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.

Box art and game components for
By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
Battlefield 6 beta test left players absolutely delighted due to the classic action, unique destruction system, and career ranks.
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