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Rusted Veins (V5 Alpha Playtest)
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Rusted Veins (V5 Alpha Playtest)


This is the Vampire The Masquerade 5th Edition Alpha playtest kit. There are two versions, one for players that contains just the rules and pregenerated characters, and one for Storytellers, that contains rules, characters, NPCs, and the "Rusted Veins" playtest scenario. 

What Is An Alpha Slice? 

An "Alpha slice" is a proof-of-concept document that covers the most basic foundations of the rules. It is isn't a complete game: it's a limted snapshot of the game's current development state, and it includes ideas that are still conceptual, still in development, and that can change. 

How can you help us? 

It's our goal to honor the history and fans of this groundbreaking game, and also to expand its audience, giving new players a chance to experience and fall in love with Vampire The Masquerade. 

Start by reading the Alpha slice, but what we most need is for you to play these rules in an actual live tabletop situations, and then describe your experience to us. You'll find some important changes from previous editions (like the Hunger rules), and we want to know what you think and feel about how they play.

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Reviews (0)
Discussions (5)
Customer avatar
GIULIO F December 18, 2017 4:42 am UTC
The hunger mechanics are good but slow down the game after having to roll dices to many time. i sincerely dont like the vice and virtue mechanics, makes the game fell like Vampire the Requiem witch is be all means a game for CoD fans and not WoD fans. not having a blood pool was somekind of difficult to understand went raising physical attributes but still making the hunger roll.
Customer avatar
Rory H November 29, 2017 4:37 am UTC
I'm not enamoured by these rules, and would probably not rush to buy them as they stand.

I quite like the core mechanic, with the fixed '6' target and things like taking half. This is a very simple and easy mechanic to implement and also means that you don't actually need exclusive D10 dice pools (if every die has a 50/50 chance).

The personality mechanics, lifted from Chronicles of Darkness, has a Virtue and Vice. This may seem neat, but the previous use of Nature and Demeanour actually served a thematic purpose of presenting each character in the context of their own 'masquerade'. They present themselves in a particular way, but hide their inner Nature. It's a nuanced subtlety, but one I hope wouldn't be lost.

I had hoped to see a reduction in the number of Attributes. I quite liked the idea of having just three (Physical, Social, Mental) with specialities, in fact, but with the return to nine we again have to reason why there is really a practical difference between...See more
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Bryce G October 03, 2017 11:17 pm UTC
This... is one of the worst games I've had the misfortune of trying to read, and all because of one, ridiculous, game-breaking, tone-breaking mechanic. Hunger Dice. You have a chance on EVERY skill check to flip out and kill people, and I only wish I was kidding. It's like someone read Vampire: the Requiem and decided the problem with the Predator's Instinct (Might be misremembering the name) rules were that they didn't go far enough or cover enough. Other highlights include a truly surreal intro from the perspective of people familiar with V:tM, and switching Willpower rolls to be based on current *pool*, not permanent Willpower, because you need to punish people for using Willpower, ever.
Customer avatar
Kevin D January 14, 2018 11:32 am UTC
I don't know. "Vampire" always talked about The Beast and the predatory nature of vampires, just barely able to keep that monster in its cage. Then you play the game and it's rarely, if ever, a thing. Your GM isn't making you roll Frenzy all the time when, by the flavor of the setting, he should; the core of your being wants to eat everything all of the time.

I haven't read this PDF, or really touched Requiem, so my experience is V20 and Revised. In those games, in my opinion, what the game said your vampire should be like, and what your PC was actually like, weren't precisely the same.
Customer avatar
September 21, 2017 9:02 am UTC
Reading through it now... like the fact that it seems to contain some pretty solid 'crunch.' I've been really underwhelmed with all the systems abandoning character details and development in favor of 'story-driven' mechanics and nebulous rulesets - feels like looking at half a game, or a setting splatbook.
This seems to have well-defined mechanics, and they seem to be applied in all the right places. Just because your human daddy taught you to drive a stick-shift VW, for instance, doesn't mean that you can handle a 16-speed Kenworth with a loaded trailer. Knowing how to shoot a .22 LR and plink at aluminum cans doesn't mean you can shoulder an M249 and manage good 5-round bursts at the hunters trailing you. Convincing your girlfriend it isn't that bad she burned dinner is nowhere near the same level of empathy required to convince a dying mortal that everything really is going to be OK.

Looking forward to seeing how the ruleset develops!
Customer avatar
Christopher L September 20, 2017 1:05 am UTC
I'm a little disappointed you're going back to nine attributes. The first pass was excellent in its efficiency. Three attributes, specialization in each. It allowed you to focus on what's important - are you a fast vampire? Strong? Attractive? It let you keep an eye on that, rather than a whole bunch of different attributes. And I really think having skills be binary - you have it or you don't, would have worked well with that.

This feels a lot like sliding back to the earlier editions, where you micro-managed all your attributes and your skills - and it takes away from the central concept: being a vampire. I think for this kind of game, efficiency was key - a sleek character sheet, removing everything that would distract from what is the central core - you are a vampire. Do you need to know you have 4 dots in Medicine? Why not simply say 'you are trained in Medicine'. Do you need to raise Firearms, or would it be enough to say 'I have Firearms'.

That being said, I love the...See more
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File Last Updated:
September 19, 2017
This title was added to our catalog on September 19, 2017.