I’ve largely come to agree with the apparent critical consensus on Vampire: the Requiem‘s two editions: namely, that the first edition was an interesting first pass that was a little hampered by the commercial necessity of attempting to appeal to fans of Vampire: the Masquerade, which meant that it couldn’t quite diverge as markedly from Vampire precedent as it might have wanted to, whereas the second edition – designed in an era when Masquerade is continuing to be published – has done a much better job of carving out a distinctive new identity for itself and tightening up and modernising the design of the game.
Still, that isn’t to say the entire line was a wash – indeed, the core 2nd edition book recommends some first edition books as being worth a look. For this article I’m going to look at two books which seem to offer diametrically opposite approaches to supporting 1st edition – one big fat chunk of excellent advice and setting-design tools, and one thin tome of uninspiring fluff.
A sourcebook on the design of city environments as physical landscapes, thematic backdrops, and as political chessboards for the purposes of Vampire: the Requiem, Damnation City is such a useful toolkit that it could be used in any other modern-day occult game. Its major weakness is the designers’ insistence that there’s a Right Way and a Wrong Way to use the book, and you have to do it the Right Way; for instance, they talk a lot about how the book’s meant to be used as a dramaturgical aid, rather than as a toolkit for a more simulation-styled approach to gameplay, but in fact if you want to run a Chronicles of Darkness sandbox game there’s few better tools.
Likewise, whilst they offer “Barony” and “Primacy” play styles, in which you play increasingly powerful individuals within the power structure of the city, they work on the inflexible axiom that the Prince of the city must always, invariably be an NPC, and that a player character can never take that position. This strikes me as outright cowardice to me: if you’re willing to have the PCs become the powers behind the throne, be willing to let one of them sit on the ding-dong diddly throne already.
There’s other aspects where the book’s design suggestions just fall flat. For instance, altogether too much space is given to various ways of plotting out the power structure of a city, some of which are more or less useful whilst others are nigh-incomprehensible or utterly uninformative. Some of the power structures there make absolute sense; others look like the sort of thing you’d create if you liked the idea of making a diagram of this sort of thing but had never seen a diagram in your life.
Still, when the book’s on form, it’s great. Stuffed with ideas for NPCs, districts, locations, and so on, it’s a grand sandbox toolbox designed by people who absolutely insist that it’s not for that style of play. Well, deny it all you like, mid-2000s White Wolf: you’re the stopped clock that pulls off something useful twice a day and this time you hit the jackpot.
This provides a grab-bag of different urban myths that vampires tell each other, along with rules systems and tweaks to use if you decide they are true in your campaign. Fun in principle, but somehow I find the actual myths presented to be somewhat drab and uninspiring. Perhaps the issue is that the book tries to stuff too many into its limited page count, leaving the mysteries here shallow and underdeveloped.