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

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chapter one: society personas of the •setting<br />

damned 303<br />

It’s always tempting to gloss over a character’s background and “get on with the plot,” so<br />

the game can begin. Some players also feel reluctant to develop social or emotional connections<br />

for their character, out of fear that those connections may be turned against them. To<br />

be human, however, involves contact with other people. <strong>The</strong> struggle to hold onto a fading<br />

humanity loses much of its poignancy and horror if no one else cares what happens to the<br />

character, and she doesn’t care what happens to anyone else.<br />

Also, as a Storyteller, you should fi nd a careful balance between keeping your players’<br />

characters involved in the story and showing too much favoritism. In the example mentioned<br />

before, if your story focuses around the events of the local branch of the FBI then the character<br />

with the background in that organization may seem to be getting too much attention. <strong>The</strong><br />

story may seem to be focusing too much on his background alone, and other players may be<br />

resentful of such direct attention being given to just one player. <strong>The</strong>re are a lot of voices in<br />

your game, though, so don’t focus on just one or two.<br />

As a Storyteller, do your best to spread the attention to backgrounds as evenly as possible.<br />

Or connect certain backgrounds so that multiple players can be involved. Rely on your Narrator<br />

staff to assist you in keeping track of everything that is going to be involved. Or perhaps<br />

assign specifi c staff members to keep an eye on the activities of certain coteries so everyone<br />

involved in the sessions can have a chance to shine.<br />

ONE COVENANT OR CLAN?<br />

You might ask your players if they want to use the full range of clans. A chronicle<br />

in which the coterie draws members from any clan provides the “default setting”<br />

for <strong>The</strong> <strong>Requiem</strong>, but coteries in which everyone belongs to the same clan have their<br />

own points of interest. <strong>The</strong> same goes for covenants: A coterie can have members<br />

from more than one covenant, if that’s what the players want, but a coterie that stays<br />

within one covenant has possibilities too.<br />

For one thing, it allows you and a Storyteller an easy explanation for why the<br />

characters came together and stay together. <strong>The</strong> players’ characters may be all the<br />

neonates of that clan or covenant in the city, drawn together by shared inexperience<br />

or pushed together by clan or covenant superiors who want them all in one group.<br />

For instance, a coterie could consist of reclusive Ordo Dracul members who’ve formed<br />

their own lodge to share their occult knowledge and collectively bargain with other<br />

aspirants for tuition, or young Gangrel broodmates striving to wrest recognition of<br />

their independence from hoary and corrupt elders of the covenants. It might even<br />

serve as a mystery. Perhaps the characters all awake from their Embrace at the same<br />

time, with no trace of the vampire who created them to be found. This is a departure<br />

from the standard chronicle setting, but it provides an excellent reason for the players<br />

to cooperate — at least in the beginning.<br />

A coterie based on a single clan or covenant also gives your players a chance to delve<br />

into the inner workings of that particular group and explore the range of possibilities<br />

it holds. How many ways can one challenge the social order as a Carthian? How many<br />

ways can one seek power as a Ventrue?<br />

A limited coterie may also help players who have trouble deciding on a character<br />

concept, and helps players to get away from just the statistics of a character. Simply<br />

saying, “Make a character” can overwhelm some players — the possibilities might<br />

seem too wide. “Make a Daeva” or “Make an Invictus character” might help such<br />

players, by giving them a clear point at which to begin.<br />

SETTING<br />

Where will you set your chronicle? Predators in nature follow the trail of their prey and<br />

vampires are no different. <strong>The</strong> Kindred usually dwell in cities. <strong>The</strong> larger the city, then the

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