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

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chapter drama one: 101 society • chronicle of the outline<br />

damned 311<br />

instance, a vampire known for pride, might fi nd that to achieve revenge (driven by pride) he<br />

must humble himself before a rival (going against pride). With a little work, you can devise<br />

situations where characters must indulge Vices in order to achieve Virtuous goals, or even<br />

stranger juxtapositions.<br />

For the climax of a chronicle, or at least a story arc, pick the most dramatically extreme<br />

situation possible — the situation you think the character would least like to face. Pit the<br />

character against her greatest fear, or tempt her with multiple rewards offered by different<br />

parties — possibly including herself. If your players are willing to face such situations, they<br />

might have the most intense roleplaying experience of their lives, and a story they’ll relish<br />

repeating for years to come.<br />

CHRONICLE OUTLINE<br />

As the examples show, themes often suggest plots all by themselves. Your chosen themes<br />

can also help you turn a vague notion for a chronicle into a complete plot, by suggesting what<br />

sort of choices and challenges the characters face. Like a movie or novel, a chronicle should<br />

have a beginning, middle and end, so the players know their characters’ actions build to some<br />

sort of climax and resolution. You’ll have a better idea of how to design individual stories if<br />

you start with a clear idea of where the entire chronicle should go.<br />

For instance, let’s take another look at that idea of a chronicle built around the rise and<br />

fall of a charismatic Prince. <strong>The</strong> premise sounds political, so you might select “Bound by<br />

Invisible Chains” as the chronicle’s theme. <strong>The</strong> neonate characters would see the apparent<br />

freedom and power of the older Kindred, compared to the oppression they experience in<br />

their own unlives. <strong>The</strong>n the would-be Prince offers them a chance to grab that power and<br />

freedom for themselves. <strong>The</strong> attempt at revolution draws them into an ever-deepening mire<br />

of intrigue, favor-trading and deceit.<br />

Once in power, however, the new Prince turns out to be just as despotic as her predecessor.<br />

Some of the characters have gained the power and infl uence they sought, but at the price of<br />

obligations to the Prince and her other allies. Others might have broken those promises and<br />

alliances, but become hunted outcasts as a result. As the Prince’s rule becomes harsher, these<br />

characters must decide where their loyalties lie. Who will join the new crop of rebels who<br />

arise, and risk their power and perhaps their lives? Who will stick with their Prince and try<br />

to improve the regime from within? Sell out their old principles? Run away? As a Storyteller,<br />

you have to decide if you want the chronicle to end in a blazing fi nale of a Kindred civil war,<br />

or allow for a prolonged power struggle with factions of characters within your chronicle<br />

choosing sides.<br />

In a larger chronicle, the drama could be even higher. What if the majority of the characters<br />

decided to support the older Prince? What if a few players worked to restore the old power,<br />

or at least remove the current power structure? Who will seek a position of neutrality? Or will<br />

some players take a mercenary position, working for whatever side offers the sweetest deal?<br />

Bargains will be struck and broken, power will shift in unpredictable ways, and everyone in<br />

the game will be affected by the result.<br />

For those who support the Prince they helped into power, they have some choices to make.<br />

<strong>The</strong>y now must either they must burn with her, or combat the efforts of their fellow Kindred<br />

who are in many ways just as idealistic as they were in their efforts. If they turn on the Prince,<br />

there is a chance they will lose all of the infl uence they built within the city. <strong>The</strong>y also gain a<br />

reputation as turncoats and fair-weather allies; not unheard of among the undead, but often<br />

diffi cult to live down as well. Such a reputation ensures that no one will trust them for a long<br />

time, no matter how principled they feel their choice was.

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