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

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and treachery you can accept in a chronicle. Tastes differ. For some players, having characters<br />

at each other’s throats (when they aren’t stabbing each other in the back) offers unparalleled<br />

roleplaying opportunities. Other players prefer characters to cooperate, considering betrayal<br />

among the characters an insult to the other players. <strong>The</strong>y would rather see treachery limited<br />

to Kindred outside the coterie, while their characters remain honorably loyal to each other.<br />

Ambition and manipulation, however, are built-in parts of the Kindred condition. While you<br />

should never force betrayal on characters (and players) who don’t want it, the mere possibility<br />

of treachery, deception and hidden agendas are powerful themes a Storyteller can draw upon<br />

to evoke the ultimately lonely, isolated horror of being a vampire. It’s enough to assemble a<br />

group of characters with potentially opposing goals. In proper dramatic fashion, you offer<br />

choices: At various points in the chronicle, set up situations when characters could follow<br />

personal agendas at the expense of the group’s objectives, and let them decide what to do.<br />

Consider a coterie in which one character sees diablerie as a way to take revenge on other<br />

Kindred for being dragged into undeath. Another member has political ambitions and wants<br />

to curry favor with the city’s older and more powerful vampires. A third member thinks he’s<br />

fallen in love with one of the city’s Primogen. Each of these three might face some temptation<br />

to exploit another member’s goals. <strong>The</strong> diablerist could pretend to help the would-be<br />

lover pursue his passion, in hopes of gaining unguarded access to the Primogen. <strong>The</strong> lover<br />

could feel bound to expose the diablerist for the sake of the Primogen, or might see the social<br />

climber’s shmoozing as a way to get close to his love. <strong>The</strong> political aspirant, meanwhile, could<br />

see a chance to manipulate the other two, fi rst assisting in the destruction of the Primogen<br />

and then betraying the diablerist in hopes of winning a place among the city’s elite. Or they<br />

could keep faith with each other: All three of them might decide that their personal goals<br />

aren’t worth hurting an ally. <strong>The</strong> choice is theirs.<br />

FIGHTING WITHIN THE RANKS<br />

In live-action games, players often compete openly against one another for<br />

resources, position and power. So how do you prevent the aggressive nature of vampire<br />

society from crossing over into the real world feelings of your players? After all, most<br />

vampires are complete bastards to each other. Are your players mature enough to<br />

leave game events at the door?<br />

A good Storyteller should be up front about the nature of the chronicle from the<br />

beginning. <strong>The</strong> actions of a character should not be an out-of-game refl ection of the<br />

player herself. If you feel that some players are starting to take aspects of in-game<br />

events personally, take them aside privately and politely address your concerns. If it<br />

continues to be a problem address it with your staff.<br />

INTERLOCKING BACKGROUNDS<br />

Whatever the justifi cation for bringing a coterie together is, the Storyteller can strengthen<br />

the ties between characters by interweaving the people and events of their backgrounds. For<br />

instance, two players might say that their characters worked for a major corporation before<br />

their Embrace. Could it be the same corporation? One character’s sister could be the woman<br />

who broke another character’s heart. <strong>The</strong> drug dealer who ruined one character’s life worked<br />

for another character’s sire.<br />

You can overdo this, making it seem like a city contains only a dozen people apart from the<br />

characters, and too many soap-operatic interconnections can make the players roll their eyes.<br />

Still, it can be convenient to give each character an indirect link to one or two other characters.<br />

For instance, you can use one Storyteller character as a hook to draw two players’ characters into<br />

322<br />

mind’s chapter eye four: theatre: storytelling requiem

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