07.01.2013 Views

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

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

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

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

chapter one: society troubleshooting<br />

of the damned 355<br />

cally minded characters, some of them grow frustrated upon fi nding themselves on the short<br />

end of the stick following one particularly nasty intrigue. Or it might be that they don’t feel<br />

comfortable exploring the nature of characters of questionable morals. Some players might<br />

not be able to easily distinguish the line between what the characters are doing and what the<br />

players intend, and start taking out-of-game offense at in-game plots and tricks.<br />

If your chronicle prominently features political and social scenarios that pit group against<br />

group, character against character, your players should be warned about the underlying social<br />

drama and cutthroat attitudes of the game. Players should be encouraged to have a healthy<br />

attitude toward this from the get go. Promote an attitude of more cheerful thoughts that<br />

separate character and player attitudes (“Good move — your character got mine this time,<br />

but she’ll be back!”) as opposed to more negative ones or attitudes that don’t draw any clear<br />

distinction between the two. While you might not be able to expect complete good will at<br />

all times, a clear line should always be drawn between what characters do, and what players’<br />

feelings are. As long as players remember that distinction, they can have more fun and focus<br />

on building a great story as opposed to personal vendettas.<br />

If one or two players have problems with this aspect of the game later in the chronicle,<br />

talk to them about it. Maybe they have a legitimate reason to be concerned, like they feel an<br />

in-game incident was actually based on some out-of-game hard feelings and don’t know what<br />

to do about it. Or perhaps the majority of your players fi nd too much intrigue distasteful,<br />

and your game isn’t suiting their preferences overall and might need to change direction.<br />

Discuss such concerns with your players, and see if a compromise can be reached. It’s only a<br />

game after all, and it’s designed for the enjoyment of everyone involved.<br />

Chronicles that involve players who normally do not get to socialize often out of game are particularly<br />

prone to these kinds of feelings, simply because the players don’t know each other well<br />

enough to separate in-character behavior from out-of-character intentions. In such chronicles,<br />

it might be a worthy investment to arrange for occasional social gatherings or group activities<br />

outside of the game itself, so that the players can get to know one another. Even a troupe of<br />

friends can benefi t from this kind of “collective decompression” from time to time, as <strong>The</strong><br />

<strong>Requiem</strong> can stir up some very fi erce, competitive feelings that might need to be bled off.<br />

BLOODLINE MANIA:<br />

“EVERYONE HERE BELONGS TO A DIFFERENT BLOODLINE!”<br />

<strong>The</strong> bloodlines are intended to allow players a certain degree of variety when creating<br />

their characters, but these types of characters are meant to be fairly rare. Bloodlines are not<br />

highly populous, and they often have to struggle to fi nd their place in Kindred society. Yet<br />

sometimes you and the rest of your Storytelling staff will be approached by players who all<br />

want their characters to be from different bloodlines. If you grant them all your approval,<br />

almost no one will be left from the regular parent clans.<br />

Before you say yes to anyone, however, it’s generally best to fi nd out exactly why the players<br />

want to play bloodlines in the fi rst place. Sometimes several players want to play something<br />

they feel is outside the norm and the easiest way they see to accomplish this is to play something<br />

unique. Alternatively, they might want to avoid stereotypes or want their character to<br />

be viewed as “special.” It must be understood, however, that these bloodlines are rare and<br />

have little power on their own.<br />

Encourage players to seek their roleplaying from the established clans; by contrast, bloodlines<br />

are best used in the hands of experienced players who can be trusted to handle the<br />

increased roleplaying demands of these unique Kindred families. Players should not need<br />

a bloodline to make a character complete. In the end, characters are not defi ned purely by

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!