A Red Rose on Marble: Review of Vampire: The Masquerade 1st Edition

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Introduction

My first experience with Vampire was a LARP at the local State University in my hometown. I was 15 or 16 and I’d been talked into making a character by a friend. By that point, the first edition of Laws of the Night was out, and for a long time I didn’t realize that was effectively the 3rd edition of LARP rules for Vampires in the World of Darkness. When the Revised table-top rules came out, I played with friends and dove head first into the various games. At the time, the only 2nd Edition game I can remember reading was Werewolf, and even that I quickly replaced with its Revised version. So, I ‘grew-up’ with the Revised rule-set for the World of Darkness as my standard and even though I occasionally picked up an older Clanbook, or supplement, the game for me was highly polished and well crafted. That was largely my vision of the WoD until recently.

Martin Ericsson has mentioned his desire to recapture the spirit or essence of the first and second editions of Vampire and I had to admit, I didn’t know what he meant. So, I decided I would do my due diligence as a fan and seek out a copy of the game, as written in those early nights. A friend was generous enough to send me a copy of 1st Edition Vampire: The Masquerade a few months ago and I’ve slowly worked through it while reading about a dozen other gaming books.

My first impression was that it reminded me of quite a few books I loved that were written in the late ‘80s and early 90’s. For example, I was a big Robotech fan, and Palladium’s style was distinctive. V:TM, as different, transgressive, and progressive as it was, still has the vibe of a role-playing game of its era. That is not a negative critique. In fact, some of that vibe is part of its charm. It feels like a bit of a relic, but a relic that is still potent and possibly dangerous. 1st Edition Vampire is like its namesake, a being willing to sap your time and energy. It is a lovely monster able to see into your inner darkness. In some ways, I think it does this much more effectively than the Revised or even 20th Anniversary edition does. Why?

There are a few reasons, but they weren’t really easy to put my finger on at first. There is a lot of similar basic content from edition to edition, and though the rules were tweaked a little here and there, the core Storyteller System is the same. What’s different then? I think answering that question is complex, but I’m going to try and lay out a few of the elements I’ve noticed between the two.

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The Center of Conflict

In Revised, we are presented with a centuries long conflict between various clans of vampires. These vampires are split into two larger sects and several smaller, and arguably, equally important groups. The 13 major clans are embroiled in conflict with the Antediluvians, Caine, other Clans, and occasionally other supernatural elements of the World of Darkness. What is missing in this equation? Humanity. The central conflict in Revised is intra-Vampiric. Brujah versus Ventrue, Camarilla vs Sabbat, Inconnu hiding from the Jyhad (the ancient fight between elder and younger Kindred), these conflicts are between other Vampires.

In 1st Edition Vampire, these conflicts are only hinted at. They exist in the background. In 1st edition the central conflicts are, The Beast vs Humanity, Humanity vs Vampires, and Anarchist vs Establishment. These themes are present in Revised, but they are less central to the writing. To be clear, I’m talking only about the core books here, the 1st and 2nd edition adventures frequently focus on Vampire vs Vampire conflict, often conflating Kindred conflicts with mortal ones in a very confusing way. Dark Colony is a great example of this. As a setting, New England is Gothic and during the late 80’s early 90’s had a ton of Punk elements. However, the story lines presented in Dark Colony focused on ‘Armies’ of vampires in conflict with one another. This, in an area of the US where there were at most 100 vampires across New England. I think I’m exaggerating that number too, I am pretty sure it was closer to 40.

Buy at Own Risk
Buy at Own Risk

That being said, the 1st edition Core Book lays out a human focused world. Yes, you are a vampire, but you need to remember your humanity because you have to live with humanity. Based on demographics, you interact with humans more than you do with vampires. Kindred society is written as a slightly intangible element of the unlife of the Kindred. Considering the population density of vampires to humans was suggested to be around 1 to 100,000, that makes sense. Humanity is incredibly important for feeding, for social life, for a sense of belonging. The fight against the Beast is a constant one, because you are constantly surrounded by those whom you feed upon. In Revised, humanity fades into the background. Are they important? Yes, but not in the visceral way in which they are presented in 1st edition.

Story Goals/Motivations

Players and characters have multiple goals and they are presented with several options in all versions of the game. However, keeping in mind the central conflicts we discussed above, the goals of vampires in 1st edition are different from those in Revised. In 1st edition we are presented with several goals that players may focus on. All of them are based on some element of how vampires deal with humanity.

Humanity

Staring on page 129, Vampire 1st edition examines Humanity, the importance of clinging to a version of human behavior that is, honestly, unrealistic. Why is humanity put on a pedestal by vampires? There are a few reasons that I can see for this. Vampires have to contend with frenzy and the closeness of their Beast. The Beast is a visceral manifestation of the inhuman desire for blood that lives just below the surface of the Kindred mind. That’s one explanation at least.

To me, the Beast is simply the reflection of humanities capacity for inhumanity. Humanity has a beast, all of us have the ability to let slip an anger that cannot be contained, to harm others, to demean others, to lose empathy and murder. The Beast is a mechanic that brings those elements of our character as a species to the forefront. Vampires are monsters because they inherently lose their empathy for other human beings. They have to lose that empathy, if they don’t, they struggle to feed. Feeding from animals will only sustain you for a short time.

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Not Following Humanity

This is why Humanity is so important, it represents holding to a higher ideal than real people are capable or even cognizant of, so that the Vampire can attempt to retain their empathy. What if they don’t care about being empathetic to their cattle? In 1st edition the vampire’s choices are Wassail or Golconda, they either embrace their humanity or they descend into complete and utter depravity. This binary is less pressing in later books because of all the various Paths and Roads of Enlightenment that are offered. By removing the central question of humanity or oblivion, one of the central themes of the game is drastically shifted away.

Golconda

This search for enlightenment is presented directly after the section on Humanity. Golconda is presented as a common story line for players to seek. This changes in later versions of the game. This mystical state of being is relegated more and more to rumor, and even the Iconnu that have supposedly reached the state are represented as having probably fallen victim to falsehood by elder Cainites. In Revised, Golconda is played down significantly as a goal for the Kindred, its not impossible to reach, but it doesn’t feel like something you would have in most story lines.

In 1st Edition though, the search for Golconda, presented as difficult and rare, is still something that is achievable and there are specific, if seemingly limited benefits from this state. The vampire no longer experiences frenzy, as they have recognized the Beast is a part of who they are. If you ask me, they realize that the Beast is simply what makes them human, and by accepting that, they return to a state closer to normal people. The other two benefits of Golconda mentioned are a reduced need to feed and the ability for elder vampires to gain sustenance from humans and animals, even if they have the Methuselah’s thirst.

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Diablerie

Between the sections on Golconda and Diablerie is another section, which I’ll touch on last. It’s peculiar to 1st edition and I think that peculiarity makes it special. That being said, Diablerie is the clearest element of Vampire on Vampire conflict in 1st edition. Young vampires hunger for the power of their elders as it brings them closer to Caine and closer to great power. The Diablerist in Revised has a significant social stigma attached to them, and though this is mentioned in passing in 1st edition, it does not appear as strongly in 1st. Diablerie is a valid path for the players, though it might keep them from attaining the last goal we’ll look at.

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The Rebirth

When I came across the Rebirth I actually sat slack jawed for a few minutes. For me, the condition of vampirism presented by White Wolf had always been one of eternal torment. I had no inkling that in the 1st edition of the book the idea of returning to humanity was presented as a central story idea for player characters. “It is possible for a Vampire to escape the curse and become mortal again. Though it is exceedingly difficult, it is a major theme of the game and something that will direct the ambitions and thoughts of many characters.”

Holy… a major theme??! Not even close for any game I’d ever played in. I had never heard of this being a theme of Vampire: The Masquerade. By the time Revised came around it is basically impossible to turn a Kindred into a mortal once more. Yet, at the start, Rein – Hagen and the other writers had intended for Vampire to have this strong kernel of hope as an element of the game. This again is an element that makes humanity important. Wanting to be human again is a theme in a lot of vampire literature, so it makes sense, but it was removed as an element of Vampire through the years. I can’t even imagine wasting time fighting over who was in charge of undead politics if my characters knew this was possible. I can see most of them spending their nights, at least for their first 50-100 years, trying to be Reborn. Of course, this Rebirth isn’t easy, it requires killing one’s sire, or an antediluvian perhaps, sacrificing oneself, performing an arcane ritual, or even reaching Golconda. As a major theme of the game though, it changes things drastically.

Goals in Revised

Revised provides different goals. Kindred in revised are focused more on Vampiric politics, fighting against or for the Elders, and though Golconda is mentioned as something that some Vampires strive toward, it isn’t as immediate of a goal as it seems in 1st edition. The Rebirth was removed as a plot motivation early in Vampire. Which makes sense if you are focusing on the theme of eternal horror that Revised Vampire seems to express better than its earliest incarnation.

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That is one area in which Revised provides something that 1st doesn’t capture well. In Revised, the idea that you have become forced into a society of monsters in which you will never escape is visceral. This is the battle of humanity in Revised. Camarilla society may espouse the values of Humanitas, but most Kindred lose their connection to those whom they feed upon. Killing becomes commonplace, normalized, and this disconnection, this lack of empathy is a central element the Beast can play upon. Manipulating younger vampires becomes natural to Elders, it’s how they survive, and being a childer to one of these elders is a curse. Imagine being forced to work for an abusive boss, now imagine you can never quit, never find another job, and never get promoted. That is one of the core horror elements that Revised develops excellently. It’s simply a different horror than 1st edition Vampire.

Other Elements

Introduction

Both editions start off with a story that explains the world of Vampire. Revised presents a narrative, a sire explaining the world of the Kindred to their childe to be. 1st is written as a note from a vampire to a human associate where they explain the hidden world of Vampires. The story in 1st has shades of Interview with the Vampire, and in some ways so does the story in Revised. Each is quite obvious in its exposition. Revised though, is accompanied by well crafted background images, art, and evocative pages. 1st is accompanied by a bit of Tim Bradstreet art, and pages that evoke a worn well crafted letter or journal. Both are awesome, but different. Revised speaks to a slightly sexy, exciting, powerfully impactful game were you play the Monster in the Dark. 1st speaks to a gritty, personal, slightly unfinished game that has a ton of hidden lore where you play the monster who wishes they were still human.

Font

Both editions use a different font at times, but the main font in Revised is small, maybe 11 point at the largest. Its readable, but at times almost too small. 1st edition is larger but overall the font styles seem similar between editions. This is a subtle thing though, the font for Revised is very late 90’s and the font in 1st is clearly early 90’s and they obviously fit into the era they are from. Maybe I’m the only font geek that would care, but this is something that set the tone for the book for me.

Art

The art in Revised is polished, beautiful, well drawn. I could go on and on about how awesome it is. Bradstreet is amazing, an artist that everyone should appreciate and admire. Bradstreet’s art in 1st edition, though? Iconic, but not the art I was really drawn to while I was reading through the book.

No, ironically the art that interested me the most was the single image story that was placed throughout the book. This story tells a tale of a woman who becomes embraced, proceeds through torpor, conflict, and power to the modern age. She then follows a similar predatory path to the one in which her existence began. She embraces a man that resembles her sire. Ultimately, she is killed, and the man she embraced is freed from the Curse of Caine and he returns to his mortal life. This story is compelling for the humanity lost by the woman in question as she proceeds through her unlife, and just as compelling for the way in which she steals the life of the man she embraces and the way he fights to regain that life. I’m not sure who the artist for that story is, it doesn’t look like Bradstreet’s art, but I’d love to give whomever they are credit.

My favorite Bradstreet Art - Check out his website
My favorite Bradstreet Art – Check out his website by clicking the Nosferatu

Character Options

1st edition Vampire assumes the 7 Camarilla clans are the only options for characters. This reduces the amount of conflicts possible with this rule set. Revised provides us with the 13 clans from the beginning, including the pillar Sabbat clans and the Independents, whom were only hinted at in 1st edition’s core book. This limited set of options focuses the story more on the nuances between Kindred and humans. Of course the conflict between Brujah anarchs and Ventrue bluebloods is present, as are other elements of conflict between the Camarilla clans. However, it doesn’t feel like powerful creatures fighting against one another is the central theme of the game. In Revised, the camera lens is firmly on the world of the Kindred, in 1st, the story is shot from the shoulder of the vampire, as they gaze upon the herds of humanity on which they prey.

When I read 1st edition I could see why people wanted to play this game so much. I wanted to play Revised when I read it as well. Vampire: The Masquerade has changed a lot over the years, and if you ask me, one is not better than the other. They are simply different. I can respect the desire of the new White Wolf to try and recapture some of the themes in 1st edition. Those themes are important. Humanity should be important to the Vampire. Humanity sustains them, humanity is the essential element which they must draw upon to survive. Finding ways to refocus the camera on humanity, will have an interesting impact upon the games that people craft together. I look forward to 5th edition Vampire, if it finds a way to capture the essence of 1st edition, and the skillful hand of Revised and the 20th anniversary edition, then it will be a wonderful game to add to my collection.

This article was written by Josh (he/him/his) the admin of this spectacular website. Consider donating to our Patreon if you would like to support other columnists.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

THE FUTURE OF DARKNESS: AN INTERVIEW WITH WHITE WOLF PUBLISHING

white_wolf_publishingThe staff at White Wolf were willing to do an interview with the staff of columnists here at Keep On The Heathlands. Some of the following questions reference discussions had at The 25th Anniversary Grand Masquerade event in New Orleans over the Labor Day Weekend. Videos to the Keynote and the Q&A are now available to give context for anyone reading this interview. We want to thank White Wolf for taking the time to do this interview. Our staff are huge fans of the World of Darkness and other games created by White Wolf over the years. 

We’ve seen a lot of commentary regarding the White Wolf Keynote at The Grand Masquerade – specifically around the statements made regarding the content presented within the World of Darkness and the call for games and communities to not censor various topics with a broad brush. Would you be willing to share exactly what was said, as well as the follow-up statements that were made during the beginning of the Q&A session at The Grand Masquerade?


dhaunaeDhaunae De Vir (Manager of Availability – Business Development):
Of course. We have just released the full-length video for the keynote and the Q&A at The Grand Masquerade. Additionally, I would like to reiterate once more that no clubs were targeted at the keynote, that we do not intend to meddle in fan clubs management, and that we fully support the idea that game spaces should be safe for everyone.

With the One World of Darkness, it seems like cross genre play will be integrated from the beginning. How do you anticipate having this work?


martinMartin Ericsson (Lead Storyteller and Brand Architect):
 We’re imagining a world where the shadows are shrinking. The awakened monsters have always brushed shoulders, but the vastly different art direction and surface tonality (not to mention the slightly messy rules) of the different game lines have made crossovers run a risk of being a bit campy. This time we try to place them all in our own world, in dangerous and fascinating places where their rising conflicts makes WoD’s mysteries, political themes and menacing horror come to the forefront. For example, we are developing Werewolf in close parallel to Vampire, hoping to make the most of the tension between the cold corporate predation of the Camarilla elite and the just but oh-so uncontrollable just war of the Garou Nation. The games will be perfectly standalone, but still manage to link up in specific ways. We’re not imagining a game made for multi-creature parties, rather set them up as perfect antagonists and philosophical counterpoints, as well as rivals for the fate of humanity in desperate times.

What, if any, less explored books, supplements, or ideas from the original game lines are you planning to bring back or explore deeper in the One World of Darkness?

Martin: There are many early books that deserve to be updated to contemporary times and get hooked into the development of the metaplot, a lot of great but underused ideas that popped up in fiction anthologies have also caught my eye. To name some personal impulses: ”Shoah: Charnel Houses of Europe” and ”Gypsies” (Should be called something like “Opre Roma!”) could use new editions in our age, as the horrors of the fear of the Other is again on the rise in Europe. I read a lot about the Ashirra and Middle Eastern WoD for obvious reasons. I think a lot of greatness is found in books like ”Love Beyond Death” and ”Ghouls – Fatal Addiction” and you’ll probably see us inspired by stories where the supernatural meets the mortal world a lot more. Also, Dark Ages of all kinds! Holy shit, there’s a lot of treasures there. I also love the first and second edition of Mummy…

One World of Darkness

White Wolf has talked about increasing and supporting diversity of thought, and identity, at the same time, you are not shying away from using role-playing to explore the darkness in the One World of Darkness. Can you tell us how you are planning to address both of these?

Dhaunae: We are going to give voice to groups that did not have a voice before. This means some topics might be revisited from a different point of view, and some new topics that were never considered before that are relevant to these new voices will be brought up. I personally think it will be thought-provoking to see what darkness means for these new voices, and what dark topics they consider interesting and appropriate to talk about. It might be something that we never thought about before, it might be an eye-opener, and it might even be helpful to understand other human beings better by walking on someone else’s shoes.

At the same time, when exploring dark topics, everyone should be free to choose what experiences and what level of intensity they want to be exposed to and participate in. If some topics are not interesting or if the subject matter is too harsh, there should always be the possibility to opt-out. I want to clarify when I say “too harsh”, I don’t necessarily mean rape. We are role-players, and our imagination is vast and ever-growing.

Martin: Write about what you know! We will continue to represent all ethnicities and the legends of the whole world as basis for our creatures and we will make sure to do it with less rose-tinted goggles and prejudice than maybe done before and really do our best to have people with relevant experiences writing about it.
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Martin mentioned at Grand Masquerade that he sees the World of Darkness in a similar light to important literature. This may tie into the previous question as well, how do you see the World of Darkness having a literature like impact on players, storytellers, and other consumers of WoD related media?

Martin: WoD has always dealt with the most difficult questions in life, from the unflinching exploration of addiction, loss of self-control, transgressive and inhuman morality in Vampire, the price of violent activism and the lure of heroic fascism in Werewolf, lost vulnerable souls on the brink in Changeling, dealing with our fear of death in Wraith as well as constantly challenging and smartly transgressive expressions of sex, love, death, toxic relationships, depression, class and gender inequalities, monsters as metaphors for personal insecurities, exploration of insanity and all the other worthy themes of great culture. Personally, I think these issues were handled best in early supplements, but the desire to mean something to players and readers, with loaded themes and moods is a core part of the setting. We want WoD to be the thinking person’s fictional universe, where the questions ”what is this is real” and ”what important questions can we ask” constantly guide us. With an eye to social justice issues we shine a light in the darkest places and assume monstrous perspectives on the real world to learn more about it and ourselves. In practice it also means working with excellent writers and be obsessive about artistic quality.

 

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The Science Fiction & Fantasy Writers of America organization recently changed their membership rules to include game writers. As this gap between game writers and speculative fiction writers shrinks (around the world), what value do you see in integrating game writing into the broader writing/publishing industry?


tobias
Tobias (CEO White Wolf): Isn’t it about time that cultures around larps, RPGs and similar forms of entertainment finally get the credit they deserve? Look at the impact World of Darkness had on the modern vampire and werewolf myth today established in numerous film, television and other forms of entertainment. This is serious work by great authors and we do appreciate and applaud the recognition of it.

White Wolf has talked about moving the emphasis of the World of Darkness to Europe, the Middle East, and Asia due to the previous focus being in North America. Has there been any discussion about what process you’ll use to determine who to provide a license to write content for other underrepresented parts of the world, such as Central and South America, or Australia?

Tobias: About moving the emphasis, there is an unfortunate misunderstanding there, so I am very happy to elaborate and clarify that. What we have said is that we will now include stories and perspectives from the rest of the world, which means adding more but definitely does not mean to lessen then number or importance of products or stories taking place in North America. We are not slicing the pie differently, we are making a new much bigger pie. At The Grand Masquerade we announced that our distributor in South Korea have written a Seoul By Night book* which they will publish, and I think that is a great example of how to create content that is relevant to the specific audiences. Have people who knows about the actual place and cultures to write about it.

We are constantly searching for and being approached by talented people from all over the world who want to do amazing things with our IPs including Russia, the Middle East, and Africa to the places you mention in your question. We are working actively to increase our number of content creators all over the world as well as keeping the strong core markets filled with new, relevant and exciting content.

*Random Editor Burst of Excitement: THIS SOUNDS AMAZING!

The World of Darkness setting was brought to video games with mixed results. Do you have any ideas on how to successfully bring the WoD setting to this medium, and what sort of games are you considering developing?

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We’ll wait while you reinstall it.

Tobias: Bloodlines from Activision is still played and patched 12 years after its release, which I think is pretty amazing. Personally, I have spent well over 20 years in the computer games industry so what I bring to the table is the network and profound understanding of that industry. By presenting the IP and our vision for World of Darkness at various game industry trade shows and events around the world, in addition to travelling and visiting game developers and publishers, we have already received  unbelievably positive and enthusiastic responses.

Our goal is to find computer game developers and publishers who can do fantastic games for various genres and platforms. Our goal in the next few years is to eventually release games on a yearly basis. I see no limit to what kind of games might be produced, the World of Darkness lends itself too many genres and cross promotional opportunities. For example, at The Grand Masquerade one of our partners EarPlay showcased a voice controlled choose-your-own-adventure game based on the Orpheus property. Isn’t that cool?

How can we, as fans, support and encourage White Wolf moving forward?

Dhaunae: We share a common goal, we can work together, and I think that is beautiful. I am a long-time World of Darkness fan myself, and I know what it feels like not to know what White Wolf’s next move will be. If it will be something that I will applaud, or if it will be something that will hurt me. So I would say trust is crucial here. We would ask you to trust that we at White Wolf really want the best for World of Darkness and its fans. We might make mistakes down the road, because we are human, but we are working like crazy and very enthusiastically to take World of Darkness to the place it very much deserves. In order for trust to happen, good communication is essential, so please feel free to contact us: write us e-mails, talk to us at events… We do want to know what you think.

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Admin Josh Heath as Jean-Pierre at The Grand Masquerade

In some rare occasions, the path forward to get to this fantastic place with

World of Darkness might not seem logical from the outside, and we might not be in a position to disclose all the information just yet. We hope that, by then, we will have gained your trust.

Other than that, keep doing what you are doing. We trust you and think you are also doing your best to make World of Darkness a great hobby.

Martin: Let your black flag fly. With so many exciting things around the corner, this is a good time to talk to people
about why we need a smart and grown-up horror universe as a part of the geek-cultural landscape next to lighter adventure-style fare like Star Wars and Marvel. Come meet us at cons, run that game you’ve been thinking about for years and send us the very best thing you’ve written, drawn, etched, carved or sung about the dark world. Army of the Abandoned; the time has come to rise! Blood and Souls!

Considering the joint statement from US based LARP fan groups, would you like to address how you will be working with those groups on the issue of player safety? 

Tobias: Player safety is naturally absolute key to any business, no one should have to feel unsafe at an events. We don’t organize events ourselves but in our contracts we do our best to set the level for what we consider is required by our partners in terms of quality.  But contracts aside, we always talk with our partners about how they can ensure the best possible experience at their events.

What we did our best to message at The Grand Masquerade was that even though our world is dark and mirrors all kinds of really heavy topics it is important that when larping or participating in any our products, that people do it on the level they think is ok and safe for them. We are also absolutely behind the fan groups playing our games in a way that fits their individual preferences. I mean, how could you possibly have it any other way?

We do our very best to work closely with our event licensees, and we will as originally planned from the start eleven months ago get into the nitty gritty with our fan clubs very soon. We had great initial meetings with the fan clubs at The Grand Masquerade and look forward to working with them in the future as we now have the resources available to focus on that.

But in specific as to what we can do, I think the best use of White Wolf as a licensor (except setting a clear level in our contracts as to what is acceptable and what is not) is as a coordinator between the different LARP licensees and the fan clubs to make sure they share their experiences and best practices regarding safety and consent and all other aspects of participatory entertainment. In the end it is them who deal with the players on a daily basis, and it’s our responsibility is to support them as much as possible and to help make what they do easier. The goal is to have the best possible and enjoyable events set in the World of Darkness.

 

Final Editor Comments
We believe White Wolf takes a positive stance here. They are dedicated to shining a reflective light on our reality to ensure that we recognize the darkness in our own lives and create methods to change or eliminate that darkness. Safety of players is supported, at the same time as encouraging a deep investigation into human behavior, identity, and action that is as beneficial as great literature. Please reach out to us or White Wolf if you have any questions or concerns.