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Vampire: The Requiem: A Modern Gothic Storytelling Game Hardcover – August 21, 2004

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Product Details

  • Series: Vampire the Requiem
  • Hardcover: 294 pages
  • Publisher: White Wolf Publishing; 1st edition (August 21, 2004)
  • Language: English
  • ISBN-10: 1588462471
  • ISBN-13: 978-1588462473
  • Product Dimensions: 11.2 x 8.4 x 0.9 inches
  • Shipping Weight: 2.4 pounds
  • Average Customer Review: 3.6 out of 5 stars  See all reviews (57 customer reviews)
  • Amazon Best Sellers Rank: #130,567 in Books (See Top 100 in Books)

More About the Author

On March 22, 1974, Ari Marmell was hatched out of an egg laid by a rooster on the night of the full moon. Due a mix-up, he wound up in the infant ward at a hospital in New York, where he was claimed as a (relatively) normal human and taken home. He and his family fled New York barely a year later, either because his father received a job offer in Houston, or because they were chased by angry mobs with pitchforks; reports are unclear.

For the next 27 years, Ari lived in Houston. His father told him bedtime stories when he was in preschool and kindergarten, stories without which he might never have become a writer. He received his first roleplaying game--the red Dungeons & Dragons boxed set--at age 9, and the AD&D Players Handbook followed less than a year later. He spent very little time on class work or studies for the next, oh, 13 years, instead spending his efforts on far more important things like fighting orcs, riding dragons, and rescuing extremely beautiful princesses.

Ari went to college at the University of Houston. He began in the Psychology program, but quickly changed his major to Creative Writing. It was in the first week of class that he met his wife-to-be, who goes by the name of George. (No, it's not short for Georgia, Georgette, Georgiana, or anything else that could possibly make sense.) It was also in college that he wrote his first novel, one that he is now determined will never see the light of day, and charitably calls a "learning experience."

In short, Ari graduated in late '96, married George in March of 1997, honeymooned in New Orleans, worked several jobs he hated for the next several years, and quit the last of them in 2000 due to ongoing health issues. During this time, he wrote four more novels, two of which are actually pretty decent. It was also during this time that he managed to break into the roleplaying industry, having attracted the attention of Justin Achilli (developer of Vampire: The Masquerade) with a project submission inspired by his trip to New Orleans.

He and George moved to Austin in mid-2001 so George could attend graduate school while Ari continued to work as a freelance writer. They live there today, along with a large orange cat named Leloo and a smaller gray cat named Pippin who seems unable to grasp the notion that strings, ribbons, and plastic bags do not make up a viable part of the food chain. His first published novel, Gehenna: The Final Night, appeared on shelves in January of 2004.

Today, Ari is shifting his focus from freelancing to more fiction and novel-writing. His second novel, Agents of Artifice, was released by Wizards of the Coast in February of '09. His third novel, The Conqueror's Shadow, was released by Spectra in February 2010. (This was his first published non-tie-in novel.)

Ari's forthcoming novels include The Warlord's Legacy (Spectra, early 2011), the Goblin Corps (Pyr Books mid- to late 2011), and Household Gods (Pyr Books, 2012). You can learn more about him, and keep up with his news and release schedule, at

Customer Reviews

After having read the book and preparing my first chronicle with it, I can say that I am thoroughly impressed with the changes made.
Tommy Overdrive
Characters can leave a particular Covenant, if they wish, but escaping from a vampiric Covenant can be much more difficult than you might think.
Stephie Fryar
It's not a game about Vampires, Werewolves, Mages, Fairies, Ghosts, Hunters, Demons, or Immortals, but a story about humanity itself.
A. P. Green

Most Helpful Customer Reviews

83 of 89 people found the following review helpful By Ryan West on August 31, 2004
Format: Hardcover
The new Vampire game is infinitely superior to its previous incarnations: It kept what worked, and discarded what did not. Requiem is more vicious and more horrific -- gone is the comparative safety of Masquerade; in Requiem, vampires are cold-blooded, megalomaniacal serial killers hiding themselves behind a veneer of civility (well, for the most part) and the game never lets you forget it.

There are only five clans, each representing one of the archetypes of mythological vampires: Passionate Daeva, savage Gangrel, mysterious Mekhet, horrific Nosferatu and domineering Ventrue. Instead of limiting the options of character creation, the reduced number of clans increases them. These clans are much broader in scope than in previous games to allow for more variation. Bloodlines are a nice touch, but emphasizing them detracts from the fact that any vampire concept should fit into one of the five clans. To give you an example of the broader scope, take the Nosferatu. Instead of being limited to physical deformity as in Masquerade, Requiem's Nosferatu merely have a clan weakness that limits their social effectiveness -- and the player is free to come up with any reason as to why that is (anything from physical ugliness to rank odours to a 'general sense of dread'). Nosferatu can be earth-shatteringly attractive... if they have a foul odour or unpleasant presence to offset it.

If you enjoy political games, Requiem shines:

* No global politics -- everything is local, with vampires largely limited to their cities (imprisoned in their 'gilded cages' is a theme the game plays up).
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54 of 59 people found the following review helpful By Tommy Overdrive on July 4, 2005
Format: Hardcover
I applaud White Wolf for doing what they have done in releasing Vampire: The Requiem. I was a great fan of the VtM system, with a few minor annoyances, and was initially concerned that "revamping" (so to speak) the system for a new game was just a money grab for the good people of White Wolf (but then again, what isn't, in the end?), and that too much focus would be on making things DIFFERENT rather than on making them BETTER.

After having read the book and preparing my first chronicle with it, I can say that I am thoroughly impressed with the changes made. The "minor annoyances" I mentioned earlier have largely all been dealt with nicely, and the new system seems more user-friendly and gives the potential for better games.

Annoyances that have been fixed:

1) They're Ancient and Powerful, You're Not, So Deal With It: VtM was always a tad frustrating in that the Antidiluvians and Methuselahs (probably misspelled) were so ancient and so powerful that they were as Gods to ants above other vampires of higher generations, and there was nothing the weaker ones could do. Granted, life isn't fair so why should the game be, but I personally like the Requiem system whereupon the oldest and most powerful vampires are losing their minds and memories, leaving them as tortured and twisted as young vampires struggling to survive against more powerful social forces. The added difficulty of life at the top really makes the fact that vampirism is supposed to be a "curse" a lot more prevalent among all Kindred - in VtM, though vampires were aparently "cursed", they had it pretty good once they were among the truly mighty.
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46 of 51 people found the following review helpful By Ward Hoelscher on February 23, 2006
Format: Hardcover
I'd like to start this review by saying what many people seem to not understand:

This is not Vampire the Masquerade, 3rd Edition. This is an entirely new game, albeit with similar terms and mechanics.

That is an important distinction, because if you're looking for a newer version of Masquerade, you'll be surprised at this game.

There are no longer any Generations, Antedeluvians, Methuselahs, Metaplot, or Caine/Lillith creation myth.

Additionally, there is no longer any Camarilla/Sabbat fighting, or any Camarilla or Sabbat, for that matter.

What these generally outward aspects are replaced with are the following:

Five clans with a theoretical infinite series of bloodlines. These bloodlines are far more powerful than those in Masquerade, mainly because all Kindred (yes, the term has stayed the same) start with the same basic Blood Potency (sort of the new Generations- after about 350 years of careful feeding and no "naps," you're pretty much forced into torpor) and can change their blood after reaching BP 4... or can activate a sire's bloodline at BP 2.

The clans are now more Archetypes than Stereotypes- no longer do you have to create a hideous info-mongering sewer-dwelling Nosferatu, or a leather-jacket anarchist Brujah (who incidentally are no longer a clan, but now a bloodline.) Now you're pretty much freed up to create a character that you feel will fulfill a more fluid role in Kindred society and in the chronicle.

Additionally, there are now Five Covenants- One is the Ordo Dracul, an occult association dealing with Kindred transcendance (forget that whole "third eye of enlightenment" from Masquerade.
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