1000 Anni da Vampiro è considerato a buona ragione uno dei grandi classici del Gioco di Ruolo in solitaria. Scritto da Tim Hutchings, e vincitore di numerosi premi (tra cui quello della Indiecade) è stato finalmente edito in Italia da Narrattiva, che ha aggiunto qualcosa di molto interessante alla formula originale. Di per sé, questo GdR esplora la vita di un vampiro attraverso un millennio di Storia. Utilizzando le logiche del journaling game (da un punto di vista letterario, una sorta di romanzo-gioco epistolare o autobiografico) si dovranno affrontare una serie di temi che il gioco si proporrà, e ai quali dare risposta attraverso dei paragrafi esplorativi scritti di nostro pugno. Ma la vita di un Vampiro è troppo lunga per ricordare ogni cosa: man mano che andremo avanti dovremo infatti dimenticare qualcosa, scegliendo cosa è davvero importante per noi. Già questo basta a rendere il gioco unico nel suo genere. La versione italiana è però ancora più interessante: grazie ad un algoritmo dedicato, infatti, non esistono due copie uguali di questo gioco! Sì, perché se una parte degli spunti del gioco è uniforme, un'altra è scelta casualmente, così come anche sono scelte casualmente le immagini che compongono la copertina del libro. Completano il quadro una serie di spunti dei lettori, che sono stati selezionati al momento dell'annuncio del gioco attraverso un apposito evento.
Bloodthirsty predators of legend and stapes of pop culture alike, vampire face the dual pitfalls of popularity and assimilation, but sometimes an experience (given than any tabletop/pen&pencil RPG is ideally far more than the mechanics laid out in rulebooks) such as Thousand Year Old Vampire reminds you of the possibilities of these creatures of the night. As my first solo-RPG experience, I must say that my first approach to the genre was most satisfactory and intriguing. It has the makings of a classic game. For starters, it certainly follows the classic rule of "easy to learn, hard to master", as the rules are mostly over in the first few pages of the game (each character "made of" a set of Skills, Resources, Characters (NPCs), and Marks). Which does not mean that the game is easy or light. Since there is no dice rolling involved in the creation of the character, there is a great responsibility from the player to be as imaginative, honest, and fair as one can. The core of the books are the "Prompts", the various dangers, experiences, loses and ocassional victories that your character faces throughout the centuries of his or her existence. As vampire might increase in power throughout its existence, but it will come at the costs of memories of his or her human existence, until only a husk is left (or the vampire is hunted down or faces another equal gruesome end).
Although my experience was not as harrowing as some of the author's warnings throughout the book encouraged me to belief (or perhaps I've truly lost some of my sensibility), it certainly was an enrapturing and melancholic one and did make me reflect on the emotional and mental consequences of immortality and of being a brutal predator of human lives. The game has a very efficient system to handle memory loss and to make the player feel the weight and pain of each loss (although, in practice, it merely means crossing the text out on the page or the word processor) and the designer has taken the wise decision to include a series of emotional safety nets (constant warnings throughout the rules and a visual system to track the emotional impact of the game). A Thousand Year Old Vampire can certainly stray far away from "safe spaces", but that is what makes it a worthwhile gaming experience.
Finally, although I played using the PDF files, I will certainly buy the printed version later on. I'm certain that holding such a gorgeous piece of publishing work will increase the intensity and memorability of the experience.
Three years ago, I started an ill-fated attempt to run a snail mail RPG campaign. Part of the issue was my own motivation, some that of my correspondents. I think we were all enthusiastic about the prospect, but in retrospect, I think we (more importantly, I) foundered on the rocks of chance. Or precisely not-chance. Though we all had strong characters and motivations, compelling settings and circumstances, the few interchanges became quickly mired in a sort of "all-over-the-place-ness" where we started off in different directions and didn't want to push each other into our own individual story-arcs. At least that's my observation.
We were missing, in essence, that random-determined-ness that is the generative catalyst for roleplaying games. Without stochasticity and a push from fate, I foundered on being centered on my own story. By design, there was no game master - we were all equal players - and, thus, no one moved the narrative along. And this, I'm afraid, needs to happen. Otherwise we are cats without herders. There needs to be a shepherd, whether in the form of a human or just an algorithm, even a simple algorithm.
So why am I going on and on about this failed attempt in a review of Thousand Year Old Vampire? After all, this is a solo RPG game, not a group play game such as I attempted.
Other Goodreads reviewers have complained that Thousand Year Old Vampire is nothing but a series of writing prompts, essentially. I think this is unfair and doesn't acknowledge the potential depth of solo play one might encounter in a session or sessions of TYOV. Now, that said, I have not yet played the game. As I do (and I will), I will report on my blog regarding the playability of the engine. For now, though, I'd like to concentrate just on the book itself (which, incidentally, is the most beautiful RPG book I now own).
Yes, one playing the game should be ready to do some writing. There are two ways to play it, quickly and slowly, and the slower version will require some writing . . . and eradicating. There is a diary, which need not be extensive, but needs to be written. Experiences and memories are gained and lost though the course of the game. The Vampire is, in essence, a palimpsest in the truest, most physical sense of the word. This is part of the horrific tragedy of it all: losing one's humanity, friends, family, and memories in the course of immortality.
To generate these memories and experiences and losses, there are a series of prompts throughout the book. Each time a prompt has been given and the experience had (or lost), the player rolls a d10 and a d6. By subtracting the d6, one generates a number between -5 and +9. This tells them how many prompts (and which direction) to move within the book. Each prompt has three possibilities which are to be used, in order, first, then second, then third, if one falls on the same prompt more than once. Statistically speaking, the likelihood of worming their way down (I use the phrase intentionally) to the third prompt is very, very low, so such events are typically very big deals.
Now, I haven't read all the prompts, because I'm saving them for my own foray into the unlife of a vampire. But the mechanic is brilliant, and I can see it working in principle, if not in practice.
This is what my snail mail game lacked: the prompts. Therefore, I wills et about getting a series of prompts written up for my own snail mail campaign. I'm hoping to take the best of TYOV, De Profundis, and English Eerie (which I am hoping to use as inspiration for both prompts and the method of navigating them) and do a more manageable campaign that lasts.
As a warm-up, I'm going to live a thousand years and see where that journey takes me in the meantime. I am both eager and terrified to embark.
First off, I’m not sure what counts as having read this book. I started it about a week ago and completed my first play through so I am counting that as having read it, but I’m immediately starting a second play through. I’m not sure this counts as a book you read but since I made my reading goal this year 65 books and that feels a little daunting rn, I’m going to count it. Realistically, I feel like I will be “reading” this for a long time past that initial read, because if there’s one thing I love in life, it’s pretending to be a vampire. This is a single player role playing journal game. I had never played a game or read a book like this. I’m familiar with table top rpgs but don’t have a lot of experience with games that ask you to create a character in this way, and this one leaves a lot up to the reader/player’s creativity and inclinations. Initially setting up the character was probably the most challenging part, but I felt pretty connected to my character throughout the game so I think I managed the task well. I found this incredibly fun and often surprising. My story lead to times, places, and events I would not have planned on including on my own. I wound up having to pause to research often. The way my character’s memories and experiences slipped away or were corrupted over time was also interesting. I played a “quick” version, writing a third of a page for each prompt, and on my second play through I intend to do some longer journaling or letters to see how that impacts the play through. I really loved this. I have been struggling to write anything creative (or even to journal) for a few years, just feeling really bored and blocked. This book kept me going and I filled half a notebook without even noticing it. Felt good, lots of fun, got my creative juices going or whatever, and I learned a little about history along the way. Can’t wait to try again!
This was an incredible solo RPG. I played it through for about 5 to 6 hours, in the journaling mode of play. The story prompts were broad enough that you could choose where the story goes easily, you dont need to overthink, the story can come quite naturally.
My only criticism is that when i got to the end of the prompts the story rapidly sped up and then just ended. I wasnt ready for the story to be over, but then i guess that mirrors life in general...
I'm looking forward to playing again and seeing another story played through.
Je a není to kniha. Je a není to RPG. Je a není to pravidlový rámec pro něco více. Je a není to gamebook. Je to generátor zážitků, který skrze štulce popichuje vaší představivost, aby jela na plné obrátky a příběh (resp. zážitky) si vymyslela sama. Je to o vás. Pokud se tomu podvolíte. Což je značné pokud.
Nesporně to umí být pohlcující. Překvapí vás, kam se vaše představivost stočí, jaké emoce to umí vzbudit. Pokud se tomu ovšem plně nepoddáte či si na to najdete deset dvacet minut po náročném dni, tak jsou to pouhé suchopárné útržky, kde autor "píše" svou knihu skrze vás.
Nejblíže to má zážitkem k LARPům. Můžete se jim poddat, přistoupit na jejich hru a pravidla, být součástí děje/zážitku. Či můžete ve směšném kostýmu stát mezi všemi těmi podivíny v jiných kostýmech a divit se, proč předstírají, že jsou třeba zrovna upíry.
Había querido tener un ejemplar desde que conocí la existencia de este juego de rol en solitario y su bellísima edición, pero los gastos de envío y el intento de control sobre la compulsión consumista me pusieron las riendas hasta que lo encontré en una tienda durante un viaje. Ahora ya tengo el ejemplar y lo he degustado y, como siempre, queda la duda sobre si jugaré o si era todo una necesidad creada de posesión.
El concepto juego de rol en solitario me resulta antiintuitivo, más cercano a un libro de Elige Tu Propia Aventura que a otra cosa; al autor también y, sin embargo, defiende que esto es diferente, más adulto (como si necesitásemos más cosas adultas), indicado especialmente para personas tendentes a la introspección que sienten que la fuerza se les escapa cuando están en sociedad. A mí, que esto me pasa un poco (o bastante), me apetecería jugar si la temática de fondo no fuera tan poderosa: el olvido de las cosas con el paso de los años. Por una parte puede ser didáctico al aprender a poner perspectiva con el mundo, pero por otra, habiendo visto de primera mano los estragos de la demencia senil en una familiar y habiendo descubierto que esto me aterra más que cualquier enfermedad de sintomatología más física, no tengo claro si me haría más fuerte o más quebradizo; tampoco tengo claro cuál de estas dos cosas sería peor.
El libro incluye herramientas para evaluar tu comodidad con respecto a estos escollos emocionales, claro, pero entiendo que la gracia del sistema está en enfrentarlos; si no somos capaces de diferenciar entre realidad y ficción, a lo mejor el juego no es el problema.
Sea como sea, yo recomendaría a cualquier persona que, cuando menos, ojeara un ejemplar si puede. Aunque no juegue. Aunque odie los juegos. Es un ejemplo de bellísima edición como raramente se encuentra, lleno de referencias y usos inteligentes de la maquetación, y solo por eso merecería la pena tenerlo en una biblioteca. En el peor de los casos, se puede enseñar a las visitas para mostrar nuestra excentricidad y la evidente separación entre nosotros y ellos; al final da igual, con suficiente tiempo entre medias todo se olvida.
Reglas leídas (la parte de las entradas solo he leído un par por ver el formato pero me he saltado las demás para encontrarme la sorpresa durante el juego).
Estoy deseando empezar a crear el vampiro y relatar sus vivencias. Lo subiré todo al blog y compartiré las entradas por redes sociales.
Sin duda, Thousand Year Old Vampire es una experiencia interesante, enriquecedora y que vale la pena. Pero más que un juego de rol, es casi un ejercicio literario porque en realidad no interpretamos al personaje, sino que van sucediendo una serie de eventos que nosotros vamos engarzando a la hora de ir formando la historia. No es un "elige tu propia aventura" sino más bien un "describe tu propia aventura". A mi me gusta mucho eso, me parece que crea unas historias interesantes e imprevisibles que han llevado a mi personaje por vías que ni pensaba que tendría al principio, pero sin duda es un producto que no es para todo el mundo.
This game is pretty darned great. It's a solo RPG, and I think would be very enjoyable for book people, people who are into old stories, etc. Really great stuff. And fairly easy, with various notes on how to play it in different styles. The game I played took me about 2 to 3 hours, but I could see games where you'd spend weeks or ones where you might play everything out in an hour or so, depending on how you play. The book itself is a work of art, too. Great stuff, really.
The physical copy is well-made and put together. The little touches -- like having it look like a book that has been around for a century with notes stuffed in the pages -- was my favorite part. The system for playing is simple and the different modes of play mean you can just spend an hour or you can spend days playing this one.
This book is a series of writing prompts that supposedly helps develop a story arc involving creating and a killing a vampire over the course of centuries. You might think that it's in a similar vein to choose-your-own-adventure books, The Quiet Year, or Tales of the Arabian Nights, but unfortunately, you would be wrong. Where choose-your-own-adventure books give you control over a character's actions, Thousand Year Old Vampire gives you control over irrelevant details of the vampire's history and its acquaintances, while telling you what actions the vampire (supposedly under your control, but actually not really) takes, whether you want them to occur or not. Where The Quiet Year gives you prompts in broad strokes, generally with a choice between different tones, Thousand Year Old Vampire gives you specific prompts with no choices. Where Tales of the Arabian Nights gives you prompts that at least superficially depend on the state of your character, none of the prompts in Thousand Year Old Vampire depend on decisions you made before or might make in the future — you could make up whatever skills, resources, memories, etc. you want and the prompts would give you the same possible results.
This has all of the feeling of an enforced-creativity writing exercise in a high school English class, where you have to temper the enthusiasm of writing your own story with the restrictions that the course rubric places on it. I would give this 1.5 out of 5 stars, rounded up because it's clear the author has put serious effort into making it despite it not working well at all for me. Obviously many people do enjoy this, so don't let this review dissuade you from trying it out!
I'm new to solo RPGs, this is my first one. I introduced this game with another person to a group of friends who are interested in History and it became quite popular for a short time.
Thousand Year Old Vampire is a solo RPG wherein a player creates a vampire that will be their character for the next 70+ prompts. The book sets out the rules and information across the front pages, and then the prompts and bonus prompts are in the middle, and at the end, a few appendices, including: Random numbers to follow your vampire journey, examples of how to generate a vampire, a mindfulness tool to step back from the game if it depresses you, and supplementary documents about vampirism and RPGs.
I played this game once over fully, with a french orphan I named Amelie, who ended up retreating from society and living in a forest. A friend had tracked his character's life through years, but I justified mine by having my child vampire living away from any known way of tracking time.
It's a good game, a combination of flexing creativitiy, knowing a little bit of history, and also following the fictional life of someone in true RPG format, but it takes a lot of energy to play. I felt overwhelmed trying to think of the "worst case scenario" for my vampire, who lost all of their skills and had to bet on resources instead and trying to fit the prompts into her life was difficult at times. The single sentence format can be so evocative, but writing full, detailed responses to the prompts in true journaling format is also interesting.
Thousand Year Old Vampire is a solo roleplaying game, if you didn't know that nothing else I say will make sense. It's a guidebook for creating the story of a vampire's life. You go on a journey, discovering your character and the world around them. Who were they in life, how did they become immortal, who and what mattered to them, and ultimately how did they lose it. It's a dark and tragic kind of story, but since you're telling it you get to decide just how dark and tragic.
For my part, I'm quite impressed with Thousand Year Old Vampire. First, I highly recommend the hardback version, as it's gorgeous. Of all the books I've ever read, this had to be my favorite one to hold as a physical object. Secondly, Tim Hutchings blends beauty and loss into a potent combination. If it were all grim/dark it wouldn't work at all, instead your vampire experiences wonder and triumph alongside pain and loss. The game has something very real to say about impermanence and the value of life in the face of it.
That said, it's a challenging experience and one that asks you to flex mental muscles you might not use every day. I don't think Thousand Year Old Vampire will appeal to everyone, not by a long-shot, but I can tell you this: I thought this book was an interesting curiosity and talked about it with my gaming group, but was too timid to pick it up myself. I only played it because my wife got it for me as a gift, and I'm very glad she did. It's a winner, and I sincerely hope I can entice at least one more person to pick it up.
I didn't know what to expect. But I was still surprised and pleased with the result. Very good prompts that spark the imagination and lead me to answers that feel natural. Making the narrative flow easily.
My vampire's story became a tale of two brothers and a rivalry and hatred that spanned centuries. Over time, my vampire forgot what exactly they were fighting about. In their last clash, his brother took his sword which was tied to my vampire's very important memory; the night he turned his brother into a vampire. They met again in the 21st century, my vampire not knowing how he had wronged his brother only that it kept them at odds. They spent a day in uneasy truce. Their shared animosity grounding and familiar. That same night his brother kills him with the same sword he said was to symbolize their reconciliation, all past mistakes forgotten.
I am enjoying this so much. I didn't know these types of books existed, but it's so stylistically interesting to me and I have been talking about it a lot among my friends. I will probably go all the way through it again, but my first run took quite a long time. I found Thousand Year Old Vampire really inspiring.
Still didn't get to play but just from reading the prep section the book sounds like one of the most immersive RPGs out there. Can't wait and would highly recommend to fans of the genre and everyone interested in RPGs.
It's a solo RPG, journal style, focused on the feeling of loss. It's definitely not a cheerful read, but it's well equiped with tools that allow the player to keep an eye on their stress levels. It's a treat on a graphical level too.
RPG? Regelnwerk? Buch? So ganz genau weiß ich es nicht... aber es ist eines der schönsten Print-Produkte in meinem Haus und eine faszinierende Erfahrung die ich nur empfehlen kann.
I noticed that this is a good rpg to have for over the years. I got invested since now I am dedicating a notebook for this story alone. A fantastic idea and I like that you can bend the rules
my fav <3 i didn't know you could do solo rpgs before (I've missed out on d&d thanks to having no friends) and then I discovered this and my life changed. So fun, honestly!
This brilliant storytelling tool is useful for the creation of entertaining stories with friends and for learning more about one’s goals, core beliefs, and behaviors.
I have a PDF and it looks so lovely I would love to get it in print. I am excited to start, but im waiting on getting a little traveler's journal to start playing.