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

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<strong>The</strong>mes help you focus the events and actions of your stories around a single idea. Your<br />

chronicle gains consistency and emotional resonance as the characters see your theme from<br />

different angles. As the chronicle reaches its resolution, you can provide a climax by presenting<br />

the characters with a situation that forces them to answer, once and for all, the questions<br />

raised by the theme.<br />

A chronicle can explore more than one theme. In fact, it’s best not to tie every story too<br />

closely to a single theme, at least in a long chronicle. If you make your theme too omnipresent,<br />

or spoon-feed particular answers to the players’ characters, the chronicle can seem forced<br />

or preachy. You might choose one major theme, but build occasional stories around other<br />

themes. You can also combine themes. For instance, the members of the coterie might hope<br />

to resume as much of their mortal lives as possible, with all the diffi culties that entails, but<br />

fi nd themselves drawn into the Danse Macabre by the need to defend their loved ones from<br />

the machinations of other Kindred. Quite possibly, each character might explore his or her<br />

own theme. You are limited only by how much work you and your players are willing to place<br />

into developing themes.<br />

DRAMA 101<br />

Most roleplaying games could fairly be described as “action-adventure.” Characters pursue<br />

goals and face dangers along the way. It doesn’t much matter whether the game bills itself as<br />

high fantasy, science fi ction, western, wuxia, talking animals, or even horror. <strong>The</strong> characters<br />

have a problem; they try to solve it.<br />

You can run <strong>The</strong> <strong>Requiem</strong> that way, too. <strong>The</strong> World of Darkness offers characters no<br />

shortage of dangers to get in the way of the characters’ goals, from mortal authorities that<br />

must be kept ignorant to crazed Lupines out to destroy all Kindred. As a Storytelling game,<br />

however, <strong>The</strong> <strong>Requiem</strong> was designed with drama in mind. Drama differs from action-adventure<br />

in that characters must make diffi cult decisions. “How do we stop the Lupine?” is<br />

action-adventure. “What should we do about the Lupine? Kill it, hide, try to reason with it,<br />

steer it at our enemies?” is drama.<br />

In drama, there’s no obviously right answer, or it’s one that characters don’t want. For<br />

instance, maybe the characters discover that the witch-hunter who’s destroying the Kindred<br />

is also somebody’s best friend from his mortal days. Do they try to stop him, and maybe kill<br />

him in the process? <strong>The</strong> hunter is a murderer: He kills mortal retainers as well as their Kindred<br />

masters. On the other hand, he used to be a friend. So do they try to reason with him<br />

and invoke old ties of friendship? That would be a more humane and forgiving approach…<br />

but it would deny justice to the slain mortals, aside from being incredibly dangerous if the<br />

witch-hunter sees his former friend as just another vampire. On top of this, the Prince will<br />

certainly ask hard questions if he learns that the characters have some connection to the<br />

hunter. He might think they planned the murders together.<br />

One simple way to generate drama is to fi gure out what situations the characters least<br />

want to be in — not for reasons of danger, but based on their fears, shames, ambitions and<br />

other emotions. Place the characters in those situations. As the chronicle proceeds, your list<br />

of emotionally taxing situations changes as the characters themselves grow and develop. Old<br />

situations drop off the list as the characters resolve personal issues, and new situations join<br />

the list as the characters make decisions and form new relationships.<br />

A character’s Virtue and Vice provide a shortcut for designing dramatic situations. You<br />

might want to create a situation in which a character must sacrifi ce his cherished Virtue<br />

to uphold some other aspect of his unlife, such as Humanity or a social debt. Less virtuous<br />

characters can fi nd their Vice in confl ict with similar other aspects of character. For<br />

310<br />

mind’s chapter eye four: theatre: storytelling requiem

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