Guide to the Night
Guide to the Night is a sourcebook for Vampire: The Requiem.
Summary
From the Onyx Path catalog:
"The eyes of the Ascendancy see everything. Well, everything we want them to see anyway. The more power they have, the less we have to worry about them trying to take ours.
— Una Adeyemi
This book includes:
- An introduction to Vampire: The Requiem that aids new players and old alike.
- A look at how to run Vampire in different settings and genres as well as several optional setting options.
- A look at how to design games around specific clans or covenants, and how to play to their unique strengths and weaknesses.
- A detailed look at creating and using coteries in a Vampire game.
- Information for creating and running chronicles based on the options presented throughout the book, as well as guidance on how to design a chronicle from start to finish.
- An all-new social conflict resolution system called, Lingua Bellum along with new mechanics to support optional settings and genres presented throughout the book.
Contents
Introduction
Chapter One: Many Worlds
A variety of alternative settings are presented, demonstrating how to take the core themes and ideas of Vampire and map them onto new times and places. From ancient wars to far-flung stars, the vampire story truly never dies — it just finds new shadows to inhabit.
Chapter Two: The Center of Being
How to feature different clans and covenants in a chronicle, including examples where one group has achieved total dominance over its rivals. It also discusses what it’s like when these groups go to war, and how to evoke that tension and bloodshed in stories.
Chapter Three: Closer than Friends
All about coteries — what they are, what makes them tick, why vampires need them, and perhaps most importantly how the players can build one together. It also discusses how to make the most of shared resources and find common purpose among the Kindred.
Chapter Four: Putting It All Together
A discussion of building effective, evocative, and engaging Vampire chronicles. From thematic design to tailored mechanics and more, this is where it all comes together to craft truly memorable tales of horror.
Chapter Five: New Tools and Toys
New mechanics to enhance gameplay and reinforce themes, from social Styles to leave foes shamed in your wake to all-new Devotions and Merits. Here also, you’ll find mechanics to support setting changes presented in the rest of the book. Eternity is a war, and Kindred — from salon to abattoir — never go unarmed.
Background Information
Memorable Quotes
Characters
References

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