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

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mystery and intrigue • plot derailment chapter one: • the society commandments<br />

of the damned 333<br />

PLOT DERAILMENT<br />

Now and then, the players throw you a curve by making a choice that takes their characters<br />

beyond anything you planned. Perhaps they ignore the clue you thought would be obvious.<br />

Perhaps they decide to change their relationship to an important Storyteller character without<br />

warning, or to each other. Maybe one of the players has a brainstorm and guesses the central<br />

mystery of your plot long before you thought anyone could — or maybe the players come<br />

up with a completely wrong theory and refuse to accept any evidence of what’s really going<br />

on. Maybe a freakishly lucky draw lets them kill a character who was supposed to remain an<br />

adversary for the next several stories.<br />

Such situations have no easy or consistent answer. When the characters’ choices take the<br />

chronicle in an unexpected direction, you should probably let them follow the new story<br />

while watching for chances to nudge them back to the plot you had planned. Since you did<br />

all that preparatory work to invent the details of your World of Darkness and your Storyteller<br />

characters, you should be able to improvise something to keep the characters occupied.<br />

Changing your plot in mid-story so the characters can’t jump to the resolution pleases some<br />

players and angers others. Some players don’t really want to short-circuit the sturm und drang of<br />

their characters’ unlives. As long as you provide a gripping story, they don’t care if you cheat.<br />

Other players want the Storyteller to act as a strictly neutral arbiter of an objectively defi ned<br />

world. If they anticipate the plot, they want their characters to profi t by their lucky guess,<br />

even if it means ending the story on an anticlimax. Likewise, if they blunder or completely<br />

miss what’s really going on, they want their characters to suffer the consequences of their<br />

mistake, even if it means their characters completely fail.<br />

<strong>The</strong> same goes for draws and game mechanics. Some players don’t mind if you fudge the mechanics<br />

to keep the plot moving, whether it’s to save the unlife of an adversary not yet scheduled<br />

to die or to help the characters fi nd an important clue. <strong>The</strong>y simply don’t want systematic fudging<br />

to thwart or help their characters. Other players fi nd such fudging outrageous and insulting.<br />

Talk to your players about rule-fudging and plot-shifting before you start the chronicle.<br />

Give them a story they consider both fair and entertaining. If you ever feel you absolutely<br />

must violate the standards they want for your chronicle for the sake of their entertainment…<br />

make sure they don’t catch you at it. Even if the players don’t mind you cheating now and<br />

then, make sure you exercise this privilege as seldom as possible. If you use it too often, the<br />

players will soon feel that their characters can never really accomplish anything because success<br />

or failure was foreordained.<br />

THE COMMANDMENTS<br />

Like any artistic endeavor, Storytelling is a process and a skill you develop with practice.<br />

At fi rst, the task can seem overwhelming. <strong>The</strong> main elements to remember, however, break<br />

down into these ten commandments:<br />

• Involve the Players Whenever Possible: Work their ideas and their character backgrounds<br />

into your city and chronicle. Not only does this reduce the amount of work you<br />

have to do to build your World of Darkness, it gives the players a greater sense of involvement<br />

in the story.<br />

• Work with the Players’ Expectations: Remember that it’s their game too. Try to get some<br />

idea of what sort of game your players want before you throw them into your chronicle.<br />

• Work Things out in Advance: <strong>The</strong> better you know your setting and characters before<br />

game time, the more attention you can pay to telling the story and presenting interesting characters.<br />

When the players throw you a curve, you’ll be better prepared to respond if you’ve already<br />

worked through your story’s twists and turns and pondered possible alternate events.

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