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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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to concentrate on telling stories, and to improvise when the players’ characters do something<br />

you didn’t expect.<br />

PRELUDES<br />

As an introduction to your chronicle, you might want to run a brief, solo story about each<br />

character’s Embrace — a set of preludes. Some Storytellers prefer just to talk over these details<br />

with their players, so they can launch straight into the plot. <strong>The</strong> Embrace is perhaps the most<br />

important event in a character’s unlife, though. It deserves a little extra attention. A prelude<br />

helps players get to know their characters before the chronicle really begins. It’s a chance to<br />

establish relationships with the Storyteller characters who matter most to each character,<br />

especially the character’s sire, and to fi nd out how the character feels about his <strong>Requiem</strong>.<br />

It’s also tremendously dramatic. Indeed, you can’t get much more dramatic than your own<br />

death. <strong>The</strong> Embrace begins in a moment of hot pain and spurting blood as the sire bites<br />

the character. Did the character accept the Embrace willingly, seduced by his sire’s promises?<br />

Did he even ask for it? Or was he taken by force? Whether the character wanted to become a<br />

vampire or not, however, the Kiss quickly turns terror into ecstasy, wiping away any resistance.<br />

As the character’s blood drains away to feed his sire, he feels himself dying, but it’s far too<br />

late to struggle, assuming he could think past the pleasure of the Kiss. He sinks into darkness<br />

and death — as if it were the most perfect sleep. And then…<br />

…he’s back. Back in a body turned cold, with his sire’s blood in his mouth. And he’s so<br />

empty. So hungry. He smells blood in the air, warm blood of the living. Driven by instincts<br />

he cannot yet name, he rises to attack his fi rst prey, to feed for the fi rst time, perhaps to<br />

make his fi rst kill. And then what does he do? By playing out the story of the Embrace and<br />

the character’s fi rst victim, you can show the confl icts and urges that set the Kindred apart<br />

from the kine.<br />

ASSEMBLING THE COTERIE<br />

After launching the characters into their unlives, you need to bring them together into a<br />

coterie. Since <strong>The</strong> <strong>Requiem</strong> is so much about the interactions between the characters, you<br />

can’t just have the characters meet in a bar (or an Elysium) and decide to go on an adventure<br />

together. That works just fi ne in some genres, but not here. <strong>The</strong> characters need some reason<br />

to associate with each other. Establishing this reason could form the subject of the fi rst story<br />

in the chronicle, though you can begin a chronicle with the characters already together. As<br />

with preludes, however, playing out the characters’ meeting can help the players develop<br />

greater insight into their characters and how they interact. It can lay the groundwork for<br />

possible confl icts in the future.<br />

How you bring the characters together depends in part on the type and purpose of the<br />

coterie. Internal factors such as camaraderie, belonging to the same clan or running a business<br />

together can pull together the members of a coterie. External factors such as a common<br />

enemy or a shared duty assigned to them by the Prince can push them together. Some<br />

examples include:<br />

• <strong>The</strong> Gang’s All Here: <strong>The</strong> characters knew each other before the Embrace, so they stay<br />

together afterward. This decision does raise the question of why a number of vampires would<br />

choose to sire childer more or less at the same time, and pick a particular group of mortals.<br />

(<strong>The</strong> Willpower cost of the Embrace almost guarantees that no Kindred would Embrace all<br />

the characters together, though a creative Storyteller can devise a justifi cation for such a deed.)<br />

If the characters form a group with impressive abilities, perhaps a whole faction of Kindred<br />

could agree to recruit them as childer and minions, as in…<br />

320<br />

mind’s chapter eye four: theatre: storytelling requiem

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