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

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associated with the Kindred. Pretty much any kind of concept you can think of can be somehow<br />

translated into this Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> system. And while established stereotypes give<br />

your players a starting point for how to grasp some parts of the world, don’t feel the need<br />

to be locked into those molds. Clans and covenants are starting points for generating good<br />

character concepts, not destinations that indicate the journey is over.<br />

Some players defi ne their characters by what group or clan they belong to. A player might<br />

make the mistake of reading a description of a certain group and decide that this is what their<br />

character needs to be. This is often the case with inexperienced players who are still looking<br />

to get a handle on what <strong>The</strong> <strong>Requiem</strong> is all about.<br />

Yet not all vampires are the similar just because they happen to belong to the same certain<br />

clan. Very few had a choice of which clan Embraced them, relying instead on their choice<br />

of covenant (or no covenant at all) to defi ne their identity among the Damned. At the same<br />

time, each clan and covenant brings members into the fold for various reasons. Most realize<br />

that by favoring diversity they can take opponents by surprise and open up avenues of<br />

advancement that were previously closed. While it’s true that a group can have an image of<br />

being a certain way that can be summed up in a few sentences, your players should realize<br />

that the world just isn’t that black and white.<br />

As a Storyteller, don’t feel the need to restrict your players by enforcing the examples presented<br />

in this book. <strong>The</strong>re is no “right” way to play a Nosferatu. <strong>The</strong>re is no “correct” method<br />

of being a member of the Circle of the Crone. Encourage your players to explore new ground<br />

by throwing some surprises in the mix and breaking with the stereotype associated with a<br />

concept. A clan label does not completely defi ne a character’s nature. It is the personality<br />

and mannerisms of a person that makes up what a character is.<br />

LOSING TOUCH:<br />

“I AM A VAMPIRE.”<br />

Some players can get so wrapped up in the romance of the undead nightlife they actually<br />

start lose themselves in the fantasy of it. <strong>The</strong>y begin to identify a little too much with the<br />

character they are playing, and may begin to take the character’s setbacks as their own. While<br />

it is important to give some kind emotional investment into your character, there is also a<br />

need for a certain emotional distance from that character. Some players might develop too<br />

much of an attachment to their characters. Certain people are looking for something missing<br />

in their own lives and think they can fi nd it in a story involving mature themes.<br />

If there is an occurrence of this in your own game, or even a suspicion that some players<br />

might be getting a little too wrapped up in what’s going on, deal with it quietly but fi rmly,<br />

and preferably as soon as possible. Yet don’t go in with metaphorical guns blazing and assume<br />

the worst — drastic action is seldom necessary. It might be that a player didn’t realize he was<br />

making that kind of impression (particularly if it’s a new player who isn’t familiar to the rest<br />

of the group), or even just that a player needs to “tone it down a little.” If there is a problem,<br />

however, don’t hesitate to be fi rm with the players in question; humoring the fantasy even a<br />

little generally does more harm than good.<br />

NEVER ENOUGH:<br />

“AS SOON AS I GET MY OWN BLOODLINE AND<br />

SOME MORE OUT-OF-CLAN DISCIPLINES, I’LL BE ALL SET!”<br />

Some players think that in order to create a good character, they need to be a master of<br />

whatever niche they are seeking to fi ll. In deciding their characters must be unassailably<br />

powerful, these players feel they are required to have their character gain the most power as<br />

358<br />

mind’s chapter eye four: theatre: storytelling requiem

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