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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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chapter one: society getting of the damned started<br />

299<br />

maintain some moral standard when no mortal law can bind them and the Beast constantly<br />

goads them to assault and murder? If they do chose to give in to their dark urges and throw<br />

away all sense of conscience, what will be left to keep them from sliding down into a feral<br />

state that renders them no better than a rabid animal? Even if characters can affi rm their<br />

humanity this time, well, there’s always tomorrow night, the night after that, and the night<br />

after that…<br />

Forever.<br />

Getting Started<br />

As Storyteller, you create a dark refl ection of the real world for the players’ characters to<br />

inhabit, including all the other people they meet and the locations they may visit. You also<br />

help guide the stream of events that these characters will fi nd themselves confronted with<br />

and present the challenges they must inevitably overcome. This can sometimes seem like a<br />

daunting task given how much effort can be involved. Fortunately, you don’t have to create<br />

it all at once.<br />

<strong>The</strong> <strong>Requiem</strong> presumes that most stories take place within one metropolitan area. This<br />

location serves as the launching point and active staging ground for your stories. So in the<br />

beginning, you don’t have to worry about Kindred, mortals or other supernatural creatures<br />

elsewhere in the world. For now, you only have to concern yourself with the little pieces of<br />

the world that affect the characters involved in your game setting — and for Kindred, that’s<br />

a lot less than it is for most mortals.<br />

Even more fortunately, your players can help. Once a chronicle begins, every choice the<br />

characters make has consequences, good and bad, that can spark new stories. If you’ve managed<br />

to fully engage the players’ interests, they’ll move beyond reacting to situations you create, to<br />

initiating stories themselves. It’s when this interactive element comes into play that a chronicle<br />

truly becomes a shared work of Storytelling — and, very probably, the most fun.<br />

Building the story that serves as the framework for your chronicle starts with discussions<br />

with your players. What sort of chronicle do they want? Personal horror and a modern-gothic<br />

setting permit a wide variety of different plots and styles of play. A <strong>Requiem</strong> chronicle can<br />

range from a desperate struggle against implacable, marauding Lupines to elegant intrigue<br />

in Elysium. Do the characters want espionage, mystery, love stories, black comedy? Do they<br />

want to play neonates (the default chronicle), elders among the Primogen or something else?<br />

Does any aspect of the game or setting especially appeal to them? <strong>The</strong>re’s no point in running<br />

a chronicle that bores or irritates your players.<br />

PLAYER SURVEYS<br />

When attempting to write a <strong>Requiem</strong> chronicle, one of the fi rst things to consider<br />

is what type of game your players would prefer. <strong>The</strong>re is no sense in preparing a<br />

chronicle centered around murky conspiracies and political intrigue if most of your<br />

players are looking to explore the morality of undeath or throw down against some<br />

rival Kindred. So how does a Storyteller get a sense of what the players are looking<br />

for? As discussed in Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong>, one method is to hand out a survey. It is a<br />

simple and reliable method of learning what your troupe wants without having to<br />

sit down and interview each player. <strong>The</strong>re are many different types of stories that can<br />

be covered in a <strong>Requiem</strong> chronicle, and while you can’t please everyone, you can at<br />

least get an idea of the sort of game your players are expecting.

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