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

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Suit Antagonists to the Chronicle<br />

Antagonists need to be a vital part of the story in which they appear. <strong>The</strong>y should help<br />

tell that story, not work at cross-purposes to it. A story about back-room deals needs to have<br />

a suitable back-room dealer as one of its antagonists. A chronicle that emphasizes the age<br />

differences between different groups of Kindred should have an antagonist who’s notably<br />

older (or younger) than the players’ characters. <strong>The</strong> antagonist is the vehicle by which a story’s<br />

confl ict occurs, and confl ict is what makes the story exciting. Mismatching an antagonist with<br />

the type of story only weakens the signifi cance of both.<br />

Vary Antagonists’ Methods<br />

Only a fool tries the same methodologies time after time, especially if they fail. Allow your<br />

antagonists to learn from their mistakes. If the players’ characters soundly thwart your antagonists<br />

in one scene, have those opponents wait in ambush the next time. Have them hire<br />

additional muscle. Have the antagonists lead with a ruse, hoping the characters move to foil<br />

it — and then have them make a well-prepared counter-move. <strong>The</strong>se tactics need not apply<br />

only in physical combats. An effective ruse can be a political feint made before Prince and<br />

Primogen that the antagonist really wants to fail, but that tricks the characters into wasting<br />

their efforts. An ambush can be a high-politics situation in which the antagonist reveals he<br />

has more support than the characters thought, and he wins the vote.<br />

<strong>Vampire</strong>s are Rare<br />

While enough Kindred exist to necessitate a society in which they operate, and to facilitate<br />

the formation of various factions, not every antagonist in a <strong>Requiem</strong> chronicle needs to<br />

be one of the undead. In fact, it’s generally better if they’re not. It takes a conscious act of<br />

will to create a Kindred, so most sires have chosen childer who have something to offer the<br />

world of the Damned. While your main antagonists are probably vampiric, there’s little need<br />

for a gun-wielding thug to be Kindred. “Extras” probably shouldn’t be Kindred. Rare is the<br />

vampire who has so many Willpower dots to spare that he surrounds himself with undead<br />

cannon fodder. Ghouls, vampire-hunters, mortal vigilantes and regular people who are in<br />

the wrong place at the wrong time can all run afoul of vampires, as can other supernatural<br />

creatures with whom the Kindred share the shadows. <strong>The</strong> more the condition of vampirism<br />

remains mysterious and rare, the more special players feel as their characters are members of<br />

that exclusive culture. No one should ever be “just another vampire.”<br />

<strong>The</strong> Value of Undeath<br />

Antagonists want to improve their lot in unlife. That’s why they’re antagonists. <strong>The</strong>ir efforts<br />

to do so intrude upon the protagonists’ own desires. Such being the case, not every confl ict<br />

with an antagonist should result in a showdown to the death. <strong>Vampire</strong>s almost certainly<br />

want to survive until another night — they potentially have forever in front of them. Likewise,<br />

minions don’t necessarily put their lives or unlives on the line for the master. Even the most<br />

devoted ghoul who is willing to die for his regnant knows the difference between dying when<br />

it wouldn’t help the situation, and dying in an effort of helpful sacrifi ce. Attackers can make<br />

tactical retreats. Political enemies can withdraw from the arena for a while to secretly cultivate<br />

infl uence and return to threaten the characters again. Generic guardians and other extras<br />

probably aren’t paid well enough to take a bullet for some cruel or aloof employer.<br />

Do the Math<br />

Make sure that you take the protagonists’ abilities into account when assigning traits to<br />

antagonists. Antagonists shouldn’t necessarily mop the fl oor when they come in confl ict with<br />

the players’ characters, but neither should they be pushovers. It’s fi ne for an antagonist to<br />

exceed the characters’ abilities (as challenge makes for interesting stories), but she shouldn’t<br />

be unassailable on all fronts. In her realm of expertise, a good antagonist is probably more<br />

346<br />

mind’s chapter eye four: theatre: storytelling requiem

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