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They ruled Rome behind the scenes, invented the feudal system, supported colonialism during the Victorian Age, and made massive profits during the Cold War by exploiting the panic and paranoia of the nuclear arm’s race. There is no major historical events where The Ventrue haven’t dipped their fangs in. Members of this clan have been pulling strings from the shadows for thousands of years, middling with human affairs whenever it served their interests. The clan of kings, nobles, CEOs, politicians, patricians, judges Mafia bosses and businessmen, The Ventrue are tailor-made to lead the vampire society and enforce its laws. The Ventrue are the closest thing the vampire world has to an elite society. I wear the albatross and a bullseye." - Sebastian LaCroixĬongratulations! You’ve made it. I pronounce the blast sentence, and I soak the critical fallout. Instead of allowing you to explore the character of Christof and the world of which he is a part, the game takes the uninteresting Save The World route, without ever explaining how the big bad evil guy could take over the world when four vampires in trench coats can take him out easily enough."The folly of leadership is knowing that, no matter what you do, behind your back there are hundreds, certain that their own solution is the sounder one, and that your decision was the by-product of a whimsical dart toss. There is also a bit of puzzle solving, which can be summed up as "find the hidden switch to open the next passageway".
The skill system is completely tossed out - fighting is the only way of solving quests. The game focuses on dungeon crawling and combat against larger numbers of vampires than would be reasonably expected to be residing in a single city. In Redemption, though, the designers went with the classic action RPG dungeon crawler formula, despite the fact that the Storyteller system was best suited for a less combat-oriented experience. Often a group of Vampire players would investigate the activities of enemy Sabbat (the bad guys) agents infiltrating their city, or tread the interwoven politics of their own allied Camarilla (the supposed good guys). The classic Vampire: The Masquerade rules that Redemption was based upon encouraged the use of skills for engaging in non-combat activities such as investigations and diplomacy. The Storyteller System was a d10 ruleset used by White Wolf for all of its World of Darkness titles, from Vampire: The Masquerade to Mage: The Ascension. I've played the tabletop version of the classic World of Darkness roleplaying game a handful of times, so while I'm not an expert, I know a bit about its Storyteller System ruleset. Also, the clan of vampire you are born into dictates the set of disciplines (related categories of vampire powers) available to you in the tabletop version, but in the video game your party can run into books which impart upon the reader new vampire disciplines, like some sort of quick-read "Vampire Powers for Dummies" pamphlet. The events that Christof is involved with in medieval times eventually result in an Inquisition against the vampire lords, but the timeline doesn't quite seem to match White Wolf's publications. Another gripe that I have with Redemption is its lack of adherence to the Vampire: The Masquerade lore.