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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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quickly as possible. <strong>The</strong>ir characters quickly become little more than the sum of their parts<br />

— or in this case the sum of the dots on their character sheet. If players start equating power<br />

with character success and good roleplaying, you might need to take a look at the direction<br />

your game is heading. Collecting vampiric abilities and Disciplines can become an arms race<br />

among your players. Once one person gains a capability or strength that others lack, those<br />

players might feel that they need to make that kind of investment in order to “keep up” and<br />

the race is on. <strong>The</strong>y start to abandon all other concerns and stockpile dots until soon the<br />

game has devolved into He Who Has <strong>The</strong> Most Powers Wins.<br />

If this becomes an issue simply ask players, “Why?” Why do they really need more power? Why<br />

not just use the powers they have more effi ciently? Point out to them that emotional investment<br />

and a dedication to making a better story is really what brings a character to life. <strong>The</strong> game is about<br />

exploring the nightly existence of these beings called the Kindred, not about having the ability to<br />

obliterate all that stands in one’s way. While it can be argued that vampires can grow paranoid<br />

when it comes to matters of personal protection, the wise ones understand that power takes many<br />

forms. While raw physical might can be handy, it’s a last resort at best. After all, if your enemies<br />

have gotten so close that you need your physical powers, you’re in deep trouble already.<br />

If players are turning to their vampire Disciplines for character fulfi llment, address the direction<br />

your chronicle is taking. Has it become the type of an environment where this is somehow<br />

necessary? Perhaps you need to include more scenarios where roleplaying and politics is more<br />

important to solving the issue at hand. You might want to consult your Narrators to establish<br />

a few goals and scenarios where the players’ vampire Disciplines serve no real use, or at least<br />

do not offer instant solutions to the problems coming their way. After all, the ability to turn<br />

into a bat does a character little good when the Elysium has been purchased by a company<br />

that is sending a mortal wrecking crew over on a sunny Tuesday afternoon.<br />

Indeed, Storytellers should be aware of one critical component in preventing an arms race<br />

of Disciplines and combat Skills — their role in making that characters do not need these<br />

traits to survive and prosper. If the players know that combat characters can simply walk up<br />

to them and destroy them no matter what amount of political power or social infl uence they<br />

have, then there’s no reason for them to build those connections in the fi rst place. If you<br />

want politics, rumors and intrigue to be the primary ways the Kindred strike at each other,<br />

you have to do your best to make sure that physical power can seldom be used to bully or<br />

destroy characters. By presenting an alternative system to strike at other characters and build<br />

their own power, and highlighting the strict in-game penalties for Kindred who engage in<br />

violence, diablerie and wanton destruction, you can craft a game where characters approach<br />

confl ict with precious information, dirty secrets and political pull.<br />

This is not to say that making a physical- or combat-oriented Kindred character is automatically<br />

a useless concept, much less an automatic mark of bad roleplaying. Someone has to be<br />

the Hound, for one thing, and among such apolitical or nomadic vampires as the unbound,<br />

the social graces that other Kindred rely on often don’t mean much compared to the raw ability<br />

to survive. Likewise, many vampires spend time studying the nuances of the Disciplines,<br />

whether with a scholarly mind intent on plumbing the secrets of how they function or simply<br />

seeking to push the limits of their new existence. And let’s not forget the many other threats<br />

to the Damned that might require swift and brutal action, such as mortal witch-hunters,<br />

foreign Kindred or marauding Lupines. Physical power is not useless in <strong>The</strong> <strong>Requiem</strong>, nor<br />

should it be completely discouraged. After all, any traits can be part of a good character, if<br />

the player develops a strong personality and history.<br />

All that having been said, however, players who are used to the combat-oriented reality that<br />

exists in many other roleplaying games should take note that in <strong>The</strong> <strong>Requiem</strong>, the primary<br />

360<br />

mind’s chapter eye four: theatre: storytelling requiem

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