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.

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By Jacob Tegtman December 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1GBbHsUFBR8 Transcription Visit the Final Fantasy Tabletop Roleplaying Legend Edition Website . Final Fantasy fans… it’s finally happening. A brand-new tabletop RPG built specifically to capture the tactical, job-swapping, limit-breaking chaos we love from the Final Fantasy series. But… for those of you who are familiar with Final Fantasy d20, and other predecessors to this Legend Edition, why make a whole new system when Final Fantasy Tabletop RPGs have already existed in the past? And what makes the Final Fantasy Legend Edition so special? Today, we’re diving in to the game that aims to become the definitive way to play in Ivalice—or any Final Fantasy world—at your table. Oh, and did I mention that this is a professionally-designed game book and PDF assets for every conceivable part of your game – and it’s all 100% free? That’s right, free. This is a passion project brought to you by Mildra the Monk and his amazing team that they’ve been working on for years. It’s absolutely incredible what they’ve put together, and you can get it for your table today – at no cost. Hey everyone, welcome back to ETTRPG—your home for tabletop news, deep dives, and world-building inspiration. If you love Final Fantasy, Tactics-style combat, or job systems with way too many builds to ever be able to properly enjoy it all, today’s video is for you. So, Final Fantasy TRPG: Legend Edition is a spiritual successor to the long-running Returners’ Final Fantasy RPG and its offshoots like Final Fantasy 4e and Omega Fantasy. But this isn’t just a rehash—this is a completely modernized, research-driven rebuild of the whole system. The devs, among them Mildra the Monk, who has been a big supporter of us at Eternity TTRPG for years, spent three years dissecting the games, the lore, the combat, and all the unique systems that Final Fantasy fans love. The result? An intermediate-complexity tabletop RPG laser-focused on recreating the true Final Fantasy experience – at the table—without any confusing crunch, or decade-old legacy rules. Ok, as I mentioned, there are other Final Fantasy tabletop systems already. But here’s what it boils down to for why it was worth it for Mildra and his team to create this new system. Number one: Simplicity None of the previous games fully capture the mythos of Final Fantasy while still giving players complete setting freedom . Where earlier systems often tied you to a specific world, tone, or era, Legend Edition was built around a single core design principle, which is: “Mythos over setting.” This means the rules capture the soul of Final Fantasy—Summons, Jobs, elemental affinities, cinematic abilities—but they don’t lock you to Ivalice, Gaia, Spira, or any one timeline. Using this game system, you can: Recreate your favorite Final Fantasy world. Mash up multiple games. Or build your own world entirely from scratch. This is FF energy, but not FF rails , that makes it such a big deal. So, moving on, What Makes Legend Edition Stand Out? The first piece is: Ridiculously Modular Character Building. In the future, I plan to do more videos on Final Fantasy Legend Edition. But let’s content ourselves today by summarizing – at least for this section – that there’s 50+ Jobs drawn from across the franchise. Included are fan favorites and long-time classics such as Dragoon, Black Mage, Thief, Time Mage, Gunbreaker, and dozens more. Using these 50+ Jobs, you do in fact have over 25,000 job combinations available to you, as a player. And these aren't “same-y” class splashes. The track-based advancement system makes each mix feel meaningful, distinct, and highly customizable. Oh—and there are 14 playable races taken from the Final Fantasy universe , each with their own unique ability. This is one of the most flexible JRPG-inspired character engines out there. The second big item that makes the Legend Edition Stand Out is Streamlined, Row-Based Combat, like your favorite Final Fantasy games from back in the day. Legend Edition offers an easy-to-learn row-based combat system that keeps the spirit of classic Final Fantasy battles while speeding everything up. You still get things like: Elemental affinities, Status effects, Skills with cinematic alt uses, And powerful Limit break moments. But, the math is way smoother than you’d expect. You won’t need a calculator, like if you took Final Fantasy I directly to your table. Next up is that the book provide you with Mythos-Driven Campaign Systems. Final Fantasy stories, across all games even back to the originals, are political. Big factions, world tension, and meaningful alliances are core to the franchise. Legend Edition builds this directly into play with: A Reputation & Affiliation system . You also have what’s called “The Holdings system” to build your very own base. The game comes with expanded NPC creation rules, and a robust Skill Game system for non-combat set pieces. This is the stuff that makes your campaign feel like a Final Fantasy game, not just another “game like D&D,” but with a “Final Fantasy” sticker slapped on their for flavor. As if all of the core game’s features are not enough, The Expansion Books Are pretty Wild. The Ultimania Expansion adds: 28 new races , 4 new jobs , 300+ sample items , Airship & Mecha creation systems , plus More Skill Games and Affiliations. Meanwhile, the Enemy Intel Field Guide brings you 200 full NPC stat blocks , a Fully detailed bestiary, and Drop-in encounter prep tools. Basically, everything you need as a Dungeon Master to prep your game with maximum Final Fantasy feel, and minimal effort. Additionally, if you want to run FF Tactics, FFIX, FFX, or even a fully original world—these books give you all the toys for each of those specific settings. Wrapping it all up, Legend Edition emulates the cinematic spirit of Final Fantasy with its Big narrative beats, Cutscene-worthy skill moments, Dramatic faction politics, Summons that feel truly mythic, and Job classes that are meaningful extensions of character identity. If you’ve ever said “I wish Final Fantasy had a premier tabletop version,” this is the game you need to try out at your table, next. So, if you’ve made it this far, I think you and I both know it’s time for you to download your free copy of Final Fantasy Legends Edition. I’ve got that link in the video description below. But I want to hear from you: what do you think? Does Legend Edition finally deliver that top-quality Final Fantasy tabletop experience we’ve all been waiting for? And if so, what will be the first Job class you’ll try out? Let me know in the comments. Hit like, subscribe, and share this video with your party. Let’s get Mildra and his team the recognition on this masterpiece that they truly deserve. Until next time—may your crits be big, and your summons be even bigger.
Undead figures in a city at night, with one playing a stringed instrument under a large, crescent moon.
By Jacob Tegtman December 6, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RwDiy7u-wUo Transcription In Kalero, the canyon walls sing.  Not literally — but if you listen closely, as the desert wind slips through the stone crypts and carved tombs, you’ll hear something. A rhythm. A pulse. A beat. And when the Crooked Moon dips behind the cliffs, figures begin to emerge — their bones glowing with blue light, their skulls crowned with curls or braids, their steps half-dance, half-swagger. These are the Relicborn — the living memories of Kalero. Dressed in vibrant fabrics, lacquered patterns, and sometimes… a flashy swashbuckler’s cape or rapier at their side. Today on Eternity TTRPG, we’re diving into one of the most joyful, most soulful, and most stylish ancestries in all of Druskenvald. Crooked Moon continues to be one of my favorite adventure supplements of all time, and you can pick it up on D&D Beyond. Whether you’re a player wanting a character with flair, you’re a DM craving new cultural flavor for your campaign, or you’re just a lore-nerd who loves stylish undead — this one’s for you. The Relicborn are a species native to Kalero, a province lined with towering canyon walls carved into catacombs and mausoleums. But despite being born from tombs, they are anything but gloomy. These are living skeletons , decorated with any number of colors, hand-painted motifs, and glowing patterns. Their bones are encased in a translucent magical substance that gives them full humanoid shape. And if your Relicborn wants big curly swashbuckler hair? Yes. They can actually grow it from their skulls. Where they come from is unique: they’re formed in the crypts of Kalero, rising from ancestral memory and celebratory magic rather than necromancy. Theirs is not a culture of undeath — it’s a culture of joy , reflection , and honoring the past through celebration. Every Relicborn is essentially a walking festival — a living memory kept alive through music, dance, and stories. Relicborn society is built on a delicate balance: the energy of a vibrant celebration and the quiet reflection of ancestral remembrance. Imagine communities built along canyons, with lantern-lit walkways leading into ancient tomb-shrines. Families gather at night to play music, tell stories, and dance under blue and purple moonlight — while their ancestors' spirits look on. Their festivals can last days. Their moments of silence last just as long. They thrive in community — in the stories of who came before, and who they themselves will become. Relicborn live roughly 250 years , and when their time ends… they simply collapse gracefully into a pile of bones, returning to the crypts that first birthed them. All of the fun roleplaying stuff aside, let’s break down how their mechanics reflect their culture, starting with the most signature ability: Dance of Death As a bonus action, you make a DC 15 Charisma Performance or Instrument check. If you succeed, your next attack roll this turn has advantage . If you succeed by 5 or more? You roll one of your Hit Dice (without spending it!) and gain temporary hit points . This is perfect for swashbucklers, bards, rogues — anyone who wants to flavor combat like a deadly dance. Next, they have: Eternal Party Relicborn don’t sleep. Instead, they complete a long rest in four hours so long as they spend it in revelry — music, storytelling, gentle dancing, or shared celebrations. Imagine your party taking a rest and your Relicborn swashbuckler quietly jamming with a bone flute while keeping watch. This one’s pretty good: Moment of Remembrance When a creature you see within 30 feet fails a d20 test, you can use your reaction to add 1d4 to their roll. Once you turn a failure into a success, you can’t use it again until a rest. Relicborn are bursting with character potential. They have Incredible aesthetics. From glowing bones to swashbuckler outfits — you can lean into a Day-of-the-Dead style undead, a pirate, a festival style, or something Gothic. If you were to play a Relicborn… What would your glowing bones look like when you’re afraid, happy, or angry? And when your long life ends — what do you hope those you care about remember about you? Drop your ideas in the comments. And if you enjoyed this deep dive into the Relicborn, hit like, subscribe, ring the bell, and join me next time as we explore another Crooked Moon ancestry. Until then — Keep the music playing. Keep the celebrations bright. And may every memory lead you to your next dance.
Dark illustration of a crooked, spooky house under a full moon. Title
By Jacob Tegtman December 2, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Kl3c6djcgbo Transcription Imagine your character in a folk-horror saga — not just another adventurer, but someone with a personal fate, a hidden thread that drags them deeper into shadows and tragedy… or redemption. That’s exactly what Fateweaving brings to Druskenvald in The Crooked Moon. The Crooked Moon isn’t just another D&D book. It’s a 600-plus-page folk-horror campaign that plops players into a sun-starved realm of nightmares, rituals, and haunted rails. Welcome back to Eternity TTRPG, your home for deep-dive D&D news breakdowns, world-building insights, and tools to level up your tabletop storytelling. Whether you’re a forever-DM, a lore-monster, or someone who appreciates a well-crafted adventure, we tackle the big ideas behind the games you love. And today, as with many videos I’ve created over the past several months, The Crooked Moon gives us plenty to sink our teeth into. What sets Crooked Moon’s System apart from the standard “roll dice, then fight monsters” is the optional system called Fateweaving — a way to bind each character’s past, motivations, and desires directly into the core of the campaign. Fateweaving gives each character a Thread of Fate — one of 13 possible personal arcs. At character creation (or early on), each player picks a Thread that defines a personal goal: lost memories, cursed lineage, spiritual duty, monstrous ambition — you name it. Then, throughout the campaign’s story, the GM weaves in six Narrative Touchpoints specific to that Thread. These form a full character arc , culminating in a personal climax and catharsis that runs parallel to the main story – they’re something much greater than just “side quests.” The first touchpoint, Incitement , ties a character’s personal quest to the campaign’s opening (often aboard the spectral Ghostlight Express or within the Crooked House). As the story progresses, the character meets allies or NPCs connected to their fate, uncovers secrets, faces a personal trial, then pushes through to their own climax — all while the main horror unfolds. In the end, during the epilogue, each character receives Catharsis — the emotional and narrative payoff for their arc. This means every player is actively living their own horror-tale inside the larger one of your full campaign. You might ask: why bother with all this Fate Weaving stuff? It does add potential complexity to your campaign, after all. So why not just run a normal campaign? It’s because Fateweaving transforms The Crooked Moon – or, any campaign you’re running –into a deeply personal story, for the players. It gives each character agency and meaning — their choices and their backstories matter. It increases emotional engagement for players : horror, hope, tragedy — when stakes are personal, every failure and every success resonates. It helps GMs balance player spotlight : with distinct Threads, you can weave in scenes tailored to each player without derailing the main plot. For players who love roleplay and character development — this is the sweet spot. Let’s pick an example Fateweaving Thread — say the Thread of Deliverance – and run through it really quick, just to give you an idea for how this works. The character begins lost, ejected from the spectral train, given only a broken compass. (this is the “Incitement” step) Later, at a trading post, a shady merchant hints he knows of strange artifacts. (this then, is the “Connection” step) On a creepy riverboat, the character recovers the first piece of a broken family heirloom. (with the “Discovery” step) In a haunted cemetery sanctuary, they wrestle the second piece from a statue’s grasp. (the “Confrontation” step) After the final boss — the Crooked Queen — they reclaim the last piece, reforge the heirloom, and choose either to become a ferryman of souls… or walk away free. (culminating in the “Climax + Catharsis” step) Suddenly, your campaign isn’t just “we stopped the big bad.” It’s the players’ story. Their redemption. Their choices. And in this case – even their soul. If you want to try out Crooked Moon’s Fateweaving system, here’s some very easy ways to get started: L et your players pick Threads early in the campaign – or, if you’re already running one, let them pick at your next session – then collaborate to weave their backstories into the world you’re running. Keep the Touchpoints flexible: treat them as narrative prompts — adapt to what your players do rather than forcing them. Be generous with spotlight time: Fateweaving only works if each character actually plays their arc, and gets to express their character through each important moment. Use Touchpoint rewards to drive engagement: use boons, stat bonuses, and narrative closure — they reinforce the importance of the arc. Don’t be afraid to deviate: mix endings, merge threads, or create custom ones — Crooked Moon’s Fateweaving system is meant as building blocks for you, not a cage you have to live in. If you run your next horror campaign in Druskenvald — or any other world where Crooked Moon’s spooky setting fits — consider using Fateweaving. It’s not just good for story… it’s the kind of DM fuel that turns players into protagonists, and campaigns into personal sagas . That’s it for today! If you enjoyed this breakdown, don’t forget to hit like, subscribe, and ring the bell for more RPG-craft content. And hey — maybe share in the comments which Threads of Fate you’d gravitate toward first. Thanks for watching.
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