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Old 11-19-2005, 05:17 PM
basher7 basher7 is offline
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Re: Bloodlines

Quote:
Originally Posted by RPGnet Reviews
Post originally by CLAVDIVS at 2005-02-14 14:32:32
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I read your review, even though I already own both Vampire games, and thought it was interesting to see a side-by-sided comparison. I do have one quibble, though, about your complaint that the bloodlines are treated more like organizations than races.

The thing is, a bloodline IS like an organization. When a member of a bloodline embraces someone, the new vampire is a member of the sire's clan, but NOT his bloodline. As he matures, he can later choose to activate that potential in his blood and become a member of the bloodline. A vampire of the same clan who was not embraced by a member of the bloodline can join it with a member's assistance, and by tasting his blood (which puts one step closer to blood bond).

Membership in a bloodline is far more exclusive than a clan or even a covenant. Members will likely only embrace people they'd consider for membership (since they'd be able to join later whether they were welcome or not). Others can join, but with considerably more effort that joining a covenant. While there are rare exceptions (which is still a headscratcher for the greatest Kindred scholars) nearly all members of a bloodline are members by choice, unlike a clan; even if you're one of the less than 1% who aren't, pretty much everyone will treat you like you are.

As for bloodlines not being wiped out by the "big boys", some of them simply operate in secret, or did so long enough to gain sufficient power to protect themselves (like the Morbus). Others might provide too useful a service with their unique Discipline or other talents (Burakumin, at least originally). Maybe they just aren't a threat, simply a private club of vampires pursuing their own quirky interests (Toreador). And finally, a vampire can establish his own power base and become a threat to other Kindred even without a bloodline; in fact, they seem to do it all the time. Bloodlines may give them an edge, but it also makes their allies easier to spot.
First off, nice review. Packed full of information. Perhaps too much at times but I think you admit that at one point.

I've got a few quibbles however. My first one is concerned with the quote above that bloodlines are like organisations. In the VtR corebook the Brujah, the Japanese Necromancer types (Buggering? Bakurin? whatever), the Toreador and possibly the Morbus (although it would seem to be risky for them to organise) could be characterized as being like organisations in their structure. Malkavians no. Moving onto Bloodlines the Hidden the Maternal Bloodline and the Architects of the Monolith are organised. Some of the Khabit are, the Druggy Bloodline could conceivably be, the Hindu Demons could be, the Rustic Bloodline are. The Monks aren't (they don't leave the asylum/monastery much), the Alucinor aren't (aren't very social), the Nephalim aren't (appetites too large to share much). There are too many bloodlines in the convenants books to mention (and to be honest I'm hung over and can't be bothered too) but as far as I remember their degree of organisation between each other as fellow 'blood buddies' vary. My point is some bloodlines are organised, some aren't.

Second off, the review says that the Ordo Dracul aim to be immortal. That is not stated in the VtR book. Specifically their aim to transcend the weaknesses of the vampiric condition. They don't give it the specific spin that they want to have infinitely long unlife. That transcendence might take an entirely different form all together.

Thirdly, you state there are three convenant specific disciplines. By this I take it you mean Theban Sorcery (Lancea Sanctum), the Coils of the Dragon (the Ordo Dracul) and Cruac (The Circle of the Crone). However they aren't disciplines. Cruac requires ritual to pull of its effects as does Theban Sorcery (to a degree). The Coils of the Dragon don't require vitae expenditure to be used while many disciplines do. Disciplines seem to be more 'natural' to Kindred in the sense that they are innate abilities waiting to awakened and honed. Cruac, Coils and Theban hocus pocus can only be mastered by those with the right political connections and training. They are techniques rather than innate abilities.
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