Showing posts with label Clanbook. Show all posts
Showing posts with label Clanbook. Show all posts

Saturday, February 28, 2015

Late Review: Clanbook: Toreador (Revised)




Clanbook:  Toreador (Revised)
By Heather Grove & Greg Stoltze
2000, 100 pages
           
            From the very first page, Clanbook Toreador recreates the image of the Clan of the Rose and Kindred society by offering a multicultural perspective that was not present in the previous edition’s clanbooks.   Players are exposed to a variety of different viewpoints on the Toreador, and those viewpoints are especially important in that they are well developed and completely untrustworthy.   Kindred are liars and deceivers who twist the truth into new forms that are not outright lies and that fact makes them far more dangerous.   Some truth is there which makes the lie far more believable.  The danger of these viewpoints in a book such as this is that players could consider a half-truth or an individual perspective as the gospel about the clan.   The half-truths and contradictory perspectives draw the reader into a gaming supplement that offers the same readability as a novel.  Despite the readability of Clanbook:  Toreador, it is uneven throughout and disappointingly leaves unanswered many questions about the Clan of the Rose. 
            Clanbook:  Toreador does not start off well, beginning with its weakest section, a mood setting story entitled Exodus and Embrace.  The narrator is an African Toreador named Anthony Sungbo who explains a piece of his art to a newly Embraced Toreador.  The painting features animals as representations of members of his coterie on the night that a messenger had brought news that a mortal archeological expedition was coming to explore the ruins were they lived.  This terrible news sends the resident Toreador searching for new homes to avoid inevitable discovery.  The story is told in first person, as if Anthony Sungbo is speaking to the reader, but the flashbacks are told in third person.  The shifting perspective distracts from the story’s intent.  Nevertheless, Exodus and Embrace sets the mood perfectly for the rest of the book.  The emphasis of the book is providing a voice for a clan that spreads like a vine and Embraces mortals for their art, for their beauty, or merely on a whim. 
 I couldn't find any interior art images.   So here is a great Toreador image.  Check out this deviant art page! 
            The Civilized Ones, the first chapter, offers some surprising new viewpoints from two sources:  Katherine of Montpellier, an ancient Toreador Methuselah and Anthony Sungbo, the African painter.  Katherine of Montpellier is newly awakened from Torpor and has no knowledge of the modern world.  She struggles to learn about the rapidly changing world of 2000 but despises anything that emits a noise such an alarm clock or television, making the modern world a nightmare for her.  She rarely leaves her new estate because of a fear of automobiles.  Katherine is being interviewed by a 10th Generation Toreador named Carmelita, and this section is laid out as an interview with Katherine answering questions about the origins of the clan asked by Carmelita.  The second section is an essay written by Anthony Sungbo who explains more recent history.  His views are no less deceitful.  Due to his own experiences as an African Kindred, Anthony’s perspective is anti-European, and he relates a revisionist history that decries the horrific effects of colonization and the Kindred’s part in those efforts.  Both narrators are unreliable as both have ulterior motives, as should be expected from a Kindred.
            Katherine is a petulant and spoiled aristocrat who retains the racist and ethnocentric views expected of a woman Embraced in 1140.  Carmelita, her interviewer, begins by asking about the first city, Enoch, and Katherine is more than happy to offer her version of the clan’s origin by asserting that the city’s name was not Enoch but Ubar.  Her version is an apocryphal tale in which she claims not only that Caine did not curse the Toreador but attempted to protect Ishtar (not Arikel) from reprisal from the rebellious Antediluvians who had been cursed.  Katherine’s rendition continues as she weaves together Sumerian and Greek myths into a story about Ishtar’s flight from the other Antediluvians.  She asserts that Ishtar was betrayed by Giglamesh, the king of Sumer, who chose the Gangrel Antediluvian’s offer of power over her own offer of beauty.  Ishtar escapes and travels to Crete where she is responsible for the creation of the Minotaur and the lightless maze from the myth of Icarus and his father Daedalus. 
            Katherine’s history of the Toreador leaves the realms of myth and enters into recorded history as she discusses the Toreador, Malkavian, and Ventrue influence over the city of Rome and the Roman wars with the Brujah who controlled Carthage.  Throughout this part of Katherine’s history, the Toreador are always portrayed as the smarter, better, wiser clan who look down on the thuggish way that the Ventrue dominate their servants.  When Rome falls it’s not because the Toreador have failed but because of Ventrue incompetence.  The most interesting section is Katherine’s views on the rise of Christianity from a mystery cult to the Roman state religion.  She emphasizes the early Christian’s faith and how dangerous that was to vampires.  Her awe of the power of religion makes sense because of her upbringing in the Twelfth Century and the Inquisition effects on her life.    
            Everything about Katherine’s story is rumor and conjecture.  She was not Embraced until 1140, and her version of the clan’s history most likely came from stories she’d heard after her Embrace from Kindred storytellers.  From that point forward, Katherine’s story becomes more concrete as she travels Europe supporting the arts and patronizing great artists.  The Catholic Church plays a large part in the history of Europe, and the Inquisition played an enormous role in the history of Kindred.  As the church grew, according to Katherine, the clergy became more pliable and lacked the power of faith that had made the early Christians such a danger.  Yet, the Kindred like to take credit for using the Catholic Church as a weapon against others.  Toreador hid amongst the monks in their monasteries inspiring them to copy and preserve ancient texts so that knowledge would not be lost.  Katherine claims that original Inquisition of the 1200s was a Toreador plot to attack their rivals amongst the Ventrue. 
            Katherine’s history ends at the 100 Years War, blaming the affair on scheming Ventrue in England who were attempting to maintain claims on their holdings in France.  Her discussion touches on the Battle of Agincourt which turned the tide against the French and Joan of Arc who Kindred could not approach within a league of or risk the power of angry God.  The 100 Year War marks the end of chivalry for Katherine, and the end of her history. Katherine remarks upon the switch from chivalrous battle with swords and knights on horseback to the use of gunpowder with sadness and longing for a return to ancient conventions.  It’s a sentiment that she carries with irony since we later learn that the same chivalrous attitudes that she misses were responsible for a marriage to brutal husband during her life. 
Definitely some inspiration for a Toreador anti-tribu
            Anthony Sungbo offers a different perspective on the events that follow.  His viewpoint is more cosmopolitan and modern than Katherine’s but no less deceptive.  Anthony also begins his history well before his own birth, discussing events of which he has no direct knowledge.  Anthony’s view is more appealing to readers because it is a modern, multicultural viewpoint that most would associate with current historiography.  Originally from Nigeria, Anthony has traveled throughout the Americas, the Orient, and Europe.  His version of Toreador history begins with the appearance of Europeans in Africa and the slave trade.  Cainites are the ultimate colonists bringing their own history, culture, and myths with them and overtaking the native culture.  European colonists brought with them their religion, and the Kindred are the ultimate proof of that religion as they are descended directly from the child of the first people, Adam and Eve. 
            As Katherine has constructed a synergy of Cainite and real world mythology to explain the origins of the Toreador clan and their importance over all other clans, Anthony deconstructs history and offers revisionists versions of modern myths such as the “discovery of America” and the founding of the United States.   Anthony sides with the colonized:  the Africans after the arrival of the Europeans, Jews in Spain in the 1600s, and the Native Americans when Columbus arrived.  His history of the clan calls into questions not only the motivations of the Kindred but also the motivations of mortals.  Unlike Katherine’s history, Anthony avoids explaining everything as part of a Kindred plot or plan.  The Kindred fall into the background of Anthony’s version becoming shadows and parasites who follow mortals across the globe. 
            Anthony also discusses new developments amongst the Toreador, such as the Electron Artists, who create digital art.  As of 2000 though, the average Toreador thought very little of this online collective.  Like other Kindred, Toreador are very slow to accept any change, especially in a new medium that few of their elders understand.   The controversies over what is and is not art and what is acceptable continue to dominate the arguments amongst many Toreador and Clanbook Toreador offers the first look at how the Toreador are adapting to their Neonates new interests. 
            Chapter Two, Aesthete Unveiled, delves into the facets of the Toreador as individuals and what it means to be a Toreador.  Like the previous chapter, it is also narrated by two separate Kindred who offer their views on what is and what is not a Toreador.   The first narrator identified only as Goddard discusses what it means to be a Toreador and the fine line that Toreador walk between being a Cainite and trying to appear human.  He argues that the core of a being a Toreador is their relationships to mortals.  Toreador, more so than any other clan, keep mortal lovers, befriend humans, and blood bond those necessary to maintain a “normal” life.  The emphasis in this section is on the importance of Toreador maintaining close ties to mortals to thwart their beast, what Goddard calls a Kindred’s “thwarted death.” 
            The second section of Aesthete Unvieled discusses the Toreador’s opinions and relationships with other clans.  Rather than being an alphabetical listing of each clan and a short paragraph about that clan, this section, narrated by Ferdinand Chu, an ancilla, focuses on the clans that the Toreador consider most dangerous or important rivals.  Ferdinand Chu’s opinion of the Tremere is that they are homely high school girls who know some dangerous magic tricks and are bound in their hierarchy.   The Assamites are diminished to brutes useful for their prowess in combat and easily tricked into accomplishing a smart Toreador’s goals.  The Giovanni are reduced to their grossest stereotype – incestuous necrophiliacs.  Most disappointing, due to the metaplot of the Revised Edition, the Ravnos are barely a footnote.  As refreshing as it is to see more in depth discussions of the Toreador’s opinions on a variety of clans and other supernatural entities, Ferdinand Chu believes that the other clans are tools to be used or foes to be avoided.  He is fearful of most other clans and dismissive of others. 
            New Disciplines are introduced in Chapter Two as well, including a new version of Auspex Six and another version of Presence Six for those playing character of Seventh Generation or lower.  The inclusion of combination Disciplines offers new powers for non-Elder characters that fit the themes of the clan.   Doubletalk, a combination discipline that requires Auspex 2, Celerity1, and Obfuscate 1, allows a Kindred to hide entire conversations in the pauses of an utterance.  Soul Painting which requires Auspex 4 and Presence 2 allows a Toreador to paint an individual and reveal the subject’s Nature.  Rules for using these abilities in Mind’s Eye Theatre are included as well for LARPers. 
Wouldn't the world make more sense if Bowie were a Toreador?
            The final chapter, The Registry, has a selection of pre-generated characters that players can select or use as the inspiration for their own characters.   It also includes the background of Katherine of Montpellier and other Toreador of repute.  From a thespian spy to a waitress to a go-between for Elders and Anarchs, players have plenty to choose from among these archtypes.  Thankfully, the authors didn’t include a Wareador concept in this chapter.  Unfortunately, none of the characters stand out.  Their backgrounds are well written and they are well designed, but none of these characters seem exciting. 
            The infamous Kindred detailed in The Registry include powerful elders such as Victoria Ashe who appears in Clan Novel:  Toreador and Katherine of Montpellier, introduced in Chapter One.  Katherine’s history reads like a Harlequin Romance novel with vampires.  Enver Frasheri, a sociopath known for killing artists more talented than himself, is the brightest and darkest of these famous Kindred.  His history is wild and disjointed.   Revenge is his art – revenge on those composers who outshine him and those who have wronged him.   He is a threat that the Elders can wield against their childer, and a tool they can use against the Sabbat.  Enver is such a perversion the concept of a Toreador that he outshines more famous Toreador like Victoria Ashe. 
            Clanbook:  Toreador is one of the most entertaining and easy to read supplements for Vampire:  The Masquerade.  Perhaps I found it so intriguing because I am a fan of the Toreador, but unlike any other clanbook or supplement I was able to read through it in a single sitting.  However, as a game supplement, I have some reservations about the materials offered.  The goal of any clanbook, regardless of clan, is to provide material to help players portray members of that clan.  However, due to the views of the narrators in this clanbook, players could be led to believe that the opinions of these narrators are the absolute truth and the “correct” way to portray a Toreador.  Clanbook:  Toreador’s narrators are too idiosyncratic and thus lack the ability to offer a balanced viewpoint or model for portraying a Toreador.  Toreador are too individualistic in their approaches to art and unlife to be easily categorized.  
            As well-written as this book is, I don’t believe that readers need another apocryphal version of the origin of the Kindred.   It adds nothing but confusion to the already messy history of the Classic World of Darkness and the Kindred’s myths.  What is most troubling to me is the lack of any real information on the Toreador Anti-Tribu.  Rather than discuss them, they remain ghosts lurking in the shadowy corners of the Toreador consciousness.  They are never addressed directly, except one pre-generated character, a pack priest.  The anti-tribu are more than simply world weary artists or sadists, and the clanbooks should embrace these divergent Kindred.  Exploring the antithesis of an idea (or a clan in this instance) can reveal as much about the idea as discussing the idea itself.  The narrators and authors of this book also discount the power of Toreador in politics.  The Toreador, while frequently dismissed as simple artists, have had a disproportionate number of Princes reigning over major cities.  Art, of any description, is emphasized but at the cost of the Toreador’s ability to manipulate not only mortals but other Kindred which has always made them powerful players in Elysiums across the world.  Ironically, the worst part of Clanbook:  Toreador is its art.  Other than the full page drawings that face the beginning of each chapter, the interior art fails to capture the mood of the Toreador or Vampire:  The Masquerade.  Even the cover image is reused from Vampire:  The Masquerade Revised Core Rule Book.  
            Despite these criticisms, Clanbook:  Toreador is one of the finest examples of the Classic World of Darkness line that I have read.  The authors have created distinct voices for their narrators which provide a large variety of perspectives on what it means to be a Toreador.  The inclusion of Anthony Sungbo as a narrator finally gives a non-Western perspective to the Toreador and Kindred outside of the Assamite clan.  I honestly could not stop reading it because I was so enthralled with the narrators. 
            I would recommend Clanbook:  Toreador (Revised) to any Toreador player or Vampire:  The Masquerade player.  The book is edition neutral except for a few Disciplines which could be easily brought into a Vampire:  The Masquerade 20th Anniversary Edition game. 
            Clanbook Toreador is available at DriveThruRPG as a PDF or Print on Demand or you can purchase an original printing from Amazon. 

Friday, May 30, 2014

Late Review: Ranking the Clanbooks



            Over the course of nearly two years, I have been reviewing the first/second edition clanbooks as part of my Late Reviews series.  Many of these clanbooks I had never read before, but others were some of my favorite RPG supplements.  One of the reasons that I always played Toreador was because of my affinity for their clanbook, and that’s one of the things that I’ve looked for when I read each of the clanbooks – whether or not I was interested in playing the clan after I finished reading it. 
            When writing a review, I have tried to stay as objective as possible which wasn’t always possible.  I have a lot of bad experiences with Assamite characters and that will always bias me against the clan, but the clanbook was one of my favorites.  On the other hand, I tried to balance my love for my favorite clans, the Toreador, the Tzimisce, and the Ventrue, by remaining as critical as possible of those books.  Regardless of how objective I try to be, my biases are going to slip through.  I disliked Clanbook Giovanni because of its misogynistic, racist narrator, and I hated Clanbook Tzimisce because it over-emphasized body horror and comic book villainy. 
            More important that my biases, however, is an understanding of the process of how these books came into being.  The problems associated with the art for Clanbook Malkavian and the use of stick figure drawings are well-known in the Classic World of Darkness fan community.  The order in which the books were issued is also important.  The earliest clanbooks suffered because the authors and editors were struggling to define what a Clanbook should have.  Clanbook Brujah was the first of the series and introduced under the First Edition ruleset, and sadly, it is also the worst of the series.  The last of the series was Clanbook Giovanni which was much better written but had its own problems.  Rather than offering a series of qualifications for each book, I have taken each book as it is, and while that may be unfair, I have no other way of assessing each book now. 
            When writing my reviews I have avoided any type of numerical rating system as I think those kinds of reviews distill the entire review and the book itself into a single number.  My goal has never been to grade the books in this series, but rather, my purpose has been to explore the quality of these books, their usefulness to current players, and for my own entertainment.  None of these clanbooks are perfect and none of them are awful.  Although I offer recommendations in the following condensed reviews, I am not the final arbiter of the quality of these books and I recommend that everyone re-read these books with fresh eyes.  There are some surprising things to be found in each of the books. 
            Reviewing this series has been a time consuming but rewarding process.  Reviewing the clanbooks was my primary reason for starting this blog.  On the horizon are the Revised editions of the clanbooks, but it will be sometime before I begin those reviews.  I will review them but probably not until 2015.  The Onyx Path development team is currently working on updated versions of the Clanbooks for Vampire:  The Masquerade 20th Anniversary Edition, and  like many of you I can’t wait to read those books. 
            I have listed the clanbooks from best to worst and included a single paragraph summary of my review.  If you are interested in reading the full review, click on the book’s name. 




            Where other clanbooks only tell the history of the clan and offer some new game mechanics, Clanbook Lasombra acts as a textbook that provides both the clan’s history and uses that history to teach players how to role-play as a Lasombra.  Eschewing the typical portrayal of the Lasombra as tyrants who need to dominate all around them, the authors re-imagine the Lasombra as violent colonizers and the Sabbat as their conquistadors pushing into the domains of the Camarilla much as Cortez conquered the Aztecs.  More importantly, the introduction of Les Amies Noir and the Court of Blood reigns in the potential for intra-clan diablierie run amuck by offering a hierarchy and specific rules for feuds amongst clan members.  New mechanics are also included but the authors have integrated them into the narrative rather than setting them apart meaning that the information isn’t as well developed as it could have been.  Despite some small problems with the clichéd templates, Clanbook Lasombra is everything that a clanbook should be.  This is a must own for every Vampire:  The Masquerade player. 



From the most cliché of stereotypes, evil Muslim assassins, comes a surprisingly intriguing look at a misunderstood clan.  Rather than glorifying the violence of the clan, Clanbook Assamite explores concepts of colonialism and post colonialism by re-imagining Caine as the first colonizer in the city of Enoch.  After he arrives, Caine establishes a ruling minority over a populace overwhelmed by his superior and alien powers.  The clan itself is expanded with the introduction of an entire hierarchy and roles in the clan beyond just assassin.  With a complete history, new Disciplines, new Abilities, a variety of artifacts, and even new mechanics, Clanbook Assamite redefines and expands this clan to a complete sect within its scant 66 pages.  It isn’t perfect, but it’s the most comprehensive of the original Clanbook series.    




            Narrated by a non-ethnic Rom (or Gypsy), Clanbook Ravnos offers an entirely new perspective on the Ravnos Clan that addresses both the persecution of the Rom and the Ravnos.  By setting the Introductory Story around the events of World War II, Clanbook Ravnos begins building the reader’s sympathy for the Ravnos and establishes the Ravnos as culturally distinct from either the European or American cultures through which they travel.  The stereotypes of the traveling con artist or thief are forgotten, and these itinerant Kindred are re-imagined as guerillas defending their people from mortal persecutions and vampire predations.  The thievery and tricks of this clan have become the tools that the Ravnos use to protect themselves.  The only negative aspect of this book is that it relies heavily upon references to World of Darkness:  Gypsies, a book known for its racist portrayal of Gypsies.   Regardless of a player’s previous bias towards the clan, this clanbook will inspire anyone to play a Ravnos. 



With a mix of role playing advice, new mechanics, new Merits and Flaws, and new Disciplines, the Toreador have the most complete clanbook of the Camarilla Clans.  The author has given new depth to a clan usually considered superficial by creating two distinct groups:  the Artistes and the Poseurs.  Artistes are self explanatory, but the Poseurs are those Toreador who cannot create art or criticize other artists or spend their unlives partying or just look pretty.  These distinctions allow the Storyteller to create intra-clan conflicts and rivalries that explore the nature of the clan and the way it interacts with art.  This book has everything that a player needs to create and role-play a variety of Toreador characters from a horror writer to a martial artist to a televangelist.  Every Toreador player should own this book. 



            Unlike the other clans that nurture recently Embraced vampires before setting them loose on the world, the Gangrel prefer to leave their fledglings to fend for themselves before returning to explain what has happened.  Written as a guide for naïve neonates, Clanbook Gangrel explores what it means to be a member of a clan that eschews the safety of the city and travels through the wilderness.  The Gangrel claim that their Antediluvian was the daughter of Lilith who was raised by wolves making their progenitor also the first werewolf.  Although Clanbook Gangrel does reference some elements of Werewolf:  The Apocalypse, such as explaining how a Gangrel could associate with a pack of werewolves, readers don’t need to be familiar with that system to make use of this book.  The only serious complaint that I have about this clanbook is that it is narrated in parts by a Hunter S. Thompson proxy, known as Raoul King, but the writer chose not to imitate Thompson’s distinct style.  A Hunter S. Thompson proxy’s views on vampirism and the Jyhad would have been enlightening and entertaining.  Players who like playing Gangrel will want to own this book. 



Although other clans consider the Tremere’s mastery of Thaumaturgy to be the clan’s greatest strength, in truth it’s the clan’s authoritarian hierarchy which is their greatest asset.  Clanbook Tremere explains this hierarchy in depth because it is fundamental to understanding this clan, and an example of how the higher echelons of the North American hierarchy are structured is included.  The Tremere, however, are not a monolithic structure and many of the secret orders that infest the Pyramid ostensibly working to improve the clan are described.  At the very bottom of the hierarchy are the Tremere’s servants, such as Gargoyles to protect a chantry and corpse minions to consult on research, but the book offers no mechanics for explaining how these beings are represented in the system.  A system for creating new Paths of Thaumaturgy is presented, but the explanation lacks a concrete example that would clarify these rules.  Nevertheless, Clanbook Tremere offers so many options that players and Storytellers can create entire Chronicles just focused on this clan. 



            Because of their hideous appearance and deformities the Nosferatu are the pariahs of the Kindred; making their havens in the sewers of the great metropolises, they work as information brokers to the other clans.  Instead of shining a flashlight into the sewers and exposing some of the Nosferatu’s own secrets, Clanbook Nosferatu offers only enough information to frustrate readers.  The highlight of this clanbook is the Nosferatu’s retelling of the origin of vampires reinterpreting Caine and the Antediluvians as cave dwellers rather than the rulers of the first city. 
Despite this excellent start, Clanbook Nosferatu quickly devolves into a disappointing exploration of the archetypal Nosferatu warren that describes only three rooms. Discussions of subterranean horrors and giant fungi that don’t fit the tone of Vampire:  The Masquerade, and references to the Bat Boy from the Weekly World News further diminish the usefulness of this book.  Players and Storytellers who want to add more depth to their characterizations of Nosferatu should look elsewhere. 



The Ventrue consider themselves the masters of their domain, and in the paranoid world of the Jyhad they are the puppet masters.  But like the Nosferatu who fear the Niktuku, the Ventrue have their own bogey men, the Secret Masters, who could be pulling their own strings.  This may sound familiar as the Brujah also fear the true childer of their progenitor, the True Brujah.  While still maintaining the gothic sensibilities of the setting, Clanbook Ventrue’s interior art is a dramatic change from the art of other clanbooks and emphasizes the ancient warrior-king ideal of the Ventrue.  This clanbook, unfortunately, offers players no new Merits, Flaws, Disciplines or systems for players to use, this book relies on new and expanded information on the clan which is not only good but also useful for both Storytellers and players.  If you want a deeper understanding of the Ventrue, this is a great book, but without new mechanics it falls short in being a complete clanbook.



            The Giovanni are a clan of inbred, Italian necromancers and their clanbook is exactly as repulsive as their clan’s concept.  Although the book is well-written, it suffers from two problems:  a repulsive narrator and too many references to other supplements.  The narrator’s homophobic, racist, and misogynistic remarks are more distasteful than the Giovanni’s history of inbreeding.  The history of the Giovanni is bound to the Cappodocians and Lamia clans, and readers unfamiliar with Dark Ages:  Vampire will be confused by references to these groups.   Clanbook Giovanni introduces three new ghoul families to create some diversity amongst the clan but even with these new families, the clanbook presents this clan as more monolithic than the Tremere.  Although Clanbook Giovanni is not the worst of the series, it is the most disappointing, and other than the introductory story I do not recommend this book. 



The Tzimisce are mishmash of old world vampire lore such as Dracula and the body horror of Brian Lumley’s Necromancer series, but their clanbook is a carnival freakshow of one-note cartoonish villainy.   With strikingly ugly art, the book attempts to shock the reader with images of body horror rather than explore the Tzimisce’s loss of Humanity and their transcendental need to be more than human, more than vampire.  This book represents a missed opportunity to explore a complex clan that holds tightly to traditions but is desperate to reinvent themselves.  Instead of exploring this dichotomy, the reader is given Nazi NPCs because Nazis are evil and the Tzimisce have to be evil.  So, a Nazi Tzimisce is the most evil thing possible right?  The Sabbat needs more depth and motivation than just being the black hats to the Camarilla’s white hats. 



Steeped in Egyptian mythology, the Setites claim that they are descendents of Set, the brother of Osiris, who was wronged by Ra, their grandfather.  Following in their progenitor’s footsteps, the Followers of Set rebel against the veneer of goodness that other Kindred claim reveling in corruption and corrupting others.  The Followers of Set proudly wear the mantle of the villain.  Their clanbook, however, adds no depth to their reasoning.  They are evil to be evil.  This clanbook offers very little for players or Storytellers except a section on Setite havens and temples which describes everything from a luxurious temple in the jungle to a poor Setite’s personal shrine in his studio apartment.  Aside from this, Clanbook Setite offers only the obvious information about the clan with no depth or breadth.  The only usefulness that a Storyteller will find from this book is the section on havens and some information on the conflicts between Mummies and Setites.  This book is only recommended for the most fanatical Setite player or a collector who needs every book. 



The clan of lunatics has the most frustrating Clanbook.  Clanbook Malkavian hides useful information, such as two pages on how to role play characters with derangements, between its covers with annoying layouts like the backwards page and stick figure art.  Even this helpful information is overshadowed by the forced connections to Changeling the Dreaming and Mage the Ascension.  The author chose to portray the Malkavians as enlightened lunatics with the goal of overturning static reality (maybe), but this portrayal depends more on the themes of Mage than Vampire the Masquerade.  Because of the history associated with Clanbook Malkavian, it’s almost a must have for any Classic World of Darkness gamer for their collection, but other than an historical artifact, this book doesn’t add much helpful information for playing a Malkavian. 



Of all the original clanbooks, the Brujah have the most disappointing.  This book does nothing to expand the original concept of the Brujah as anarchists and street thugs.  Although some information is given on “academic Elder Brujah,” this separation is nothing more than a continuation of the Anarch/Elder themes from First and Second Edition, and adds no new depth to the clan.  The author’s attempt to contextualize the Brujah by connecting the clan to various historical revolutions, such as the War for American Independence, is too heavy handed and comes off as more comical than intriguing.  The only thing that stands out in this book is the introduction of Combo Disciplines, but these are poorly implemented and lack experience point costs making them perfect for abuse by power gamers.  Clanbook Brujah is recommended only for players who need to finish their collection. 

            Agree?  Disagree?  Please post your comments below.