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

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focus almost entirely on raw survival: hunting for animals to feed upon, avoiding the sun,<br />

possibly even dodging other supernatural creatures who also hide far from mortal eyes.<br />

THE SHADOWY REFLECTION<br />

Once you decide where to set your chronicle, take that location and translate it into the<br />

World Of Darkness. Exaggerate the negative in a real-world city to turn it into a hellhole.<br />

Make the slums, barrios and other low-income neighborhoods poorer and more dilapidated.<br />

More buildings are vacant, except for the squatters. Gang tags and other graffi ti are<br />

everywhere, the only new paint any building has seen in decades. Many buildings, even<br />

people’s homes, have broken windows covered with boards or plastic sheeting. <strong>The</strong> streets<br />

glitter with broken glass while garbage chokes the alleys. <strong>The</strong> only evidence of money comes<br />

from the pimps and drug dealers who cruise around in fl ashy cars. Most people won’t meet<br />

another person’s eye and talk as little as possible, as they try to avoid the notice of the young<br />

toughs who swagger about in gang colors. Boomboxes, screaming arguments, car alarms and<br />

the occasional gunshot provide the soundtrack.<br />

Affl uent residential neighborhoods hold their own inhumanity. Blocks of apartments or<br />

condominiums are built like fortresses. Suburban homes look like they were cloned, with<br />

no trace of individuality. Anyone who can afford it lives in a gated community, behind high<br />

concrete walls topped with barbed wire or broken glass, and an armed guard at the gate. <strong>The</strong><br />

very richest people, however, can live in luxurious penthouse suites or private, walled estates<br />

— rather more common in the World of Darkness than in most real, contemporary cities.<br />

Strip away any trace of beauty or humanity from the business districts. Skyscrapers become<br />

brutal monoliths faced with blank, featureless steel, stone, concrete or glass, or fearsome gargoyles<br />

jut from their crenellations. At night, the streets are deserted except for the homeless<br />

person huddled on a grate or in an alley. Let a business person have to walk a ways, though,<br />

instead of driving into and out of a skyscraper’s guarded, underground parking garage, and<br />

human wolves appear like magic to demand money. Away from the fi nancial towers, some<br />

businesses stay open: bars, strip clubs, nightclubs and X-rated video parlors, with the occasional<br />

convenience store or gas station. Out in the suburbs, meanwhile, massive iron security grills<br />

turn the closed shops and offi ces of the strip malls into lines of prison cells.<br />

<strong>The</strong> industrial district becomes a barren wasteland of crumbling brick and concrete factories<br />

and warehouses. Most of the industries shut down long ago, leaving towering machines to<br />

rust and collapse onto poison-soaked dirt or asphalt.<br />

Now and then, one comes across relics of a more gracious past, or at least a past with more<br />

ornamental tastes. An old church might nestle in between grim offi ce blocks, its stained<br />

glass and carved stone more astonishing by the contrast. Older retail blocks still show fancy<br />

brickwork and molded concrete, albeit grimy and eroded by time and neglect.<br />

As you design your World of Darkness city, think of places where Kindred might dwell or<br />

congregate. Museums, opera houses and other “cultural” locations work well for Elysiums,<br />

but so do old rail or bus terminals built in elegant Art Deco or earlier gingerbread style.<br />

Feel free to change your urban landmarks to make them more atmospheric: a derelict train<br />

station instead of a new one, for instance. Ruined churches are too perfectly symbolic of the<br />

World of Darkness for you to ignore. Buildings left unfi nished and abandoned also convey<br />

the despair of the World of Darkness.<br />

WHY IS THAT EVEN THERE?<br />

<strong>The</strong>re is another advantage to understanding what your player base wants out of<br />

a chronicle. It allows you to plan out what in-game locations are going to be used<br />

306<br />

mind’s chapter eye four: theatre: storytelling requiem

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