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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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tion to avoid upsetting other players or bringing the game to a halt, it’s seldom justifi ed to<br />

publicly dress down a player. Handle these matters quietly and politely but fi rmly, and don’t<br />

let them ruin the game for the other players.<br />

UNDEAD DENIAL:<br />

“I’M NOT A VAMPIRE, I’M A SUPERHERO WITH AN ALLERGY TO SUNLIGHT.”<br />

<strong>The</strong>re are some players — not characters, but players — who do everything to downplay the<br />

fact that their character is a vampire, making him as human as possible and otherwise ignoring<br />

the facts of vampiric existence in favor of being a pale superhero. <strong>The</strong>y breeze over slight<br />

inconveniences like having to feed on human blood and their lack of true emotion. <strong>The</strong>y relegate<br />

these things to simple game mechanics and get back to focusing on the powers available<br />

to them. While it’s fun to have a vampire character in denial of his bestial side — some famous<br />

literary and television vampires come to mind — it’s quite another to have a player mechanically<br />

minimize every monstrous aspect of the Kindred experience. Remember, even the Ordo Dracul<br />

isn’t trying to become human, it’s simply trying to transcend ordinary Kindred limits to become<br />

better vampires. Don’t let players create a character who’s essentially completely human with a<br />

slightly different appetite and an allergy to sunlight. That’s not the point of the game.<br />

Rather, players should remember that this is a game about playing monsters. Sure, some are<br />

more in control of themselves, but even the most “noble” Kindred are still monsters with an<br />

unnatural thirst for the blood of the living. <strong>The</strong>y’re forever a mere sliver of sunlight or lick<br />

of fl ame away from a horrifying burst of frenzied violence. If a player really wants to play a<br />

human with some of the powers of vampirism that badly, well, they can play a ghoul. Kindred<br />

characters have fantastic abilities, but everything they have comes with a price — and a steep,<br />

terrifying one at that. It’s rarely a good thing that a character was made into a vampire. Even<br />

if he’s secured a relatively nice position, he’s still given up much to do so, from family and<br />

loved ones to real emotions and the feel of the sun. Most Kindred don’t ask to be what they<br />

are — they just try to deal with it as best they can.<br />

If a player starts to just gloss over the more personal aspects of the game, talk to them<br />

about it. Politely ask why they are missing out on this part of playing their character. No one<br />

should be forced to play a part that makes him uncomfortable out of game, but at the same<br />

time, you can point out that that playing up a character’s faults often leads to some of the<br />

best roleplaying. If the problem persists, maybe that player isn’t quite suited to the mood of<br />

the game you intended.<br />

POLITICAL BURNOUT:<br />

“I CAN’T TAKE ALL THE BACKSTABBING IN THIS GAME!”<br />

<strong>Vampire</strong>s are not nice. Most of them were not nice people even when they were alive, and<br />

even the best of them acquire savage predatory instincts and an eternal, unholy hunger upon<br />

the Embrace. Kindred society and the basic psychology of the Damned promotes a certain<br />

amount of paranoia and treachery in characters. Characters are encouraged to use politics<br />

and dirty deeds to survive in the harsh world of the undead. If treated with maturity on the<br />

part of all parties involved, these mature attitudes and tactics can actually be a large part of<br />

the fun of playing a <strong>Requiem</strong> game.<br />

That doesn’t mean that certain characters can’t seek out something better for themselves<br />

— or that honest loyalties between vampires can’t be established. But for the most part, players<br />

and Storytellers can be prepared for some knock-down, drag-out nastiness once the politics<br />

of a game get moving. For some people though, this treachery can be a source of frustration<br />

rather than roleplaying. While most of them can still enjoy the game by playing less politi-<br />

354<br />

mind’s chapter eye four: theatre: storytelling requiem

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