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Vampire: The Masquerade - Help a New Player
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<blockquote data-quote="Voadam" data-source="post: 132587" data-attributes="member: 2209"><p>I've only played 1e and 2e vamp and I have not read the 3e book. However for background on the world, I would say the 3e core book and the 3e guide to the Camarilla and the guide to the sabbat are the ones to get.</p><p></p><p>As a player I only played in one campaign (it is still ongoing and started in the eighties) and have only played one character. I came into the game not knowing the setting or even having read beyond character creation. It made playing a neonate very interesting. Also, I had never read any of the anne rice books at that point so I was not a typical dark goth going in. Later I got the Brujah clan book and the Anarch's cookbook. We used the core book and the player's guide (correct title?) so we had the core stuff plus merits and flaws. Getting merits and flaws made big power differences in character construction and play.</p><p></p><p>As a player on a budget I would get the core book, maybe the appropriate sect book and a specific clanbook. If you are going to be playing multiple games and multiple clans, skip the clan book. I don't know if there is a player's guide for 3e but in 1 and 2e having the merits and flaws made a significant difference in constructing characters and they were only introduced in the player's guides not the core rules.</p><p></p><p>I would recommend not getting supplements on things you would not know. I read one page of Dirty Secrets of the Black Hand in a store and it spoiled something that was really cool going on in game to my character. More than most settings VtM's WoD seems to be one of neat discoveries to be found in character.</p><p></p><p>The book of nod only came up in game because my mentor was Critias and in the canon he's one of the foremost scholars on the book (he's quoted somewhere in there, maybe it was a footnote) but that type of stuff is generally storyteller background generally.</p></blockquote><p></p>
[QUOTE="Voadam, post: 132587, member: 2209"] I've only played 1e and 2e vamp and I have not read the 3e book. However for background on the world, I would say the 3e core book and the 3e guide to the Camarilla and the guide to the sabbat are the ones to get. As a player I only played in one campaign (it is still ongoing and started in the eighties) and have only played one character. I came into the game not knowing the setting or even having read beyond character creation. It made playing a neonate very interesting. Also, I had never read any of the anne rice books at that point so I was not a typical dark goth going in. Later I got the Brujah clan book and the Anarch's cookbook. We used the core book and the player's guide (correct title?) so we had the core stuff plus merits and flaws. Getting merits and flaws made big power differences in character construction and play. As a player on a budget I would get the core book, maybe the appropriate sect book and a specific clanbook. If you are going to be playing multiple games and multiple clans, skip the clan book. I don't know if there is a player's guide for 3e but in 1 and 2e having the merits and flaws made a significant difference in constructing characters and they were only introduced in the player's guides not the core rules. I would recommend not getting supplements on things you would not know. I read one page of Dirty Secrets of the Black Hand in a store and it spoiled something that was really cool going on in game to my character. More than most settings VtM's WoD seems to be one of neat discoveries to be found in character. The book of nod only came up in game because my mentor was Critias and in the canon he's one of the foremost scholars on the book (he's quoted somewhere in there, maybe it was a footnote) but that type of stuff is generally storyteller background generally. [/QUOTE]
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