Vampire The Masquerade Review

This Vampire the Masquerade review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.

My Review – 75 / 100

Vampire The Masquerade Review

If you didn’t know, Werewolf: the Apocalypse is also created by the same family of game designers and producers, as Vampire: The Masquerade. I mention this because both are great games with many followers, and rich worlds of lore. You’ll notice that Werewolf didn’t make the top list of best RPGs tabletop because of the two games, I simply believe Vampire to be the better.


Uniqueness of Vampire the Masquerade: (8/10)

Many play Vampire: The Masquerade (oftentimes, and henceforward in this post titled simply: Vampire) as a LARP (live-action roleplay game), instead of just as a tabletop RPG. The rules of the game fit both quite well. One of the most unique things about Vampire, and one of the things I love most about the game and culture is how much its audience has pushed the game forward in terms of both TTRPG mechanics and the roleplaying genre. I also love how diehard people who play Vampire can be about roleplaying their characters.


Vampire encourages players to roleplay at the deepest meaning of the word, and indeed, the Vampire crowd (on the whole) is one of roleplaying games’ most hardcore roleplaying groups.


Another unrelated aspect of Vampire gaming that I think is very unique is that character Experience in the game (Exp to gain level ups) basically just relates to your vampire’s age, experience, and maturity. It’s a nice idea, as it takes power away from simply killing enemies or completing quests. It makes sense that an immortal would gain power via their extending age, from immortality.


There are other LARP-style RPGs out there, and there are of course other Vampire-style games, but this one is pretty much the original, and probably does both better than most.


Ease of Learning the Game: (6/10)

There is a page in the Vampire rulebook that shows an overview for how to build a character. All the information you need in one place. Great, right? Well, not quite… The problem is that character creation requires more in-depth information than what is covered on the one character building page, and that information literally takes you all over the book.


I’ll be honest, you need to read at least parts of the entire 500+ page core rulebook to really create a fully-built character, in Vampire. Not good. That’s intimidating, even for me.


What I do like is that character creation in this game is more about roleplaying than stats, so you could possibly skip portions of character creation and still be fine. If you’re just gaming to roleplay, while largely ignoring stats, etc. I’d give this a high score. But to really play the game, in-full, getting started is just not an easy proposition.


Not that depth is bad. I actually think Vampire’s immense depth is part of what makes the game great, and part of what makes the roleplaying experience so rich. It’s just that the depth of the game hasn’t been tempered so well with an easy-to-learn process for new players.


Vampire the Masquerade Presentation: (7/10)

Vampire’s overall presentation is absolutely stellar. I love it. It’s dark, creepy, edgy, a little erotic, and everything you want and love about vampires. It certainly fits the mood, taking you to the game’s world. The game is inviting, and presented with great tact.


So, why doesn’t this section get a full 10/10? The main problem with Vampire, for me, comes back to the fact that the book is over 500 pages. I know. That may not seem like a great reason. But I just can’t bring myself to give a perfect score on presentation when I get bored going through another section that’s interesting to read, but doesn’t help me play the game now.


I’d describe Vampire the Masquerade in a way similar to other RPGs that almost got higher scores on this top TTRPGs of all time list in that the rulebook basically doubles as a novel. Or, at least a series of short stories. I like that there’s so much lore to the world (below), but I do think the game almost would’ve been better if 90% of the lore was moved to a separate “lore expansion,” or something similar. That way, the great information is still available to players, but in a way that’s not as distracting from the game’s core mechanics.


Vampire the Masquerade Lore: (10/10)

Ok, here’s the part that’s absolutely best about Vampire. This is the real reason you play this game.


In Vampire’s lore, becoming a vampire is a big deal for the entire vampire family, as it leads existing vampires to have more competition for food. So, someone must truly “fit” to be embraced into the fold. Every part of the game’s lore is then derived from that basic idea, which leads to rivalries, wars, espionage, and political maneuvering.


Characters’ overall view of life comes not only from the unliving eyes of a vampires, but the situation of immortals vying for power is made more dramatic because sometimes events are viewed primarily through a perspective of scarcity. There can be only so many vampires since there are only so many humans, and so much ability to remain undetected from the mortal population, at-large.


Vampire’s lore is goth-punk. It’s incredibly detailed and unique, even among the endless tomes of other vampire books, movies, and stories out there in the world. Vampire: The Masquerade does an excellent job of providing nearly limitless sources of inspiration for your LARP and tabletop games.

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Combat in Vampire: (5/10)

One thing I really like about Vampire: The Masquerade is the use of small numbers both in character-building and combat. Character attribute scores, for example, are rated 1-5.


Simple enough.


Character attribute scores also line up with the vast amount of spells available in the game, making for very simple calculations when it comes to using special powers.


Similarly, each character level comes with a description of what a character of that level can be expected to be capable of doing. Ability scores also work the same way, along with knowledge scores, character backgrounds, virtues, willpower, etc.


Though the simplicity of numbers and descriptions in Vampire is great, I actually don’t enjoy the simplicity of the overall combat system, on the whole.


I like simple games, where things make sense rather intuitively, but Vampire is too simple for me. Combat is so simple that I wouldn’t enjoy doing it very often, which is a problem. You roll to hit, determine damage, and add in perhaps one of a few available combat maneuvers.

Vampire: The Masquerade is really not “about” combat, as a game. Combat is really just another means to tell the story of your vampire’s life, powers, and cunning. So, even though combat is too simple for my tastes, it still has a useful function in the game, and should not be a deterrent from anyone playing Vampire if you aren’t too into power gaming.


Vampire: The Masquerade Game “Flow”: (10/10)

Vampire the Masquerade actually states in the rulebook that players should limit dice rolling because it disrupts game flow. I wish more TTRPGs worked this way. Why roll for something that’s clearly critical to the story progressing? Unless there’s conflict involved, Vampire recommends for players to keep the story moving through roleplay alone, and either less, or no dice rolling.


I also like that when it comes to resolving conflicts of all kinds, if roleplaying alone is not sufficient for the situation, players simply roll one dice per point in their character’s associated attribute. This means that players never roll dozens of dice all at once (which can be fun, I’ll admit), and then have to spend time adding up their values (never fun for anyone).


To summarize, I would say that the flow of the game in Vampire is so great because the entire game is about roleplaying. There aren’t too many rules in Vampire to disrupt the flow of roleplaying. And even when there are mechanics and dice that come about during gameplay, as a necessity, they are kept to a minimum.


Vampire’s Artwork: (8/10)

Some of the artwork in the rulebook is incredible, and the images pop out. On the whole, the game comes with lots of very high-quality art. Furthermore, the art brings you into the game world very well. I’m a big fan.


I will say, however, that not all artwork in the book is equally engaging, and there are many lower-quality images further into the book than what you see at the very beginning.


It appears to me that perhaps there have been many artists who’ve contributed to the game over the years and Vampire’s many editions, which itself isn’t a bad thing. My main thought though it that the art does not have truly holistic or connected ideas, throughout. Instead, there are many ideas, themes, color schemes, etc. that though still good, are not entirely cohesive.


Ease of Purchase: (6/10)

Vampire can be found on Amazon, but if you don’t know anything about the game, it’s not really clear which book you should buy. The game can also be found on the World of Darkness website though, and can be purchased as a PDF.


Basically, it just takes a little more work with Vampire than with most games to find and purchase the right book for your gaming group.


Price & How Many Books Do You Need to Play: (10/10)

The PDF rulebook of Vampire is only $25. The price you pay for the value you get is insane.


I will say also that Vampire is just the type of game that if you’re going to play, you need to get the hardcover version. I don’t know why I say that, but it’s just how it is. There’s something about the game itself that requires a special place on your shelf between games, and a special place at the table, while playing.


Fame & Availability of Supplemental Material: (5/10)

Vampire is not super famous, surprisingly. The game and lore is really more of a cult following. If you’re at a large gaming convention such as GenCon, you’ll see Vampire. Otherwise, you may never hear about the game, as there aren’t a ton of tabletop groups playing this game.

If you decide that Vampire is for you though, there is some supplemental material for use in games. Of course, you can always additionally use any source of vampire inspiration out there, of which there is no end.


But overall, this may be a harder one to get people into since it’s not as well-known, and the rulebook isn’t exactly new person friendly.


Vampire: The Masquerade is Produced By

World of Darkness


Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

D&D characters read a glowing book, split scene, half lush daytime, half purple night.
By Jacob Tegtman October 7, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=VE2fUonKzl8 Transcription Dungeons & Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion. Welcome back to Eternity TTRPG—your go-to source for all things Dungeons & Dragons! So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in. Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new digital-only supplement coming to D&D Beyond on November 18th . According to both Bell of Lost Souls and D&D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons: Astarion’s Book of Hungers Netheril’s Fall and today’s star—Lorwyn: First Light. So, what is Lorwyn-Shadowmoor? If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it. In D&D terms, it’s being reimagined as a Domain of Delight in the Feywild—those whimsical, dangerous realms ruled by Archfey. But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras. It’s a stunning concept—and one that promises both beauty and peril in equal measure. The big question is what do you actually get with Lorwyn: First Light? According to Wizards’ release info, you’ll get: 2 new feats 2 new backgrounds (likely tied to those feats) 2 new magic items 8 monsters drawn from the Feywild’s weirdest corners 2 playable species , plus advice for adapting 8 more to the Lorwyn-Shadowmoor setting Two mini-adventures —each with maps ready to drop into your campaign And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content. Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.” The price tag is $14.99 for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies. That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab. But the excitement is real—this marks the first time a Magic: The Gathering setting has officially joined D&D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing. In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches. Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet? Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&D news and updates.
By Jacob Tegtman October 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RfmCpJPQM7o Transcription The Gygax Memorial Fund is working to build a D&D memorial for the late Gary Gygax. The memorial will (hopefully) be placed in Library Park , in downtown Lake Geneva, Wisconsin —the birthplace of Dungeons & Dragons. This is the park that Gary himself loved and even chose as the spot for a memorial before he passed. In 2024, during D&D’s 50th anniversary, the city officially granted land for the project. This memorial will be a life-sized stone gaming table, with a dungeon map designed by Gary Gygax himself. But the question is, will this Kickstarter finally succeed where past efforts failed? Welcome back to Eternity TTRPG—your weekly quest hub for all things Dungeons & Dragons. Today, we’re talking about a very feel-good story for your Friday – a legendary project years in the making: the Gary Gygax Memorial Game Table. Gary, co-creator of Dungeons & Dragons, passed away in 2008. Since then, his widow Gail Gygax has championed the idea of a permanent memorial in their hometown of Lake Geneva. Now, the Gygax Memorial Fund has revealed their project: a stone game table in Library Park, complete with benches and, eventually, a bronze statue of Gary himself. The table will feature a bronze map of Gygax’s very first dungeon. The Kickstarter launched October 1st, 2025, marking the anniversary of TSR, the company Gary founded to publish D&D. Backers for this project get everything from digital scrolls to engraved pavers around the monument. Of course, fans are excited—but also cautious. The Gygax Memorial Fund has been planning memorials since at least 2012, and past efforts fizzled after raising over $100K. This has left some fans asking wondering about this attempt. On EN World, one user wrote: ‘The fund has talked about this for a decade—none of it has come to fruition. What makes this attempt special?’ But others point out that since Paul Stormberg took over as chair in 2020, the fund has started producing real results—like memorial benches and library exhibits. And with Lake Geneva officially granting land for the project, this campaign has a stronger foundation than ever. For some D&D fans, this may not just be a statue, but a chance to gather in the very town where roleplaying was – more or less – born. It is pretty amazing to think that you could sit at Gary’s table and roll dice on his original dungeon. This is both a tribute to the past and a playable monument for future generations of adventurers. If you’re interested in helping fund the project, I’ll leave a link the video description, and comments. And lastly, what do you think? Will the Gary Gygax Memorial Game Table finally become a reality—or is this another critical fumble? Drop your thoughts in the comments, and don’t forget to like, subscribe, and ring that bell so you don’t miss next week’s D&D news.
Illustration for Critical Role Campaign 4, with a blindfolded green humanoid, castle landscape, and logo.
By Jacob Tegtman September 30, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Tv9HBlNaSMY Transcription Critical Role just dropped the story trailer for Campaign 4. It is looking like a bold campaign. We’re talking a brand-new world, an incredible 13 player characters, and a plot that kicks off with the execution of a revolutionary firebrand named Thiatzi Fang (we’ll see if I got that pronunciation right). Oh—and if you didn’t see my last video on the topic or you haven’t heard, Brennan Lee Mulligan is DMing this campaign while Matt Mercer will be a player.  Welcome back to Eternity TTRPG—your portal of divination into all things Dungeons & Dragons. First up with campaign 4—the setting. Unlike every previous Critical Role story, Campaign 4 leaves Exandria behind entirely. Instead, we’re venturing into Araman, a godless realm still haunted by the echoes of dead deities and a rebellion that shook the land 80 years ago. This isn’t just new lore, but a blank canvas, making it perfect if you’ve never watched Critical Role. There’s no prior knowledge required, which is perfect for new fans, but also a fresh start for longtime Critters. The trailer centers on Thiatzi Fang, a revolutionary who led something called the Falcon’s Rebellion twelve years back. Now, he’s been captured, condemned, and set to be executed by the mysterious Sundered Houses. Fang himself calls the Revolutionary Council a shadow of its former glory, while hinting at the unfinished war against the gods of Araman. So already, we’re looking at political intrigue, rebellion, and a potential spark for civil war. This time, Critical Role also isn’t just one party. That is to say, because there’s 13-players, they’re actually split into three connected, but altogether different parties. Each of these parties also has a name, describing their main focus in the campaign: The Seekers, the Soldiers, and the Schemers. This setup is packed with themes that Critical Role’s new DM, Brennan Lee Mulligan thrives on—iconoclasm, unity, and tension between hope and despair. The godless world of Araman asks: Without the Gods, who will seize the crown? Fans are buzzing that this campaign might explore things akin to segments from Game of Thrones, but with more dice rolls and way more crying. If you want to check it out, Campaign 4 launches October 2nd at 7 PM PT , streaming on Twitch, YouTube, and Critical Role’s Beacon service. Like I mentioned in my last video on Critical Role, they’ll be using the 2024 D&D 5e rules , with some special homebrew added by none other than Jeremy Crawford and Chris Perkins. And yes, you can jump in totally fresh if you want to see what Critical Role’s all about—no prior Exandria knowledge required. So—what do you think? Is Thiatzi Fang a hero, a villain, or something much more complicated? And which of the three parties are you most hyped to see—the Seekers, Soldiers, or Schemers? Drop your thoughts in the comments, and let’s get the speculation for this season’s campaign rolling. And lastly, if you liked this quick update, don’t forget to like, subscribe, and ring that bell so you don’t miss our usually bi-weekly dives into the biggest stories in the D&D universe. Until next time—may your rolls be high, and your executions be… postponed.
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