Customer Rating: 




Summary: Other Books
Comment: White Wolf took their highly popular Vampire The Masquerade game and gave it a new twist. Unlike our current time, where no-one believes in monsters and vampires, and they get to skate on by, a lot of the time, this book sets the players in a situation where that is not the case.
In the Dark Ages of human history, people actively did try and seek out vampires or other monsters, and destroy them.
Customer Rating: 




Summary: Very good purchase
Comment: As usual, another good reviewed core rules book with plenty historical background, new roads and beautiful illustrations. The only flaw is the Salubri's absence.
Customer Rating: 




Summary: Wonderful
Comment: This book is a wonderful introduction to the revised Dark Ages line. I approach every single book less like a player and more like an afficionado of the World of Darkness product line. I like the background and "fluff" more than the mechanics and how it applies to the roleplaying. In this regard, the book is rich in information about each of the clans and how they fit into Medieval times. The art work is visually appealing, which is something I cannot say about some of the clanbooks. If you acquire this book and like it, I would recommend collecting the follow-up volumes 'Guide to the Low Clans' & 'Guide to the High Clans', each of which "flesh-out" each clan and their identity during that period of time. If you were looking for a review on the mechanics and how this applies to roleplaying, et cetera ad infinitum ... I apologize because I only look that over for ideas I can use in an entirely different genre of game play ;)
But from what I did look over, it is well written and easy enough to understand for someone who isn't a bonafide roleplayer (let alone a diehard gamer).
Customer Rating: 




Summary: Superb!
Comment: A stand alone game, this setting (medieval) offers limitless possibilities of role playing vampires in a setting uniquely suited to the genre of horror and the supernatural. Of all the White Wolf historical settings this is the most researched, the most playable and the best in terms of mood and themes. Imagine playing an immortal vampire who begins his existance into the world of the damned in the age lit by fire to progress to the modern nights of neon and electricity.
Customer Rating: 




Summary: Stunning new edition to WoD line up stopped just short
Comment: From the get go, White Wolf shows why they are on top of this industry with their intial revamp of the Dark Ags line. DA: Vampire hammers a home run with the artistic layouts and eye catching images found within. New and interesting spins are offered that were either barely touched on in the original incarnation or non existant to begin with. Some rules are updated and others expanded upon (like Mortis and the Road paths).However, what keeps this book from being a 5 star knock out is it's stunning lack of future premonitions that were prevalent in the earlier edition. Leaving some of those key elements up to the previous book to cover was bad form on the writers part and it's exclusion kills much of the depth the original DA book had.
Ending summary:
The good: New information and new spins on the clans, roads, and disciplines. Compelling artwork and layouts.
The bad: The way the previous book was largely written off. Key elements from the old book would have enhanced this DA product immensely. It wouldn't have hurt to have some definative "set in stone" issues resolved like the origins of the Tremere (hinted at being servants to the Tzmisce) and the final fate of the Cappadocians. While White Wolf is known for their contradictory storylines and comments within their own books, at least previous books took a stance. The notable lack thereof in this one is fairly glaring.
All in all though, a top notch book. A definate replacement to it's predessesor. Just don't throw the old book away as the two can work well together in a main book/companion type of role.