Gurps Vampire The Masquerade 4th Edition
Vampire: The Masquerade (Revised Edition) cover,,,, Publisher(s),, Publication date 1991 (1 st edition) 1992 (2 nd edition) 1998 (Revised edition) 2011 (20th Anniversary) 2018 (5 th edition) Genre(s) Personal System(s) Vampire: The Masquerade is a (tabletop RPG) created by and released in 1991 by as the first of several games for its setting line. It is set in a fictionalized 'gothic-punk' version of the modern world, where players assume the roles of, who are referred to as 'Kindred', and deal with their night-to-night struggles against their own bestial natures, vampire hunters and each other. Several associated products were produced based on Vampire: The Masquerade, including ( ), dice, ( ), ( and ), and numerous novels. In 1996, a short-lived television show loosely based on the game,, was produced by for the.
Contents • • • • • • • • • • • • • • • • • • • • • • • • • • Development [ ] Vampire was inspired by RPGs such as and, as well as the writings of and vampire movies such as. Rein-Hagen felt that hunting vampires, as a game premise, would get boring so he came up with the idea of a game where the players played vampires instead of hunting them. Rein-Hagen specifically stated that he purposefully didn't read Anne Rice's until 'very late' in the development process but admitted she was probably an influence on the vampire films that inspired the game.
He wanted to go beyond what Anne Rice had done by creating individual vampires, with a whole secret vampire society and culture. Some of Vampire 's central themes of the power of belief developed out of Rein-Hagen's religious upbringing. A First Course In Statistics 11th Edition Pdf. Inspired by a comic book given to him by White Wolf business partner, Rein-Hagen developed the idea that the cursed character of the was the original vampire. In an 'Ask Me Anything' interview on Rein-Hagen referred to the idea of Cain as the progenitor of all vampires as a 'big turning point'.
He commented further: 'I was trying to shy away from religion. I went all in. The game and the world became about religion and belief. My father was a Lutheran minister, and I think that played a huge role in not only Vampire but the whole WoD series.
I was always fascinated by what made people believe so strongly when I didn't seem to believe at all. Talking about that theme, the power of belief, fueled the second half of Vampire game design.' Vampire was notably new in many respects. It was conceived as a dark, moody urban fantasy game with a unique gothic feel that harkened back to TSR's. It would also be the first of a series of linked games sharing the same game world. Its simple cover photo of a rose on green marble set the tone for the game and differentiated it from other games on the market.
Gurps Vampire The Masquerade 4Th Edition. Groups - Nearby. A group is any collection of players, whether it's a local gaming club or a.
Its content was also novel, as the game focused on plots, intrigue and story as opposed to more straightforward dungeon scenarios. While the RPG industry in general had been trending towards a more narrative approach, Vampire was one of the first games of its kind to center on these things. Horror games had traditionally been a tough sell in the RPG industry, but Vampire included elements that made it a dark superhero game rather than purely a horror game.
An extensive list of broad supernatural powers, called disciplines, which included superior strength, speed and toughness, as well as other powers such as mystic senses, mind control and blood magic, gave the player characters a more super-human rather than horror feel. The 13 clans added late in the development process provided a much needed character-class-like system based on vampiric archetypes which proved very popular with players. For its mechanical elements Rein-Hagen turned to, co-designer of Shadowrun (1989). Vampire 's system of 'comparative' dice pools drew on the mechanics innovated by Shadowrun changing only the type of die rolled; ten sided rather than six sided. Skill values that determined the number of dice rolled had been used in games like, but rather than add the result of the dice in total, Vampire compared the result of the dice with a fixed value to determine the degree of success or failure. Skill levels were relatively low, ranging usually from one to five, and were represented with dots rather than numbers, which was the standard of its contemporaries. Players could easily figure their dice pool and roll against the assigned difficulty rating.
This system was a boon for narrative style of play that emphasized story over mechanics, as it was easy for new players to quickly grasp, but often provided unexpected results, such as a higher skilled character being more likely to fumble. Gameplay [ ] Concept [ ] The game uses the cursed, immortal vampiric condition as a backdrop to explore themes of morality, depravity, the human condition (or appreciation of the human condition in its absence), salvation, and personal horror. [ ] The gloomy and exaggerated version of the real world that the vampires inhabit, called the ',' forms an already bleak canvas against which the stories and struggles of characters are painted.