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Storyteller's Guide Vampire Stg [Hardcover]

Bruce Baugh , etc.
4.0 out of 5 stars  See all reviews (2 customer reviews)

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Product details

  • Hardcover: 204 pages
  • Publisher: White Wolf Publishing; illustrated edition edition (28 Feb 2000)
  • Language English
  • ISBN-10: 1565042646
  • ISBN-13: 978-1565042643
  • Product Dimensions: 28.7 x 22.4 x 1.5 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 1,185,647 in Books (See Top 100 in Books)

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Customer Reviews

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Most Helpful Customer Reviews
2 of 2 people found the following review helpful
Nothing new here 9 Oct 2001
Format:Hardcover
This book provides Storytellers with ideas on how to run a Campaign, with some information on alternate settings, theme, mood etc. Unfortunately, this material has often been printed before, in other games or in previous editions. Experienced STs won't find much of this usefull, but it makes a handy supplement for beginners and some of the new bloodline and sect information is interesting. Newcomers, buy it. Oldtimers, spend your money on the Camarilla and Sabbat books instead.
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2 of 3 people found the following review helpful
Essential 3 May 2001
By Sparky
Format:Hardcover
Absolutely anyone who wants to be storyteller really does have to get this book. It lays out the history, the scene and gives a wealth of ideas that will vastly improve any story. With new vampire disciplines and bloodlines, it ensures that there is always one more surprise to spring. Even aside from it's use as a Source book, it is fascinating and gives you an even greater insight into the dark world of the Masquerade.
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Amazon.com:  5 reviews
8 of 8 people found the following review helpful
IT'S ALL HERE!...mostly...somewhere.... 25 July 2000
By Odilon - Published on Amazon.com
Format:Hardcover
This helpful book includes information on elders and their society (from ELYSIUM mostly), mechanics for century-spanning chronicles (scattered and without as much detail as in other sources, unfortunately), an informative FAQ section, a section on how vampires interact with other World of Darkness creatures, advice on creating short (tournament size) games and possible alternative settings. There is a discussion about bloodlines including the modern Baali and the Daimonion discipline and material salvaged from SECRETS OF THE BLACK HAND- True Brujah, Nagaraja and their unique disciplines. A chapter covers the Hand's secret history and recent demise as an independent sect. The book offers suggestions for using free-form techniques to make the chronicle less numbers driven and more story driven- alternatives to merits and flaws, game balance treated as giving player characters equal story attention rather than equal powers, etc.

Unfortunately, some material seemed organized in a haphazard way. For example, elder society was in the chapter on vampiric existence but vampiric authority structures and power wielding techniques were over in the storytelling chapter. Things like this made it difficult to get an overall sense of where things were without reference to the index.

In places, it seemed overly long on theory and short on specifics. After reading the section on theme, concept and mood I was thankful that there wasn't going to be a quiz and wondered if this is really something you can learn from a book- especially with only broad suggestions about using music, props and (what'll they think of next!) descriptions. Specific suggetions for darkening a chronicle that seems too "nice" (and the reverse) might also have been more helpful than all the sidebar reminders to keep it cynical.

4 of 4 people found the following review helpful
A great confidence builder for storytellers 18 Nov 2001
By TammyJo Eckhart - Published on Amazon.com
Format:Hardcover
Until many other role playing games, "The Worlds of Darkness" are story based. Thus the storyteller is the single most important person in the group and players will often join or leave a group based on the personality of the storyteller and their ability to create an intriquing journey. But it is also very challenging to be a storyteller, especially if you are used to the less story-focused role-playing games where the DM or guide focuses on technical matters over characters or plot. This is a great book because it makes a lot of good suggestions, gives some needed guidelines, and also spends a good deal of time being honest about the storyteller's role, power, authority and the dynamics of players in this system. Does it answer every question? No, but it will help you become a better storyteller and everyone in your group will benefit.
5 of 6 people found the following review helpful
how to be a GM 11 Jun 2003
By Brent Gibson - Published on Amazon.com
Format:Hardcover
If you like to play vampire and like to play often you will eventually run into the problem of the GM and other veteran players getting into fights, moving, getting bored with the game, or getting married. This leads to the break up of groups and then it is necessary to find another group.... or make your own. Some times its hard enough to find other experienced players, much less match up everyones schedule. I think the next best thing to do is teach new people. This is more true to the game anyways. When first embraced the vampires know nothing about kindred society and the powers that vampires wield. This sets you up for a very realistic game.

You know all the times you were playing in someone elses game and thought "I could have done that so much better" here is your chance. BTW Its harder than you ever imagined, but also rewarding when you do a good job. If you just want hack-and-slash vampire campaigns, though, the players handbook has all the info you need. This book is almost too much information but if you want a very complex and detailed story it is highly recommended.

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