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This is a book out of time. I won't say that the book came along too late. Hardly. I simply believe it would have been much more suited to release immediately after 2nd Edition Vampire: The Masquerade, as it is, in my opinion, far more valuable than any Player's Guide could be for a new initiate into the game. Time of Thin Blood is the Year of the Reckoning offering for Vampire: The Masquerade Revised Edition. It is the handbook for the generations of the Final Nights. It's the bible for those who will herald Gehenna - the 14th and 15th Generations of the Childer of Caine. The children of thin blood. Time of Thin Blood is written by Dean Shomshak and Sarah Roark with interior artwork by Mike Danza, Vince Locke (who brings us the cover as well with Guy Davis.) and the one artist that I don't think White Wolf could use enough, Christopher Shy. I really enjoyed the style in which this book was presented; both as a player and a storyteller aide in equal amounts with the emphasis placed on a really enjoyable read. Chapter one is written as a virtual dissertation on the physiological condition applicable to the thin blooded as well as information on the Dhampir, a species of "half vampires" formerly presented to some degree in Kindred of the East. In addition, information on the pros and cons of playing a thin-blooded character in a chronicle is included. Chapter two is a more detailed look at some of the items presented in chapter one as well as an overview on how a 14th or 15th Generation vampire might view the world, the powers that be and the rulers on high above her. An EXCELLENT resource for players to read over before their first session of their first Vampire: The Masquerade chronicle or for more experienced players/storytellers to review in an effort to add something new or a different perspective to an existing chronicle. Chapter three is a character creation guide for thin blooded vampire player characters or Dhampir player characters. New Traits, Merits & Flaws, Bloodpool usage rules and storyteller/player reference charts, and archetypes are included. The idea of playing a "Cleaver", or homebody vampire with a wife and 2.2 kids might seem silly as shit at first... but when it sinks in, it's amazing how creepy the concept can be in the right hands. Chapter four is for the storytellers. Hints and ideas on plot and concept for chronicles as well as vignettes for the theme and mood of the Final Nights are here. Chapter five presents a few thin-blooded character templates for your edification or immediate addition as NPCs into your chronicle. A couple of these are VERY interesting. The final section of Time of Thin Blood is arguably the most important of the book. The appendix, "The Week of Nightmares", is basically a bottom-line rundown of current events in the Final Nights. The section is only a few pages long, but those pages may very well be some of the most important ever written for the game, bar none. I refuse to spoil this section out of respect to White Wolf and out of consideration for those who might not yet know. Suffice to say that the few pages of the appendix of Time of Thin Blood pulls EVERY SINGLE GAME in the World of Darkness storytelling system together. Well, maybe not completely, but the wheels for such a wide-scale crossover is set into motion with a great big bang. Books like Time of Thin Blood are making Vampire: The Masquerade not only fun again, but interesting again. I find the Dhampirs annoying in the same way I find "The Lost Boys" annoying, but aside from that I have no complaints at all in regards to Time of Thin Blood.
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