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

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they meet a band of enthusiastic, would-be vampire-hunters who possess more weaponry and<br />

enthusiasm than skill, knowledge or sense? <strong>The</strong> challenge becomes to survive these lunatics<br />

and maybe, if the characters feel generous, persuade them to quit before they kill themselves<br />

with their extremely unsafe improvised weapons. On the other hand, if the characters have<br />

become a bit complacent about their undeath, maybe it’s time to hit them with a story about<br />

a mortal family member or lover who becomes a victim of cutthroat Kindred intrigue. Secondary<br />

plots also offer a chance for you to experiment with different Storytelling styles and<br />

techniques, and as transitions between one major story and another.<br />

Subplots are good for character development. <strong>The</strong>y provide extra confl icts and obstacles that<br />

may complicate the resolution of a main story. For instance, one character’s subplot about her<br />

attempt to provide for her mortal children without revealing that she still exists as a vampire<br />

might confl ict with her obligations to the coterie or to her sire. Another character’s attempt<br />

to gain favor within a particular covenant may draw her into confl ict with a clan leader with<br />

whom the coterie seeks an alliance. Such confl icts provide more chances for characters to<br />

make decisions that infl uence the course of the main story.<br />

If you and your players developed characters in suffi cient detail, many of your stories will easily<br />

spin off additional complications for individual members of the coterie. Use subplots based on<br />

a character’s background or current activities to further enmesh the character in your setting.<br />

Subplots also give players a chance to contribute more ideas and deeds into how your World<br />

of Darkness develops. One subplot per character at a time is usually enough, though, and you<br />

don’t have to bring every subplot into every story. If your subplots don’t leave enough time for<br />

the main story to advance, trim a few subplots or put them on hold for the time being.<br />

CONFLICTS<br />

Stories usually revolve around some sort of confl ict. A confl ict consists of some obstacle or<br />

opposing force that characters must overcome to achieve their goals and resolve the plot. This<br />

doesn’t have to mean a fi ght, though that’s one possibility. Some confl icts take place within<br />

characters, rather than between them. For instance, suppose that the characters’ patron, a<br />

member of the Primogen, asks the coterie to eliminate several key mortal servants of a rival<br />

Primogen — without revealing who did it, of course. <strong>The</strong> characters face external confl ict in<br />

the form of the mortals’ bodyguards and security systems, the need to preserve the Masquerade<br />

and the equal need to conceal their involvement from the rival Primogen. <strong>The</strong>y might also face<br />

internal confl icts. Characters with a high Humanity could balk at cold-blooded assassination,<br />

which could spark another layer of confl ict within the coterie, or between the characters and<br />

their patron. Even if murder per se no longer bothers the characters very much, a character<br />

might object if he has a personal connection to one of the victims.<br />

Storytellers should watch closely for chances to present the characters with such ethical<br />

confl icts. More than any other sort of confl ict, an internal confl ict presents the coterie with a<br />

problem it cannot solve through brute force. Indeed, the very point of an ethical dilemma or<br />

internal confl ict might be that characters must decide what constitutes an acceptable solution.<br />

It makes the players think, and it can produce superb drama and roleplaying.<br />

<strong>The</strong> usual sorts of confl icts break down into a number of categories:<br />

• Kindred vs. Himself: <strong>The</strong> character faces divided loyalties or confl icting desires. A character<br />

can follow two goals, but achieving one means abandoning the others. <strong>The</strong>refore, the character<br />

must decide where his priorities lie: Keep faith with one ally or the other? Seek power, or preserve<br />

his Humanity at all costs? Protect mortal loved ones by staying close to them, or protect<br />

them by staying away? Even a character’s Vices can produce confl icts. For instance, a character<br />

who known for Pride (as a personality aspect) and Greed (as a game trait, via his Vice) might<br />

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mind’s chapter eye four: theatre: storytelling requiem

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