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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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theme and mood • how to use this book<br />

THEME AND MOOD<br />

While each story you and your troupe tells will have its own unique theme and mood,<br />

<strong>The</strong> <strong>Requiem</strong> itself has a certain theme and mood built into it. While you can certainly<br />

play against type or push the overarching themes and moods into the background, they are<br />

present nevertheless.<br />

THEME<br />

Many Kindred defi ne their existence as an unanswerable riddle: “A Beast I am, lest a Beast<br />

I become.” This idea makes morality the core theme of <strong>Requiem</strong>. What will a vampire do<br />

now that she’s become a vampire? Will she exult in the Beast’s passions? Will she fi ght to<br />

retain her ties to what she knew in her mortal life? Is her unlife a lie, played out falsely under<br />

the pretense that she never became a vampire? Is her unlife a hellish maraud through the<br />

dark side of evil wiles indulged? Most Kindred’s unlives fall somewhere in between. That’s<br />

the crux of the riddle, however. How much leeway does a vampire allow her Beast in order<br />

to acknowledge it and yet keep it from overwhelming her?<br />

MOOD<br />

In some senses, <strong>The</strong> <strong>Requiem</strong>’s mood corresponds to key elements of the setting. <strong>The</strong><br />

world is grim and brooding, with shadows hiding ugly secrets and terrible threats. Play this up<br />

as much as you wish — make the game a fount of boundless angst if you choose. Secrets and<br />

espionage are part of the setting too, though, so a conspiratorial mood is also very appropriate.<br />

A blend of the two serves the game best. A certain amount of woe regarding the Kindred<br />

condition highlights the game’s personal horror and gothic roots, while schemes and secrets<br />

give the world a degree of creeping horror above the personal level, revealing the true depth<br />

of its malignance bit by bit, much like a darkening sky blanketing the world in night.<br />

HOW TO USE THIS BOOK<br />

This book is broken up into numerous chapters, each covering a certain set of topics that relate<br />

to the information as it will be used over the course of the game and in your chronicle.<br />

This Introduction exists to give you a quick bit of exposure to the world of <strong>The</strong> <strong>Requiem</strong>’s<br />

Kindred, as well as a few ideas on what the game is designed to do.<br />

Chapter One concerns itself with Kindred society and the world in which the Kindred hide.<br />

It examines everything from covenants and customs to domain politics and hoary secrets of<br />

the Danse Macabre, the never-ending struggle between Kindred for supremacy.<br />

Aspects of character are the focus of Chapter Two, from details regarding creation of an<br />

alternate persona to the characteristics of the clans to the mechanics of the Kindred’s unholy<br />

powers themselves.<br />

<strong>The</strong> game’s systems and card-drawing concerns make up Chapter Three. <strong>The</strong>se mechanics<br />

govern all of the aspects of chance that occur during the course of a story, handling everything<br />

from characters threatened by frenzies spawned by the Beast to suffering physical damage to<br />

losing one’s Morality and sanity, and even more.<br />

Advice is offered to the Storyteller in Chapter Four. This includes everything from suggestions<br />

on how to handle the setting to considerations to make when structuring a chronicle.<br />

<strong>The</strong> chapter includes a variety of pre-made antagonists for use in stories as well.<br />

<strong>The</strong> Appendix comprises bloodlines and new Disciplines. One of the features of <strong>The</strong><br />

<strong>Requiem</strong> is a customizable lineage system by which characters can create their own unique<br />

broods and families of vampires, as well as the unique powers to which they lay claim. This<br />

chapter includes systems by which players and Storytellers can generate new ones.<br />

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