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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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technical matters • description, setting and chapter mood one: • action society of and the violence<br />

damned 331<br />

All this goes for characters, too. Show some detail that individualizes each Storyteller character<br />

and suggests how the players should feel about them. You have a harder job with this<br />

than the players do, since they have to create only one vivid character each, while you have to<br />

manage a world (or at least a city). Minor characters who appear only once need only one or<br />

two details to keep them from seeming like identical drones. Important Storyteller characters<br />

should receive all the detail you can gracefully convey to the players. Get inside their heads<br />

to work out how they talk and react to the players’ characters. Give them quirks in how they<br />

dress or how they talk. For instance, one character might always wear immaculately polished<br />

black shoes and tap the side of his nose whenever he makes a point.<br />

Above all, remember that Kindred characters are vampires. <strong>The</strong>ir bodies are pale and cold,<br />

they don’t breathe except to talk, they don’t eat, and they might not have seen daylight in a<br />

long, long time. <strong>The</strong> older a vampire is, the less contemporary — maybe even the less human<br />

— her personality will seem. Your description can include manners of speaking, clothing or<br />

customs that the character acquired in her mortal life and went out of fashion decades or<br />

even centuries ago.<br />

ACTION AND VIOLENCE<br />

Remember that these are not the same. Do try to keep the pace fast and the characters busy<br />

doing something, whether they are running through alleys or discussing the signifi cance of<br />

an enigmatic postcard. You won’t achieve much horror with one fi ght scene after another,<br />

though.<br />

Violence is an important part of the World of Darkness. <strong>Vampire</strong>s are consummate predators<br />

in a cold and brutal world. <strong>The</strong>y can’t avoid violence, whether it takes the form of grappling<br />

with struggling mortal prey or an assassination attempt from an enemy’s hired knives.<br />

Combat is seldom an optimum way for Kindred to resolve their differences and other<br />

challenges. Leaving aside the game-mechanical effect of Humanity loss, fi ghting is dangerous.<br />

Kindred can look forward to centuries of continued existence. Should they risk those<br />

centuries and all they have built and may yet achieve? This is especially true for older Kindred<br />

who have spent decades or centuries acquiring rank, alliances and mortal infl uence as means<br />

to get their way.<br />

Even in the World of Darkness, open violence also tends to attract the notice of the police.<br />

If a vampire slaughters a punk in an alley, the cops probably shrug and put it down to gang<br />

vendettas. If gunfi re erupts in the home of an eccentric tycoon (who doesn’t come out during<br />

the day…) and he is never seen again, the cops ask questions. Cops asking questions can<br />

endanger the Masquerade. Heaven help the vampire who kills a cop: <strong>The</strong> police never stop<br />

hunting a cop-killer. Again, such a pursuit can endanger the Masquerade… and in the World<br />

of Darkness, police who catch up to a suspected cop-killer might decide to decide to save the<br />

taxpayers the cost of a trial by killing the quarry themselves.<br />

Most of all, <strong>The</strong> <strong>Requiem</strong> is a game of drama. Characters face challenges that are meant<br />

as tests of, well, character, not their ability to rack up a body count. Having someone trying<br />

to kill you tends to inhibit moral questioning.<br />

THE HORROR OF MANY<br />

So how does a Storyteller convey a sense of personal horror in a chronicle that<br />

consists of perhaps dozens of players? With so many stories, plots and people running<br />

around, some details can be pushed to the sidelines. As the Storyteller, however, you<br />

should defi nitely make the effort to bring home the inhuman themes of the game.<br />

No matter how your players view the subject, their characters’ inhuman nature should<br />

become an issue at several points.

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