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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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makeup • props • designing chapter one: and society using of antagonists the damned 345<br />

varieties of red-colored beverages. (Sodas, sports drinks, vegetable juices and even fortifi ed<br />

water all can be found in different shades of red.) If suitably colored beverages can’t be found<br />

or some players wish to drink other beverages, red glasses or bottles can give a liquid a more<br />

Vitae-like appearance, or at least distract from the fact that the player isn’t actually drinking<br />

something resembling Vitae.<br />

PROPS<br />

<strong>The</strong>re are a variety of different props appropriate to a Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> session. Many<br />

of the common props have been covered in other volumes, but you might want to look<br />

toward more specifi c items for a <strong>Requiem</strong> chronicle. While a few items can be substituted<br />

with items cards and imagination, the more a Storyteller can do to bring the story to life for<br />

the players, the greater of the sense of immersion you can expect from your game. And for<br />

players, props are tools to further express their character concepts beyond the game traits.<br />

By whatever means you use them, props can add an essential element to your chronicle and<br />

really make it a memorable experience for all those involved.<br />

Once again, thrift stores and goodwill stations are invaluable in searching for personal<br />

props. Costume jewelry and odds and ends can be found for relatively low prices. Antiques<br />

stores can also provide a potential player with items to highlight their character’s background,<br />

though the prices range a bit higher. Another option is checking online stores and trading<br />

posts. Specifi c items can be located through the Internet, though prices can vary greatly.<br />

Game props should only really be used if an appropriate physical representation can be<br />

found. Cliché or cheesy items should be avoided if at all possible. Halloween costumes pieces<br />

and party store plastic props should be left behind if at all possible. If it can’t be done right,<br />

simply using item cards and descriptions instead. As a Storyteller, feel free to require a certain<br />

standard for props from your players.<br />

While searching for props for a <strong>Requiem</strong> game, you should keep in mind the themes that<br />

underlay your chronicle. <strong>Vampire</strong>s are creatures of frozen passion. <strong>The</strong>y are left cold and<br />

timeless, watching the world drift past them without really having solid roots in it. <strong>The</strong>y<br />

are removed from the natural rhythm of the world. Clocks and old pocket watches are an<br />

excellent example of props that drive home the importance of passing time. Old photos and<br />

paintings are captured images that do not change — much like the characters themselves.<br />

Candles often give off warming light to hold back the darkness, but they’re also sources of<br />

fl ame that can harm them — much like the societies of the Kindred themselves. Using simple<br />

props like these can add deeper meaning to your stories. Consider carefully the symbolism<br />

that surrounds certain objects before making them focal points of your game.<br />

Designing and Using Antagonists<br />

When creating antagonists for a <strong>Requiem</strong> chronicle, it’s best to keep a few key principles in<br />

mind. This section explores those points. It’s important to know why we recommend certain<br />

practices, as well as how to implement them. Also remember that you will need to make some<br />

adjustments of your own, based on your troupe’s style of play, your chronicle’s theme and other<br />

concerns. If your troupe likes action-oriented stories and your chronicle’s theme is “violence is its<br />

own vicious cycle,” creating an antagonist who never leaves his Edwardian mansion and prefers to<br />

fi ght by stealing his foes’ assets out from under them will likely leave your players frustrated.<br />

And that’s as good a place to start as any.

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