It's a little hard to review this since I read it in two parts with a fair bit of time between them, so I can speak more to the latter half of the book than the former. The game fiction was generally nice, and I found myself especially intrigued by the piece on the God Machine, so I'll definitely be reading the God Machine Chronicle at some point. The mechanics overall seem fairly good. I've encountered dice pool systems before in Shadowrun, and I appreciate the way that it seems like WoD, especially in combat, requires fewer rolls. The way attributes is set up is fairly intuitive, which is nice. There's a fair selection of merits and other things to make the character stand out and be special. I'm sure supplements will add more of that sort of thing. Combat was fairly well explained. It somehow feels a bit simpler than in a lot of other systems, as there seem to be a smaller amount of rules, but I think that's probably a good thing. Special powers are lacking, but that's what the different games about playing supernatural creatures are for. The storyteller focused chapter had some nice, albeit basic, advice, and I really like the format for presenting NPCs. It makes me at least somewhat interested in getting the monster book for reading rather than just having more foes to use. I was a little disappointed that the only supernatural thing there was ghosts. They're well done, but I'm not that interested in them and I would have liked an example werewolf, vampire, and mage, since I imagine any mortal chronicles are far more likely to revolve around those. Overall, though, this seems like a fairly good system and a good introduction to the setting, since it's definitely gotten me interested in reading more of the books and running a game at some point.
Upon rereading, I largely agree with what I had to say four years ago. I do like ghosts a little more, since I can see some story potential for them, but I still feel that the antagonist selection is weak. Also, I don't really care for the way Morality is done here for a variety of reasons, especially given how losing morality can give your character various mental illnesses. I do think the second edition has a new version of Morality, though I might ignore the mechanic altogether. I'm not sure. On the plus side, I really like the little vignettes in the attribute and skill descriptions, and in general rereading this really makes me want to dive into more of the blue books and run a mortals game. I'm still interested in the supernatural game lines, but mortals seem like they have some good potential for stories too, which is nice. I'm hoping to run for some friends soon, and I think I'll definitely have a lot of fun. After all, as the book itself says, it's easy to ignore the rules I don't like for the sake of the story.