Thousand Year Old Vampire: Thoughts and Impressions

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I’ve done a couple of play-throughs now of the game Thousand Year Old Vampire and thought I’d put my impressions down here.

This isn’t quite a review, just thoughts and reactions, and I’m dividing it into two posts, this one with my impressions, and another post with the write-ups of the stories the game created. That one screams of “Let me tell you all about my D&D character” and no one who doesn’t want that needs to experience that.

A tl;dr review would  Thousand Year Old Vampire is good. Is it a game or is it an activity? I don’t know and I don’t care. I liked it and thought it a great way to simultaneously create and enjoy a story.

For folks who don’t know  Thousand Year Old Vampire is a beautiful little game-book by Tim Hutchings of numbered entries that each contain a writing prompt that allows you to live the many centuries long life of a vampire. The way the game works is you create a character with a limited number of traits, connections, and memories. Then you become immortal and you roll dice to discover what happens to you. Events unfold mimicking the passing years and decades, each roll causing you to gain and lose memories until you’re making desperate choices about what to forget and what to remember. Soon the game becomes about whether it’s possible to retain any aspect of your original humanity as you slowly succumb to your vampirism and the toll of years.

It can be sad. It can be enlightening. It can be comical. Whatever it is, it’s certainly emotional.

And it’s random, so the story that emerges is at best messy and at worst incoherent.

You don’t get to choose what happens to you. What might seem like a cool foundation for a grand narrative early-on becomes a dead-end that never gets developed. This was the case in my first play-through, and while the experience was still fun, it didn’t feel coherent like a good book or movie would. What I did feel was like I was creating a living breathing character with a rich history, and certainly someone who could be useful in another situation. For example, Waldemar the Wolf has the makings of at least three different RPG villains depending on what stage of his incarnation you took him: the bandit wolf, the mercenary captain, or the sinister opera fanatic.

One thing I loved about it was that it’s backwards story telling: you tumble forward at random, but can craft a narrative by looking back and seeing the connection points. Do you nudge it and shape it? Yes, probably. Or I should say, it’s fine to give in to the temptation to nudge, because the game invites that just as much as it invites not doing that by churning up a series of unrelated random events.

Overall, each game took about 90 minutes or so, and at the end I felt like I had watched a pretty good horror movie either in its own right, or because it suggested other stories. When I played I went back and forth between two word documents: my vampire’s character sheet and the journal of their life while consulting wikipedia to create the concrete details.

Is it sort of like homework?

Kinda.

But so is Sherlock Holmes Consulting Detective and I love that game. If you like vampires and story-telling, this game is well-worth checking out. While I did get the book via the kickstarter, there’s a PDF available at DrivethruRPG.

And here’s another link to the second part where I tell you all about my vampires Waldemar and Antonio.

You have been warned!

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