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

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their clan affi liation or by what covenant they own loyalty to, but by their personalities and<br />

histories. A character can fi ll a unique niche in a game and still be part of one of the larger<br />

clans. Bloodlines should be reserved for those concepts that would heighten the drama and<br />

enjoyment of your game, not serve the whim of a player who just wants to try something new.<br />

Use bloodlines and other exotic lineages for the spice in the soup, not the stock.<br />

POWER BLOCS:<br />

“THIS IS AN INVICTUS DOMAIN. OTHER KINDRED NEED NOT APPLY.”<br />

<strong>The</strong> Status systems in <strong>The</strong> <strong>Requiem</strong> encourages clans and covenants to gather and secure<br />

power for their own protection, and that should remain a strong element of the game in order<br />

to give politics real value. Never let the game get to the point, though, where players who<br />

aren’t part of the dominant parties can’t fi nd any point in playing. It might come to pass that<br />

a certain single group or affi liation holds full sway over a city setting. Maybe chance provided<br />

that opportunity, or maybe the group earned it through hard work and dedication to achieving<br />

the prize. Regardless, it now fi nds itself fi rmly in control. But what happens to everyone<br />

else? Some players might begin to question why they even bother showing up, particularly if<br />

the group in power begins throwing its weight around in petty or vicious ways.<br />

Players on both sides should remember that even those groups who do not have a dominant<br />

role in a city setting are still important to the political atmosphere. While vampires of different<br />

groups might not fully trust or support each other, they realize that each clan and covenant<br />

has certain advantages. It is very possible to have a city setting controlled by one group, which<br />

still allows other groups to fl ourish there. <strong>The</strong>re are things that other groups have access to<br />

that benefi t a city as a whole, even if Kindred from opposing factions don’t like to admit it.<br />

Once power is secured within, a city can still be in peril from without. And protecting one’s<br />

holdings from all takers requires every advantage a city full of Kindred can muster.<br />

Of course, the Storytelling staff should also make sure there isn’t some out-of-game truth<br />

to reports to gloating, mockery and other player abuse. While it can sometimes be hard for<br />

players to separate in-character rants from out-of-game attitudes, few things can kill the fun of<br />

the Status system faster than having a group of players use in-game authority as justifi cation<br />

for making everyone else miserable out of game. It’s quite possible to have fun and enjoy the<br />

game without acting superior to the other players just because of a matter of in-game faction<br />

supremacy. It’s only a game, after all. Momentarily achieving some sort of position of power<br />

might indicate some cleverness and dedication, but it doesn’t entitle those players to rub<br />

their opponents’ noses in it out of game.<br />

Lastly, players should also remember that dominant factions are often a part of the Kindred<br />

experience, even when the optional Standing rules aren’t in effect. To a certain degree, they<br />

should accept the behavior of the characters in power as part of the Danse Macabre, and not<br />

take out-of-game offense at it. If a certain group has so much control of the game that other<br />

players feel paralyzed and helpless, encourage the minority to seek out other strategies. Have<br />

those players use other resources to materialize their goals. Show them that their characters<br />

still have an important role in the story even if their clan or political group is not in the majority.<br />

After all, if the majority group is really being vicious and petty at every turn, it’s likely<br />

that lesser factions will have a lot of allies ready to help them unseat these tyrants.<br />

MINDLESS REVOLUTION:<br />

“THE PRINCE MUST DIE! WHY? WELL...”<br />

Some players generally dislike authority. For whatever reason, these players always seek to<br />

have their characters undermine the established power in a game setting. Even if that power<br />

356<br />

mind’s chapter eye four: theatre: storytelling requiem

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