also known as the Kindred Most Wanted, catalogues the crimes and horrors committed by these hated outlaws. When the Justicars themselves, the most powerful of Cainites, cannot apprehend their enemies, they make them Anathema, hunted by all vampires.


The Book of Nod - Episode 20

Hello all. Welcome back to the podcast! In this episode, we discuss and review the 1993 release, "The Book of Nod". This particular book is a little bit different than the previous books we've reviewed, both in content and layout. This book is more of an in-game prop than a rule book, and is printed in a size more consistent with White Wolf's Mind's Eye Theater line of Live-Action Role Playing books. 
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The Book of Nod, 1993
Written by: Sam Chupp, Andrew Greenberg

From White Wolf Wiki:
The Book of Nod is a collection of texts that are viewed as sacred by Noddist scholars and most Elders, especially of the Sabbat. This book is designed to be setting material only, avoiding any game mechanics, to serve as a prop for Vampire: The Masquerade or Mind's Eye Theatre: the Masquerade chronicles.

The contents of the Book of Nod is divided into three major sections: "The Chronicle of Caine", "The Chronicle of Shadows", and "The Chronicle of Secrets". The first section is the "History of vampires", giving insights to how Caine became cursed, his encounters, and the founding of the thirteen vampire clans. The second section, Shadows, are the "Laws of vampires", providing commandments that Caine dictates to the Kindred, as well as each clans' expectations. The final section, Secrets, is the "Prophetic word for vampires", declaring the coming of Gehenna that Noddist activists preach.


Clanbook: Malkavian - Episode 17

In this episode, we discuss the original Clanbook: Malkavian released in 1993. This title offers detailed information about the clan, even if it's presented in a very different way than you may be used to. This podcast, more than any we've previously recorded, is likely to be our most divisive. 
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Clanbook: Malkavian
Written By: Daniel Greenberg

What is this thing called madness? They say those touched by insanity have also been touched by divinity. No they don't. Madness is often only a step away from enlightenment and, for some, is a step beyond. No it isn't. Now learn how the Malkavians twist the world for their benefit. You won't learn a thing. Discover the truth of their madness. It's too late for that.

Purchase on Amazon.com


The Players Guide to the Sabbat - Episode 11

In this episode, we discuss the book, "the Players Guide to the Sabbat." It is the first Vampire: the Masquerade sourcebook to fully describe the Sabbat. Many prominent Sabbat-related elements of the setting, such as the antitribu and the Paths of Enlightenment, were introduced for the first time in this book. Additionally, the Lasombra and Tzimisce were described in detail for the first time in this book. This is a much longer podcast than normal, and we hope you folks enjoy it. We tried not to ramble or get overly detailed, but clearly the Sabbat is something we enjoy as players and storytellers. Thanks for listening!


the Players Guide to the Sabbat - 1992
Written By: Steven C. Brown

By Any Means Necessary
The Sabbat: a sect of diabolists and murderers whose sole purpose seems to be wanton destruction. These Night Fiends reject the ancient laws of the undead and revel in the fear and hatred they inspire, considering them tributes to their strength and courage.
The Prince of Freedom is Death
But there is a method to their madness. They are the true saviors of the undead, something only they can or will see. The Sabbat has gathered power for centuries, allying with the darkest powers of the supernatural, growing and expanding with only one purpose — the utter destruction of the Antediluvians.


Awakening: Diablerie Mexico, Vampire: The Masquerade 2nd Ed.

Hello, all! Welcome back to 25 Years of V:tM.  In this episode, we review and discuss two more books released in 1992 - Awakening: Diablerie Mexico and Vampire: the Masquerade 2nd Edition. Also, we have a brief discussion about the game system and setting. As a bonus treat, you can check out our further discussions about LARP and V:tM at our other podcast, Nerd Words. Basically, we just let the mics keep rolling. We hope you enjoy the conversation, and we thank you for your continued support! 


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DrivethruRPG

Awakening: Diablerie Mexico - 1992
Written By: Nigel Findley

 

Lying deep in torpor beneath the Mayan tombs is a most-ancient Methuselah. Sleeping away the ages until his time to arise finally comes. He guards himself, and his potent blood, most assiduously. But you have learned where he rests -- and so you search for him. Soon his essence will be yours. They may have rules against what you are about to do, but they might as well try to stop the thirst itself. Win, and power beyond reckoning is yours. Lose, and your defeat is final, for the ancients are wrathful against those who disturb their slumber.

Diablerie: Mexico is a full Story for Vampire, requiring you to pit your mind and body against one of the most powerful Cainites in the New World. It includes: Expanded rules on Diablerie, the most-hated practice of the undead. Details on older, more powerful Vampires in a Chronicle Information on how the mightiest Kindred protect themselves during their long torpors, including the spirits and traps which guard their slumbers.


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DrivethruRPG

Vampire: the Masquerade, 2nd Edition - 1992
Written By: Mark Rein•Hagen, Graeme Davis, Tom Dowd, Lisa Stevens, Stewart Wieck

*Note: in our haste to review the second edition, we incorrectly remembered this book and erroneously stated that the Sabbat clans, independent clans and some various other information was in this book, when it is in fact, not. We apologize for our mistake. There is actually very little additional information in this book that was missing from the previous edition. Also, The Appendix has the beginning of the Forged in Steel Chronicle, which starts in Gary, Indiana and moves into the Chicago Chronicles.* 
"Vampire is a game of make-believe, of pretend, of storytelling. Although Vampire is a game, it is more about storytelling than it is about winning. If you've never done this kind of thing before, you may be confused by the whole premise of a storytelling game. Once you catch on to the basic concepts, however, you'll find that it isn't all that strange, and is, in fact, eerily familiar.

You, along with some of your friends, are going to tell stories of madness and lust. Tales of things that go bump in the night. Tales of peril, paranoia, and sinister, shadowy evil. Tales from the darkest recesses of our unconscious minds. And at the heart of these stories are vampires.

These stories will capture your imagination far more readily than any play or movie; likewise, they are of a darker nature than the children's fairy tales you might remember (although those too were rather grim if you think back). This is because you are inside the story and not just watching it. You are creating it as you go along, and the outcome is always uncertain.

This game provides a way to experience a horror of an all too immediate nature, for you experience the terror from the other side of the mirror. The horror of Vampire is the legacy of being half a beast, trapped in a world of no absolutes, where morality is chosen, not ordained. The horror of Vampire is the evil within, and the all-consuming lust for warm blood.

Perhaps the greatest danger of playing Vampire is that of seeing yourself in the mirror. To play this game you must face the madness within you, that which you strive to master and overcome, but cannot bear to face.

Unless you are willing to face the reflection of your own imperfections then go no further. Madness as well as wisdom rewards those who dare to gaze into eternity."

Who's Who Among Vampires: Children of the Inquisition


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DrivethruRPG

Children of the Inquisition - 1992
Written by: Daniel Greenberg

"The living dead have walked among us for centuries. Their feuds firing humanity's bloodiest wars. Now learn the secrets of the most powerful vampires, and the origins of their ancient hatred. Who's Who Among Vampires: Children of the Inquisition is set in the world of Vampire: the Masquerade." 

 

 


Alien Hunger

In this episode, we explore the 1991 release of "Alien Hunger", a city module for Vampire: The Masquerade. 


DriveThruRPG

DriveThruRPG

Alien Hunger - 1991
Written by: Jeff Berry
A Taste for Blood A Taste for Death

Ripped from your comfortable mortality, thrown into a pit of blood and death, you strive with every ounce of your being to hold onto the last bits of your humanity, all the while feeling the inexorable pull of the beast within.
A mile high where the air is thin, an ancient genius has been snuffed out by an even older evil. Now you are alone, your old world stolen from you and your new one most horrible to behold. And ruling all is your dread thirst.
 


The Succubus Club, Ashes to Ashes, Chicago by Night

In our third episode, we step up the podcast a notch and review three releases from 1991: The Succubus Club, Ashes to Ashes and Chicago by Night first edition. The three of these releases are bound together in story and setting, and it seemed appropriate to review them together for additional reasons that are made clear in the production. These books make up a large part of the "Forged in Steel" chronicle.


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DrivethruRPG

Succubus Club - 1991
Written by: Andrew Greenberg, Graeme Davis, Bill Bridges, Lisa Stevens, Nigel Findley, Steve Crow
"The Succubus club is a Sourcebook detailing the most notorious nightspots in the Chicago Rack. This book includes not only a complete description of this infamous club, but six complete one-chapter stories, each of them set within its confines. Cainites know of it as a huge and extravagant dance club where mortal vessels are easily obtained, friends and enemies meet and intrigues and plots are hatched. only a few know of what ancient secrets it contains. The Succubus may well become the central meeting spot for your characters, for so many stories start and end there. It is the nexus of this dark city. It is the place of dreams, the place of nightmares."
 


DrivethruRPG

DrivethruRPG

Ashes to Ashes - 1991
Written by: Stewart Wieck
When the Fire Burns Low Only the Ashes Remain...
"Ashes to Ashes is a story supplement designed for use with Vampire, and it continues the story begun in Vampire: Baptism by Fire. It includes all the characters and information you need to tell a complete four chapter story. This book also presents an Advanced Storytelling - the Villain's Flashback - to accentuate the theme and mood of the story."

 

 

 


DrivethruRPG

DrivethruRPG

Chicago by Night first edition - 1991
White Wolf Publishing
Chicago by Night includes:
Descriptions of most of the Kindred inhabitants of Chicago - 70 powerful characters in all.
A chapter on the "real" history of Chicago.
Detailed maps of the city and a complete geography chapter.
A number of innovative "character interaction" charts used to define the relationships between these immortals.
Over one hundred encounters, organized by theme, which provide you a means to make the setting come alive for your players.

 


The Players Guide

In this episode, we review Vampire: The Masquerade Players Guide, 1st Edition This is the 2nd book released by White-Wolf for their Vampire the Masquerade line in 1991. 

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Players Guide - 1991
Written By:
 written by Andrew Greenberg, Mark Rein•Hagen, Graeme Davis, Bill Bridges, Daniel Greenberg, Ryk Strong, Frank Fry, Aaron Voss, and Travis Williams.
In the Goth-Punk world of the Vampire, any advantage can mean the difference between survival and final, permanent death. Thus The Players Guide - new clans, archetypes, skills, abilities and equipment. Learn what it means to be one of the powerful Elders, with Disciplines far surpassing those of the younger Kindred. Add Merits and Flaws to your character, balancing out mighty new powers with fascinating weaknesses. Learn new techniques for roleplaying in Vampire, written by some of the industry's leading designers. Prepare yourself for a whole new role in the immortal Jyhad.