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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 of the damned setting<br />

305<br />

Many players and Storytellers like to set their chronicle in the nearest large city — perhaps<br />

the one they live in themselves — or some metropolis they know through books, movies and<br />

TV shows, such as Chicago or New York. Such a setting has the advantage that the players<br />

already know a fair bit about it and can easily learn more. Visits to the library can turn up<br />

all sorts of famous, notorious or merely eccentric people from the city’s history, which might<br />

have infl uenced Kindred history as well. Every signifi cant city also has weirdness in its past and<br />

present, from mass murders to quirky monuments, that can inspire supernatural mysteries.<br />

On the other hand, you may want to invent a fi ctional city. This has the advantage that<br />

you can create whatever history, geography, local celebrities and colorful locations you want.<br />

That’s a lot of work, though, and a lot to keep straight. Players do notice inconsistencies and<br />

may catch you in one if you don’t take adequate notes during play.<br />

Daring troupes may want to try out more unusual settings. In a small city, the coterie could<br />

be the only vampires in town. Such a chronicle consists entirely of their interactions with each<br />

other and the mortals around them. Here, especially, the players and their characters drive<br />

the chronicle. Indeed, the fi rst story could be about how and why they came to the town.<br />

<strong>The</strong> Kindred abhor both travel and the countryside. That doesn’t make a travel-based or<br />

rural chronicle entirely impossible, though — just very diffi cult. <strong>The</strong> hazards of travel could fi ll<br />

a chronicle with suspense, as the characters juggle the logistics of their journey with hunting<br />

and staying safe during the day. <strong>The</strong>y almost certainly need ghouls or other Retainers, who<br />

for this purpose might be played as full-fl edged characters. Unlife in a small town or in the<br />

wilderness might also be possible, if the characters possess the right blend of Disciplines and<br />

a great deal of care.<br />

For a very unusual chronicle, perhaps the coterie tries to turn an isolated, small town into<br />

its collective herd. Even if these Kindred can succeed in conditioning, blood bonding or<br />

otherwise subverting the mortal community leaders, how do they persuade or frighten the<br />

rest of the populace into accepting their role as a food source? If they can do that, then how<br />

do they keep the secret from the rest of the world? A wilderness chronicle, meanwhile, would

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