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

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One idea of how to do so is to arrange for smaller sessions during downtime,<br />

whether it’s as important or a private clan meeting or as intimate as playing out<br />

the nightly interaction a character has with the humans around her. <strong>The</strong>se smaller<br />

sessions offer a chance for characters to get some spotlight time for themselves, but<br />

it also allows a Storyteller to get up close and personal. Read over your notes on a<br />

character’s background, and look for elements that can be used to contrast what the<br />

character has become as opposed to what he once was. <strong>The</strong>se events should never<br />

feel as though they are being forced on the player; they should play out as normal<br />

responses to events that have taken place in the chronicle or that were set up in a<br />

character’s history.<br />

Perhaps an old friend recognizes the character as he visits one of his contacts,<br />

who happens to live near the neighborhood in which the character grew up. Or a<br />

bereaved relative catches a glimpse of the character at a family funeral and attempts<br />

to follow him. If these examples seem a bit too direct or heavy-handed, feel free to<br />

try something a bit more metaphorical or symbolic. For instance, a character might<br />

run into a mortal who is much like he might have become had his sire not found<br />

him, providing a glimpse of the road not taken. Or an elder who discovers that her<br />

old family estate is about to be torn down might work to save it out of pure vanity,<br />

only to fi nd herself confronted with sunny childhood memories that haven’t surfaced<br />

in centuries.<br />

Regardless, do your best to really bring home the concept that these characters were<br />

once part of something natural and living, even if they never really realized it before.<br />

Even if you only do so for a particular character once in the course of a chronicle, that<br />

once will be more than enough if it’s memorable and well executed.<br />

MYSTERY AND INTRIGUE<br />

In the World of Darkness, few people, Kindred or kine, are entirely what they seem at fi rst<br />

glance or seek exactly the goals they say they do. Much is hidden, whether because it’s criminal,<br />

shameful or just because someone wants an edge by deceiving the people around him.<br />

So never show the characters everything that’s going on. Keep them guessing through plot<br />

twists, betrayals, hidden complications and surprising revelations.<br />

Running an actual mystery story presents challenges to Storytellers as well as players,<br />

though. Your players might not know how to look for clues, gather testimony and construct<br />

a chain of reasoning and evidence. As the Storyteller, you need to make an extra effort to<br />

give the characters leads so the stumped players don’t just sit around in frustration, spinning<br />

theories without knowing how to check them. Know your players: If you have a group of<br />

Agatha Christie fans, feel free to present them with challenges to their logic and insight. If<br />

they prefer the Mike Hammer approach, make the deceptions a bit less cunning and ensure<br />

that the characters can fi nd the answer if they show the determination to follow one lead<br />

to the next.<br />

Intrigue among the Kindred demands discretion, too. If the characters feel they cannot<br />

trust anyone, you have overdone the hidden agendas and betrayals. After all, a betrayal only<br />

becomes shocking when trust existed before. Before one character’s treachery can outrage<br />

another, the fi rst character must have shown faith in other matters, so the reversal comes<br />

as a genuine surprise. An excess of hidden agendas can also convince players that they can<br />

never predict anyone’s motives or actions. In the most extreme case, the Storyteller characters<br />

become “plot-bots” whose only motive seems to be to do whatever the Storyteller wants at<br />

the moment, with no regard for any sort of consistency. One moment a character helps the<br />

coterie, the next he’s screwing it over for no apparent reason. Make sure your Storyteller<br />

characters have consistent motives in the various intrigues, even if those motives have more<br />

than one layer.<br />

332<br />

mind’s chapter eye four: theatre: storytelling requiem

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