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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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• Story First, Rules Second: <strong>The</strong> rules are there to help you tell the story, not to get in<br />

the way or to turn the game into a tactical exercise. Use the rules you need, when you need<br />

them. When you can get by with narration, cooperation and common sense, do so. It saves<br />

time that you can spend on more interesting things.<br />

• Design, Stagecraft and Action: Bring your world to life with as much careful stagecraft<br />

execution as you give to your plot design. Craft immersive environments that make your<br />

players really feel as though they’re somewhere else (or at least remove elements that remind<br />

them they’re not). Experiment with lighting, music, sound. Make your Narrator characters<br />

memorable with interesting mannerisms, histories, costumes, props, accents and makeup.<br />

Keep something happening at all times, and give the characters important choices to make.<br />

Make sure there’s something to keep everyone involved, and check on things throughout the<br />

night to get the pulse of the game.<br />

• Avoid Stereotypes: An endless parade of identical, cardboard characters can drain the<br />

interest from your chronicle.<br />

• Keep the Focus on the Players: Don’t let your Storyteller characters take over the plot,<br />

leaving the players’ characters with nothing important to do. Remember that the players’<br />

characters probably aren’t the most powerful or important characters in the world, but they<br />

must be the most important characters in their own story.<br />

• Don’t Forget the Payoff: If the players work hard and make smart decisions, their characters<br />

can overcome challenges and achieve something. If the characters’ success is not in<br />

proportion to their effort and the challenges they faced, the players will feel cheated.<br />

• Don’t Tell <strong>The</strong>m Everything: One of the biggest “hooks” in a story is actually for the<br />

players, not the characters. <strong>The</strong>y want to discover what’s going on! Part of the fun of any<br />

story is the suspense of not knowing how it will turn out. Make the characters work to fi gure<br />

out who’s really doing what.<br />

• Don’t Abuse Your Power: As the fi nal arbiter of events, your word is law in your chronicle.<br />

Don’t use this power to beat the characters into doing what you want, though. You’re playing<br />

a game, it’s for fun and everyone wins if they have a scary, good time, whether they follow<br />

your script or not. If the players pull the rug out from under your story, call a break to collect<br />

your thoughts. This may happen a lot at fi rst, but with practice, you can handle every<br />

surprise they throw at you.<br />

CHARACTERIZATION<br />

<strong>The</strong>re are few things as truly terrifying as the idea of encountering an actual vampire. Strip<br />

away the romance and aura of mystery that springs from movies and books, and what you<br />

have is a monster of the Old World. It is a shark, cruising through dimly lit waters, searching<br />

for a meal. <strong>The</strong> vampire catches you unaware, moving along with the crowd, blending in to<br />

the background. As you idly wander home after a hard day’s work, they mark you as prey and<br />

begin stalking. Oblivious to the danger, you ponder what’s on television that night, what bills<br />

have to be paid or what you are going to make for dinner. All the while, there are eyes on you<br />

that see you as one thing — food. What you carry in your veins is fuel for a body that has lived<br />

past its time. It has already judged its own existence to be substantially more important than<br />

yours, if it considers your life at all. In a snap, suddenly it’s next to you. A cold hand holds<br />

you by the neck and lifts you off the ground. Its eyes shine in the dark, but it has no mercy.<br />

You babble, maybe you plead, you forget all about television or food. Suddenly its mouth is<br />

at your throat, and as you slip away, you are left praying that it’s all just a bad dream.<br />

What sort of creature lives only by taking life from others? Does it even remember what life<br />

was like? Has it existed so long past it’s lifetime that it’s forgotten all the sensations of being<br />

alive? Have all of its emotions died along with its long stilled heart?<br />

334<br />

mind’s chapter eye four: theatre: storytelling requiem

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