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Masquerade 2nd Ed. *OP

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The Masquerade Second Edition includes everything you need to enter the world of the Kindred. In this game, you no longer simply play a vampire - you are the vampire. The Second Edition features revised and clarified rules as well as an in-depth look at the social structure of the Camarilla.

166 pages, Paperback

First published December 12, 1991

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About the author

Ian Lemke

25 books1 follower
Ian Lemke is a game developer for Green Ronin Publishing and is responsible for The Expanse Roleplaying Game line. He has written for The Expanse line since the core rulebook and has also contributed writing to Blue Rose. Ian has been developing games (both tabletop RPGs and computer games) since 1993. He’s worked as a writer or developer for many companies including White Wolf, FASA, Modiphius, Zenimax Online, and more. He got his start running Vampire LARPs and ran a fantasy LARP for 10 years and loves all things sci fi and fantasy. He lives in the outskirts of Atlanta, GA with his wonderful wife (who secretly gives him a lot of his best ideas), a dog named Shakespeare, a rabbit named Marlowe, and several chickens.

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Profile Image for Michael.
982 reviews175 followers
January 2, 2010
I actually had more experience playing with the first edition rules, but didn't get around to buying a copy for myself until the second edition came around. I don't think it improved substantially on the original, but it retains the entertaining style and aesthetic.

My favorite part of RPGs has always been character creation. That is the stage in which all possibilities are open and you get to dream up a coherent and original "person" whom you would like to act out. The Masquerade is especially satisfying in this area, as it encourages you to think dramatically rather than strategically. Although RPGs as far back as D&D have claimed to be truly about pretending, not about winning, there has always been a contradictory element in the ways that characters and adventures are designed as tests of attributes rather than playgrounds for acting. White Wolf did not completely resolve this issue with their stylized gothic-fiction games in the 1990's, but a serious step forward was taken.

For those who don't know it, "The Masquerade" is a game in which players become vampires whose leadership secretly runs whatever city they happen to live in. The GM designs scenarios for these characters to interact and gain power or pursue whatever goals they have created for themselves. There was a tabletop version, but what really made the Masquerade unique was its emphasis on live-action roleplaying, in which players would act out their dialogue and actions (to the degree practicable without danger). For a new generation of highly dramatic goth-enthusiasts, this was an ideal combination and guarantee of success. It was also a great deal of fun, and continues in various forms today, even if it isn't exactly the cultural phenomenon it once was.
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