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Vampire: The Dark Ages (World of Darkness)
 
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Vampire: The Dark Ages (World of Darkness) [Hardcover]

Jennifer Hartshorn , etc. , John Bolton
4.0 out of 5 stars  See all reviews (2 customer reviews)

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Product details

  • Hardcover
  • Publisher: Turnaround Books (Oct 1997)
  • Language English
  • ISBN-10: 1565042751
  • ISBN-13: 978-1565042759
  • Product Dimensions: 27.7 x 21.3 x 2.5 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 469,866 in Books (See Top 100 in Books)

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Product Description

Product Description

The World of Darkness role playing games tak e the reader into worlds and realities where magic is not de ad and not even the dead are dead. Vampire includes everythi ng needed to play The Damned of the Middle Ages. '

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Most Helpful Customer Reviews
2 of 2 people found the following review helpful
By A Customer
Format:Hardcover
Dark Ages holds together as a rules system, and has alot to say on the "old" clans, such as Salubri and Caps. It aims the player at attempting an overthrow of the existing order story, or an elders game political chess. However, it is too early in it's setting. I know they wanted a game pre-Pope Innocent, but the world as it stands at that point is not exciting enough. The Age of Reason is too far off and the people no true challenge to control. The game is an extended backgrounds setting, and there is little there that a good player could not have extrapilated from the main Vampire setting. A great shame, and a chance to play a radical pre-inquisition game, with "lost" powers and traditions squandered.
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Brilliant 25 Jan 2007
Format:Hardcover
This book is full of atmosphere and very well writen and illustrated.

There's plenty just in here for many a game, though it's the only Whie Wolf game where i'd say all the supplements are worth having, purely because they are all so well writen and full of usefull info.

There's a few gaps in the rules in this book, but nothing to serrious, and if you know Masquerade then you'll be able to fill them in.

This edition is by far superior to the second version, Dark Ages Vampire [released in 2002]. The rules in this edition [despire gaps] work far better in prectice, and the core book and supplements for this edition are far better writen and illustrated, and in amuch more gothic style.

Not to mention that this was one of the last game that the actual creator of the World of Darkness [Mark Rien-Hagan] worked on.
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Amazon.com:  16 reviews
11 of 11 people found the following review helpful
The Way Vampire Was Meant to be Experienced 3 Feb 2001
By R. Aronson - Published on Amazon.com
Format:Hardcover
I find that, when comparing Vampire: The Dark Ages (VDA) to it's modern counterpart, Vampire: The Masquerade (VM), VDA seems to always come out on top.

Unlike VM, VDA allows the players to exist in a world much more open and less ruled by the extremely irritating, corrupt web of the Camarilla and Sabbat. In fact, those two sects don't even exist: every vampire becomes an entity unto itself, under complex rule by no one. This allows for great freedom of expression in gameplay--expression that is all too stifled in VM.

Also, the book itself has MUCH more in the way of setting. The VM book, Revised Edition, seems extremely vague in the descriptions of the 13 clans. I could not help but be enraptured by the mysterious Dark Ages Assamites: in the modern day, they are static and more or less boring (at least based upon the meager descriptions found in the main core book). In the Dark Ages, they burn with life and passion. This is only one example--virtually every clan falls into this category.

The Dark Ages' own inherent mysteriousness and superstition allows for much more varied gameplay as well--the science of the modern day detracts much from the vague--but interesting--origin of vampiric power. That strange sense of wonder is present in the Dark Ages, but in the modern day VM it is simply in the way. One feels like vampires should have been scientifically explained by now, in our day.

Anyway, in short, the Dark Ages are a much better setting to be a vampire. You have more power, more mystery, more varied gameplay, and above all: freedom. Also, that whole blasted "punk" thing is done away with--when I think of vampires, I think very little of rebel hoodlums on a street corner. ;)

5 of 5 people found the following review helpful
All stories have to start somewhere. 18 Mar 2002
By Michael Lianez - Published on Amazon.com
Format:Hardcover
This is the core book, and it succeeds in its purpose wonderfully. It contains enough information for the tried-and-true Storyteller to dive right in and start running games with a more medieval flair. For the new Storyteller, there is a plethora of information available in the book. However, it did seem to lack the depth of knowledge that may sometimes be desired for games. There is enough to run a game, but some Storytellers may find that there is not enough information given on Cainite politics. This is, in fact, the time when Cainites ruled almost openly. There is no Masquerade, Camarilla, or Sabbat. The Dark Ages were a fine time for Cainites to live. I would highly recommend obtaining this and the Companion if you wish to run a Dark Ages game.

As with all game books, there is a section outlining each Discipline as it was. Many players will find that the Dark Ages may have been more deadly and open Cainite warfare raged all over, but their powers are not as violent as expected. While advanced players will try and find new ways to bend the rules, there are lovely counters included, such as Celerity costing far more blood than in modern times; so much for the whirling dervish attack! Along with the Disciplines, there are drastic changes in the clans themselves. Since there is no Camarilla - Sabbat division, all clans interact on a rather equal footing. This means players can use the fiendish Tzimisce right along side the artisan Toreador. Many games may find a Magister waging verbal battle with a Patrician. This book helps show that Cainite society has not always been the way it is under the Masquerade.

The only drawback to the book is that it does cover Cainite society and illuminates the rules for hand-to-hand medieval combat, there is very little on mortal society. It does cover their views and outlooks, but many details seemed to be lack (or I missed them!). A few pages to outline medieval currency and weapons broken down by time would be vastly helpful. After all, few people used rapiers in 966 CE, at least as far as I can tell.

In summary, this book is perfect as a starting point and fulfills its duty wonderfully. You will find the clans are well defined and the disciplines have been renamed and in some case restructured for a more primitive feeling. This review will hopefully show a bit more about the book. At least from a gamer's perspective, it is highly useful and one of my most used books.

7 of 8 people found the following review helpful
Somethine went bump. Quick, light the candle, go over and... 22 July 1999
By A Customer - Published on Amazon.com
Format:Hardcover
AHHHHHHH!!!!!!!!! Eaten by a Tzmisce. Isn't it great? You've got a new setting (correctly shown and explained), a few cooler clans (the Cappadocians rock!), a better way of dealing with 'humanity' or loss of it, and get to play around with history! A MUST for anyone who ever wanted to play a vampire in D&D. The different roads offer a better diversity from 'humanity', and there is more room to torment the players with! I mean,traveling to the Prince's castle SHOULD be safe.... he wouldn't allow lupines to just wander in his domain, would he?
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