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

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more Kindred it can sustain. <strong>The</strong> size of the city and the amount of players in your story,<br />

therefore, has implications for you’re where you are choosing to set your chronicle.<br />

Vast urban conglomerations such as New York, London or Mexico City might hold hundreds<br />

of Kindred, with every offi ce of vampire governance fi lled. Every clan and covenant<br />

has well-developed social structures with their own offi ces. No Kindred can claim to know<br />

all other Kindred, though. <strong>The</strong> politics of the undead start to resemble old-time mortal<br />

machine politics, with infl uence brokers promising the support (or enmity) of whole groups<br />

of Kindred, in return for largesse from the leaders. <strong>The</strong> characters must work to stand out<br />

from their fellows. On the other hand, they may be able to hide out or forge an alliance with<br />

a whole new faction if their current situation becomes too dangerous.<br />

<strong>The</strong>re are some grand advantages to maintaining a large city as the center of your story.<br />

<strong>The</strong> Storyteller can always justify some new character appearing in her chronicle. He just<br />

moved from across town, or the characters just didn’t happen to meet him until now. Of<br />

course, the characters don’t know if that stranger is telling the truth… unless they investigate<br />

the stranger’s claimed background, which could be a whole story in itself.<br />

Second-tier cities such as Houston or Toronto sustain fewer Kindred, so the social structures<br />

are sparser. A large percentage of the Kindred claim some sort of title, or else many offi ces go<br />

unfi lled because they aren’t needed (this is often the case in smaller chronicles). Even if every<br />

clan and covenant fi nds representation, the numbers of Kindred within each group might be<br />

low enough that clans and covenants need little internal organization. Individual personalities,<br />

grudges and infl uence can matter just as much as clan or covenant allegiance.<br />

Middle-sized cities offer suffi cient scope for Byzantine Kindred intrigue, while not overwhelming<br />

the players’ characters. It’s easier to make a name for yourself when your coterie is<br />

itself a noteworthy interest group. On the other hand, if every coterie is worth cultivating for<br />

its support, every coterie is worth crushing, to deny its support to one’s rivals. <strong>The</strong> characters<br />

also have little trouble learning about other Kindred in town.<br />

A third-tier city such as Las Vegas or Venice can support only a few dozen Kindred. Such cities<br />

might not contain members of all the clans and covenants, which can make their societies highly<br />

idiosyncratic. Actual clan and covenant politics hold little sway, however, compared to the personal<br />

relationships between the Kindred. Everyone knows everyone else. This type of setting is an excellent<br />

choice for placing restrictions on clan or covenant in relation to character creation.<br />

In a small city, the players’ characters form a major demographic of the Kindred population.<br />

This keeps the characters in the center of plots, but the setting could feel constricted in<br />

play. If the players want to explore constantly evolving relationships between a limited cast<br />

of characters, though, a small city can work just fi ne.<br />

Give thought to the city’s age, too. In the New World, many major cities are less than a<br />

century old. <strong>The</strong> fi rst Kindred to settle in the city probably still dwell there and most other<br />

Kindred are their descendants within two or three generations. <strong>The</strong> alliances and rivalries<br />

between those founding Kindred probably still dominate undead politics.<br />

In the Old World, by contrast, many cities are very old indeed. London and Paris have been<br />

metropolises for several centuries (and signifi cant towns long before that). Rome and Alexandria<br />

have fl ourished for more than 2,000 years; Baghdad is only the latest city in its location, in a<br />

series stretching back to ancient Babylon. Equally long Kindred histories can generate local<br />

bloodlines, bizarre customs, elaborate traditions, ancient secrets and vendettas whose origin<br />

is lost even to Kindred memory. Having younger Kindred begin their unlife in such a location<br />

provides them with a plethora of story ideas, as they learn the secrets and histories that surround<br />

them. Players who are new to the Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> experience, however, might fi nd<br />

themselves somewhat overwhelmed by too much background material all at once.<br />

304<br />

mind’s chapter eye four: theatre: storytelling requiem

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