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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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setting the stage chapter • building one: society the action of the • damned climax<br />

329<br />

deeds in return. <strong>The</strong> characters learn more about the situations, including a few surprises. <strong>The</strong>y<br />

meet other characters, gather information, implement plans and face minor challenges.<br />

Not every surprise necessarily comes because someone lied to the coterie. Storyteller characters<br />

might be misinformed, ignorant or outright deluded themselves. Other characters<br />

might blunder into someone’s careful plan and disrupt it. For instance, the mystery kidnapper<br />

might demand that the coterie rob a certain art dealer in order to get the abducted brother<br />

back safely — only when the characters open the dealer’s vault, they fi nd no trace of the art<br />

treasure they were told to steal. Was the whole situation a complicated setup? Was the kidnapper<br />

misinformed about the art dealer, or the item? Did someone else buy the art treasure<br />

the day before? Whatever your devious mind has planned, the characters just experienced<br />

a plot twist. <strong>The</strong> challenge they thought they would face (burglary) was replaced by another<br />

challenge (where is the art treasure, and what the heck is really going on?), though the main<br />

challenge of the plot (secure the brother’s return or rescue) still needs resolution.<br />

When you design the middle portion of a story, you need to decide who knows what and is<br />

doing what, but leave room for the characters to make their own decisions, including multiple<br />

possible courses of action. Storytelling the middle of a game demands some fl exibility since<br />

everyone is reacting to everyone else and you don’t really know what actions the characters<br />

will choose. You can (and should) furnish hints that some courses of action are more useful<br />

than others. Just as you should try to surprise the players at least once in a story, you can also<br />

expect they will surprise you now and then. If you know your World of Darkness and your<br />

Storyteller characters, however, you can work out how other people respond to unexpected<br />

choices by the characters.<br />

CLIMAX<br />

At the story’s climax, all the chains of cause and effect come together. <strong>The</strong> characters face<br />

the biggest challenge and succeed, fail or decide what, indeed, constitutes success. <strong>The</strong>ir decision<br />

and actions resolve the central confl ict. Mysteries are explained. <strong>The</strong>y fi nd the missing art<br />

treasure and exchange it for the brother. Or they go after the kidnapper directly, to succeed

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