BACLT
7]The Storytellers
Handbook
The Complete Handbook for Storytellers of Vanpire
ee
Credits:
Written by: Andrew Gr
DannyLanders, Rob H
Editing: Rab If
Development: An
Layout:Sam Chupp
Production: Richard Tt
Aru Richard T
Skoghsnd,Chris DiN
Covert Clark Mitchell
Back Cover: Chris McDon
ry MeDougal, Seci M
Masquer
idof Dark
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mn of or reference
shts concerned.
a challenge to the trad;
Special Thanks Tor
Mark "Piggly” Rein-Hagen forsearfing
Stewart "Wiggly" Wieck, for learn
atthe ABY
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how big people enjey traveling in coach.
Travis "Has Th a
Ken "Double Daddy Cliffe, for
chtime" Timbroak. for t
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antl 8:45,SL
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The Storytellers Handbook
Chapter Onet The Story -7
Chapter Twot The Chronicls- 25
Chapter Threat The Batting - SI
Chapter Four: The Motiva-57
Chapter Five: The Enemy - 79
Chapter Bix! The Ways — 105
Appendix One! Enchanted Items for Vampire- 139
Appendix Twor Lists for Sterytellers - 143,
The voice of
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ation, But together they forge mSree
Chapter One:
The Story
od tortell stories
4. One whose business it ir to recit
jegendiary arr
Oxford English Dictionary
this book. It
But wha
also thewhole
exactly ix
Storytelting is the focus
point of the Vampire gam
Storytelling The
Storyteting ie what Storytellersc,
nd find out. Beth
helpful
Jing is what Storytellers da. In Vampire the
yteller creates and presents Stories in which the
apatethrough the controlof te
interactive typeof storyt
wales to he progres
Se
players pa
The result is a
A narrative of reat or
Jetinousevents, designed for the enter
Feattr oF hearer; a incklen reat of
crder te amase or interest
~Oxford Ei
ius, refeated in
ilish Dictionary
th
fhe audierce (th
A Vampire Story is mose comph any athe
af tale, becams
ia the
Players}de not sit pas simply abort fe stay;
they take an active partis shaping it through the words at
“s they control ft
pithy definit
follows is by na me
hopefully enough to work with:
tor seriesof
ory: a situation ev
‘on the part of cer
ehallenges.and oi
Story Parts
Junt at a charucter in Vampire isan a
jonent parts = trait
equipment andao aa -s0 a St
THinge: On one level, the Story
Igamationot
ature, de
raed with
mood, These will
decicle on whi
ings
theme
iF thingsy
~ concept, pil,
ly bre the first f
dates in conversa
ntiesfories.
Paying attention to these asies
help you e
2 little practice you cai
fe something with as much depth and
anything ia literatureor films. Of
ices; the nates
Hefar you. Theres ne 3
system for
there never willbe.for the
would inevitably be without
chapter ix intended ta help th
depth or 50
bewildered o
Story. and p
techniques
Concept
They only h
rge Orwell, 1984
5 hat the
ing a universaltrath abort the
the Vampire Storytelierwil
mes aa Lypes of story
lronicles as w
mation in th
ve,and Storytellers
Iypes ofStnry te
Te does, however,
jent of the more coi
aswell as being
it should help be
tition witht
are certainly as
types of sto
ls in you
section Ia
will ale be myste
ware andl mary
res haveered
featured vampires al ope time or another, and each has ite
ownpatential as a concept for a Vampire sta:
Mystery
ean’ find your face in a thousand masqueraders
the colors of « million aller lostcharadex
ving Without You
Mystery stories whodunmits” to British readers) stare with
2 mstery (portaally something like whe kilied someone
And ehy},and follow a character cecharaetersthromg)the
Process of diseoveringfacts, piecing tagether clues and
Finding the guilty party. They cus tangefrom the
cammparatively «imple tothe feadishly baroque «wero
AguthaChristie’s later work Became particularly
canvaluted, as incveasinglrsavyfans demanded ever mare
baffling mysteries
Vampire stories lad themschveswell to the British style
af mystery whiting. The company ia varified, resourcesate
scareely a problem, political ilighting, jealomsy, revenge
nd athermotives abound, and the frafa Blood Hunts
powerful incentive toplot the perfect murder, Itis almost
irresistible to envision Christic'sHercule Poirot
rnortalized asa Ventrute Justicar, feeding exelasively
frommortal murderers
The main American mystery style is the "hard
hoileddetective story,” springing feom the warks of
Raymond Chanuiler anelDashiell Hammett. and carried on
today by the likes of Ed MeRain and Mickey'Spallane, It was
ance said of Hammett that he toak murder out of the
se garden and gave it back to the people wha were
y wl gritty vealism are the keynates of
this gent. Motivations are neurlyalways sordid, characters
and locations sleazy and interactions riolent-This kind of
mystery is ileal for Stories involving the Sabbat, Brijah
andother less stylish Clans,
The mystery/manhuat theme has long been a favorite in
vampitefiction amd movies, whether the main characters
are mortals like the reparte:Kalchak or Kindred k
Knight. Aways remember, tes, that there areother erimes
than murder, expecially among the Kindred. Barbra
Hambly’slmmortal Bland ix x manhant, a the Kindred of
London work tagetherwith a coerced mortal «pec
finda Cainite who is becoming dangesauslyprolitic in the
creation of Prageny. The search fora known or uakern
vampireis a subplot that
hiss appeared again and again in Anne Rice's
VampireChromictes, andl le Fan's elassie Ciarmilla basthe
herbine (orvillainess) leading Fearless Vampire Hunters a
merry dance as she flitsaround the central European,
countryside under a number ef anagrammatic
pseudonyms,
Romance
If she wasan ace and Fwas just @ jack
And the cards were newer seen
We could have hoon the king andl quece
~Dize Straits, The Panctof New Orleans
Romantic fition is the most
smtetime the mast wiley reviled, evary genre, andthere
fre good reavooafor bata, Bul Vampiress is tacy ways
rontantie game, and a grestiaany vampire stories have
heen af the type Renal describe a5 "gothicroma
's seminal The Vampyre, with its heeobased
ecuplayer Lord Eyrbea, wis a spevtaetlaly
ay into. patie mance; Carmi was
unsuccessttl
esseatially romantic, andmany commentators have seett
Dracula itself as being essentially aramance, with the
eadaverous Count abseased by Mina Harker. Both #
versionsof Nesfératu play up romance, casting thevarapize
as victim as wellas monster, Fred Saberhagen's modecn-
day Dracula stories - especially And Frinutoy the Raraly
~also owe much to the Count's remanticattentioats
Themes used in romantic fiction are normally loss,
yearningand triumph aver adversity, There is frequently a
Section where one of theprotagonists must overcome
immense obstacles - obsession with
work,persanality protlems, the kurt af past affairs or
whatever -in arder forthe relitionship to succeed, AD of
these can be used within the eoutextof Vampire Stary,
and of course there are the additional problemsel the
Munger and the Beast. Cainite falling in love with a
mortal willfuce many problems, ranging from the farcical
at First Rilo}to the soulserenching {far example, the
mi presented in the song MnonOver Rowrion
jad players wha eajey throwing th
intotheir raleplaying will he able to malke a grentdleal
this lind of situation
Romance makes a better subplot than main plot, bat
eansometimes carry a story all on its own: subplots are
discused later
Thrillers
War makes rattling good history: but Pease is poor
reading,
~ Thomas Hardy
Thrillers are probably best regarded as a subgenre of
theagventure story (see below), but are distinguished by
the fact that theyalmost ahway's involve espionage. palities,
advanced military hardware anddirty dealing in high
3, Depending on taste, the reader might comsdeedetm
iH, Tom Clancy, Len Deighton ar Robert Ludlum.
‘Themes generally involve discovering secrets, painin,
poasessionat objects ar people before The Opposition does
sn, and s0-0n. Sinee Cainitesaround the warld (especially
the power-hungry Ventrue) gravilate to highplaces, there
‘are any opportunities to wark with Stories ofthis kind
alsa gives the Storyteller the chance ta enmeup wild some
truly wonderfulpicees of alternate history, conspiracy
thenties, and general whot-ifing, The two woes what
are probably the most pewerfal too! instory creation
‘What was the role of Vampires in the Cold War? Was
theBrabms Network headed by a Cainite? What if Rot
October was actuallydesigned as a sale, floating Haven,
and American Venirue found outand wantedto get bald of
it? Are Kindred highly placed im the CLA
ageneieshave teams af Vampice operai
roleplaying games have addressedthe thriller genre
arying degrees of success ~but adding Vampiresinta the
equation tums the adventure into something quite
ai
Adventure
Thawe made the big decision
I'm ganna try for the kingsfom,
‘Cause when I put « spike into any vein,
Tiel you things aren't quite the same,
When Fn rushing on my run,
“Aad I fet just like Jesus's ss,
And I guess but [just don't know
&Poorer dbook
wet Underground, Heroit
Adventure is the most miscellaneous and polyglot fictional
genre, About the only cunstant factor isa her (usually, but
Zot always, male] with considerable combat and surviv
dpasses for success inthe particular setting aod story. Most
science fiction and fantasy stories are pure adventure; 50
are the Indiana Jones movies, any swashbuckler film you
is action, and plenty of it, John le Carre's ker
wy takes part in espionage stories: Ian
Fleming's James Bond stars in adventure stories. Thought
and investigation take a back seat, and intellectual
challenges are often limited to ways of getting out of the
atest life-threatening situation,
‘This type of story has become such a staple of roleplaying
games that it isalmast fatuans to mention it heve. Muck
‘Sampire fiction is based in the action adventure gene,
often with the vampire cast asthe threat te the mertal
here. Sunglasses After Park, Last Boys and Near Darkall
count as adventure stories. In Vampire, there are
‘nurmezaus physical threats toa charucter's existence, which
are adequately covered in the main rulebaak,
Plot archetypes
Just as players can use archetypes to help define the
‘personality of their characters, sa the Storyteller can use
archetypes to assist in the process of developing a Story
plot. The list of archetypes kere is by nc means exhaustive,
and itis intended merely to provide the Storyteller with a
starting point,
Mystery: An event or series of events has taken place, an
the characters must find out whatitall means, whe is
behind it and what sutst he taken to
safeguard the interests of themselves, their Clan, the
Masquerade, or Kindred in general. Events might invedve
killings of mortals and/or Cuinites, breaches of the
Masqjaerade, destris dned-—awned property, oF
almost anything else wherethe perpetrater and reasun is
not clear,
Bug Hunt: Abiller is on the loose, amd must be found anal
stopped. Unlike the Mystery, the Bug Hunt is purely a
search-and-destrey mission, wilh lille investigation and
no interest in reasons and wider implications, The target
might be a Vampire against whom a Blood Hluat bas been
called, a Sabbst cell, another supernatural entity arsortal
serial killer, a Fearless Vampire Hunter whe: has been 3
Tiltle teo successful lately, of any of a number of others,
‘Treasure Hunt: The existence of something af immenoe
‘vale hats become known tothe characters, and they mast
try to eblain it before anyone else, and preferably without
anyone else finding cat. Other Kindred whe alse disraver
the existence of the item will want it for themselves, and
vill probably stap at nothing to obtain it. The treasure
might be a fragment of the Hook of Nod, the person of an
Elder or Methaiselah in Tarpor {which can he used as a
political bargaining chip or for Diablerie}, knowledge
which can be wsed for blackmail ar palitical gain, ot ever
an enchanted item of some kind -1 weapon which causes
aggravated wounds, acupwhich enhances the nutritive
effect of blood drunk from it, and soon.
Escape: The characters are threatened by something very
powerful which they cannot hope to defeat -suck as a
5
Blood Hunt, a powerful renegade Vampire, ora Sabbat
uprising which has destroyed all their potential allies
Their only hope for aarvival is to eseape and find a place
‘where this threat cannotreach them, They mustarrange to
travel a long way (or at least, get out af the city ar fief
where they currently exist), dodging aggremersand agents
cf all kinds,
Rescue: The characters must penetrate an enemy
stronghold, find afriend imprisoned there, andeffect the
escape of this character. The prisoner might ke a mortal
such as a retainer with too much knowledge
character's Haven. protections and dealings, or a C
such as the Sire or Mentar of ome ar more characters. The
prisoner might be held by mortal authori
cell witha window or skylight, adding a time
Uhe rescue of a Vampire prisoner to whos the light of dawn
wil be fatal, Or a Kindred
rival or enemy might have the prisoner, surrosinded by
faithful guards including Ghouls and possibly Neonates
Villains often bait traps by kstnapping those dear toa hero,
Attack: The characters must find unel neutralize an ener
stronghold, This is similarin many ways to the Bug Hurt
archetype, exept that the aecent is less on searching and
muore.an destiuetion. Problems will involve analyzing the
stronghold’s defenses and choosing the correct tactical
options ta maximize the characters’ effectiveness in
mounting the attack,
Defense: The characters have been targeted far ananack.
The enemy might be rival clan members, servants af an
Hlder they have recently crassed (knowingly or
unknowingly}, servants ef one of snore Methuselahs
and/or Antedifivians invatved in the Jyhad, Sabbat strike
troops, Witch Hunters, Lupines, and soa. The characters
‘may oF may nat have prior warning of the attack, apd aust
cither defend the area in which they fine themselves er try
ta excupe (soe above).
Siege: Aspecial caze of the Defense archetype, im whicl
the characters are surrounded or etherwise tinable to
feceape. Muy be combined with the Guard archetype (see
below). Think of Assault on Precinct 13 with Vampires,
Ghouls, Werewolves and ather supernatural elements
Guard: Another special case of the Defense archetype,
where the characters have to retain possession of am iter
or individual, [tems might be of the types listed under the
Treasure Huntarchetype abeve, whi indevidials right be
of the types listed under
Betrayal: The cha:
have heen betrayed,
They may be pawns in the Jyhad, ta be sacrificed for some
obscure political advantage, ar they may be sent-out to
throw mortal witeh hunter off the trail of a greater
Cainite. It may even have been decided, over th
characters’ leads, that their Embrace was not authorized
by the Prince and/or Primogen, and thebetrayalis a way of
getting rid of them, like unwanted kittens.
Jealousy: The characters have inspired envy or jealous
ine steps are being taken against them,
Their enemy might he someane wha ane or all of them
recently croseetd, or a rival of the Sire of ome ar mare af
them, enraged al not being allowed to make Progeny af
hisyher own or jealous of their Sire's support and
determined to remeve ber manpower base. This might lead
taan Attack (sce above) to ta Some ather kind af hostile
action,
Conspiracy: Two or more antago
antagonists are planning a course 0!
or groups of
‘action whichCir dbook
vhreatens onear more of the characters, either diteetly or
through Sires or clan ties. The means by which the
‘conspimicy comes to fruition can be various; direct assault
isa possibility, but others include Framing (see below’
attacksoa the charaeter's resources, allies und contacts,
‘the placing of traps or accaseine in their Havens, anda on.
This archetype cae fead naturally
‘toa Mystery as the characters try to discover the identity of
‘their enemies and take action to neutralize the threat,
Framing: (ne or more characters
‘Shiatien were they appear tafiave co
‘some kin. This might be abreach of the Masqacrade, a
plot ayviaat the Prince, anatacken te interest of 07
Eider or lan, and 20 on, The chavtet
Escape (ste above) fora while, nul events my
2 Mystery ns they try ta fine oat wha i respons
framing them and uncover enough evidence to clear
themselves
Love: One or more charatiers (ideally
‘the pangs of love, and must find some way to resolve the
situation, The abject of affection might be a Cainive from a
rival clan (Ramco and.Jufief).an Elder ar other supersar
who is hopelessly out of reach (any number of historical
romances}, 2 prominent figure an the ather side ef the
Amarch-Primogen divide (Wuthering Hejahts), oc amnoctal
whose involvement with the character threatens the
Mazys ig the character with the prablem of
‘convincing a skeptical Prinee ta allow the character to
Embrace this mortal. Enemies will find many
‘opportunities to thwart or spite the character trough the
ened one, Perhaps the love isunrequited, ar the character
cannot reveal ker true ature. Thisarchetype isbest ated
tosubplots (which are dicsussed in a later section), but ean
carry a Story all by itselfif done well.
Injustice: A weong has been perpetrated, and the
characters feel obliged (or are ordered) to right it. The
wreng might have arisen from an aceident, a
misunderstanding, or from conscious action on the part of
the characters ar others, The consequences of the wrong
are likewise diverse in their possibilities: an individual
night be the subject ofa Bled Hunt, or might sit ina jail
cell awaiting exeeution, or might have been ruined
‘financially, politieally or personally. Injustice might force
the characters ta take the side of the Amarchs against a
ayrannical Prinee ot Primogen,
Theme and Mood
Itean bel tremendously in the design of a Stary if you
spend a few minutes thinking about the theme and mood
‘you wanl to project. More is said aboat these two things in
he Vampire rulebook, and in the Chronicle chapter of
this bak:
The themenf a Story is w summary, in a-word or phrase of
what the Story is about. Note that itis wot a summary af
‘the Story itself, but of what the Story is about, This is a
subtle but impeirtant distinction, For example, the theme
of Macheth might be summarized as
ambition /pawerjcarru
‘could be scen as revenge
2 jealousy. A theme isa broad concept which wed
Story asa whole. I is usefulas
around which ta build the S
Mood is much more of a surface fe:
important. The mad of a Stary prov
the Storyteller to keep in mind when presenting the Story
to the players. Ta-repeat the exarmples abave, tbe prevailing
mead
af Macheth is bronding and somber, while Orta angry
‘Moods correspond fairly clasely ta buman emotions, and
chasing a maed for a Story allows the Storyteller ta select
swhich of the players’ (and) or characters’) emotions will be
‘ost stimulated by the story.
Choosing Theme and Mood
A plot archetype will normallvsnggest a range af themes
ed moods, and youll find pls theme and. toed
develaping together as an organic whole. Sometimes,
though, it ean be fn to ciretch thingea little. Combining +
plot with themes and monds which world not snr
match provides an interesting intellectual challenge
Storyteller, and can also produce a unigue and ve
miemorabe Stary #fthings workout, Never be afraid ta try
something wnietal -testing preconceptions and praching
against perceived limits is the best way to develop your
Storytelling skills, andl will help avoid hackneyed, ewer
dimensional plots
For example, let's start with the Hug Hust archetype
“Logical themes for this kind of Story would be exploration
and searching, while tension and horror are the moods
vost strongly auggested, Ax might be inferred fram the
name ofthe archetype. we're dealing wi
affen, But how about ifthe theme-and mond econ
pull two wards aut of the air - betrayal and grieviny
Betrayal: who has heen betrayed = the killer or
characters? And by wham? A whole tange of motivations
and gencral skullduggery opens
wap. Grieving: bas the killer just destroyed a friend at loved
‘bt of one of the characters? Or has a deeply felt face
pushed the killer over the edge, alkming the Beast io break
Through? Immediately the Story begins to develop depth
and ulmosphere.
Experience and Other Incentives
Have yourever heen experienced?
-Jimi Hendrix, Are Ye
As well as having ideas about the plot, theme and mec of
a Story, you will also need to knawe what rewards it offers,
tothe charicters. Iis hee! to start thinking about thie wt an
early stage, for a number of reasons.
‘First, atleast seme of the rewards will provide an incentive
for characters to-involse thermselvesin the Story: these will
have to be sulficiently obvious from the eulsel, and will
therefore need ta be built into the desiga of the first few
‘Other potential rewards will reveal themselves as the Stary
unfolds. They will affect many things in the eourseofthe
Story: the character's chuice of directions at hey paints, the
altitudes of various encounters, and the likelihood of the
characters being faced with apposition, competition or
cooperation, to name but three. The Storyteller has tobe
aware of
these potential rewards before the Story starts, in orvler ta
wnge their effects onthe Stary’s progress.
Here are brief notes on a few types of reward and
incentive. Ac with plot archetypes, the possibilities are
literally endless, and this lis is only intended to serve the
Storyteller as an example and a source of inspiration
Bxperisnee
perience points will be earned by nearly every character
from nearly every Storyin which she participates. The
reward of experience points, and their promise of
increased character Traits, are a powerful motivation topire Storytellers Bandbo
players, bat nat to characters, who of course have no
perception of game mechanisms, Characters may.
some atvarenoss of learning and skarpening their alates,
‘butt very few will rixk thsi lives for the sakeof experienc
although some may dase far the sake of adventure,
Knowledge
‘This ithe main prize of investigative Stati
other Kids of Story, Neon ater all have
learn about the society af the Kindred th
mpl coveted knowledge is that contai
Nod,
although there are so many fragment
atherwise unreliable versions in existence that th
knowledge gained may never live up to the characters
cexpevlations. Knowledge van be divided ito three types,
Rear the ashe of atbement mepht ec nerocd Lawes Birt
and Savvy.
as been formalized inte a series of Knowkedges in
The Players Guide. and ean be usefulte characters who
are stil coming to terms with their awa abilities and who
wish to understand the abilities of those around them.
Diet is detailed knowlege of the Kindred of the eity, their
relationships, dealings and plans -the sort of taing which
might be used for political advantage and blackmail
Savy is knowledge of the nature of Kindred, what it means
ta be one, and haw to survive, Thie also includes a certxin,
Knawledge af polities and pawer structures in the eity
Favor
Apowerful incentive for resolving prublenssis the favor af
pawerful Kindred. Like knowledge, favor comes in a
shuuber of guises. [may enhance a character's status with
‘the higher levels af the city's Kindred,
certain influential Cainit
ehuracter. This may be done pret
it may be formalized into abonns to dice rulls for dealing
‘with them, It may lead to some reward, such as patronage,
intercession with the Prince er protection from emersies. 1,
may even lead to the character being able to elaim a faver
from an Elder, although this ix very rare.
Like the gratitude of princes, the gratitude of Vampives is
grudging and does nat last, A Neonate who holds a favar
over an Elder had better use it quickly, or riskbeing seen
asathreat, However, if worked properly, the characters
san tie an Elder te them thrangh the bonds of Prestation,
as detailed in The Players Guide.
Allies
It isa far easier and safer thing to make allegiances with
those on one’s own level, forming 1 network of friends,
y's Kindred and kine
‘without the political tensions and dangers af becoming
involved with the Elders, In almast any Story, characters
will interact with mortals and with ather Kindred, and
friends are always agood thing to ave. More will be said
later about now-player characters, or NPCs ~ those
characters controlled not hy the players but by the
Storyteller,
In play, I honuses for
dealings with, tear take the form of
an increase la one or mare af a character's Background
scores - Allies, Contacts, of some other score, as
Approprinte. Strict Storytellers will insist on these
increases being bought with experience points
Influence
Charae
ra who regularly solve prablems.and overcome
find that ration is spreading
the Kindred of their hame eity. This can be a
Houble-edged sword - along with the gond opinions of
some will come the entity of thoze they have erossed,
arrasted, af simply caused to become eavaaas. As with
jor and friends, this might ke reflected by appropriate
dig roll mexlifiers, or dealt with more farmally by incr
to Traits bought with experience points earned during.
Stary in question.
Material Revards
Wealth is always useful to Kindred, whose oppartunities
for raising a Bittle extra cash by conventional means are, to
he least, somewhat enited,
jaterial rewards might take the form of actual
far illegal to
Shtain openty, such as heavy weaponry and specialized
ammunition, fer instance. Obviously, the availability and
Aesirability of certain iteras of equipment will vary
according tothe tone which the Storyteller has chosen for
the Chronicle. This is covered in a later chapter.
‘On rare oevasions, characters might be able to ohtiin mare
specialized items, perhaps even enchanted items like thaze
mentioned in the description ef the Treasure Hunt plat
archetype,
Sarvivel
For all the appeal of fame, influence and material gain,
athing impels a character to action like the prospect of
cantinued sarvival -orthe lack oft. This the sisangest of
all motives, and should nol be averlonked ar averworked.
‘Other
goods - equipment whicl is difficult an:
Memtor er
der, this individual can become a patron, The advantages
of paironage have been explained under the heading of
Favar above; in return. the patron might well requ
certain small servives, giving the Storyteller an ideal means
bf intredtcing the character to a Stary and a good reason
for the character to become involved
ronage should wot be
in certain games it has become ax much of a
eliché as the time-honored "youare allsitimgin the village
tavem when...” opening. Overusing a pattan encourages
characters ta hecome passive, waiting for the next
assignment to be handed to them: this ean fead te lack af
player initiative and the eventual stagnation af the Story
and the Chronicle,
Creating a Btory
Having so mucis fun with the poison
people
Spreading rumours and fos and stories they made up
‘Some make you sing and some make you scredm
One makes you wish that you hadn't heen seer
~David Bowie, Candidate
‘The Story Worksheet has been designed to help the
Staryteller develop a full-fledged Stocy frem the bare bones
ed in the previous section, Like everything in this
aid tothe Storyteller's awn
y. and not a substitute far it; essentially, tsa
blend of checklist andscratch pad, helping the Storytetler
organize thoughts and ideas.Setting
J ahucye wanted your surroundings
Aroom to rent when the hzares kay crying in the eat
~ David Rewie, We Are Te Ded
“This fics thing you need to kaowabout a story is where
anid whem tir going te take place, f the Ssory i part af an
“ongoing Chronele. wll probably beset in tach the same
time and place as the reat of the Chronicle, althomgh this
need not always be the case, Ifthe Story is a onexbot
‘leeigried ta stone stone tbe chcice of eet ie rach mare
open.
As a game, Vampire is et primarily ia she present day,
and favors urban aver rural settings, When choosing 1
Setting ora Story, the Storyteller should hearin mind not
only which time and place would best suit the events ofthe
Story, but ssn hare erly the players and thei earacters
vail be abe to come ta grips with the setting, By setting n
Story in the preset day. and in a place which is well
ikaarva to bath Storyteller and players sponsible Iosave
2 great deal of work, oth in researching the setting ain
Communicating it to the players during play.
Main Plot
Get your fits first, and there gow can distort them as
much az you please.
Mark Twain
‘This is perbaps the easiest part of the Story to create.
uilier in this chapter a number of plot archetypes were
ssed, along with other things which can assist the
Storyteller in designing a main plot. The Stary Worksheet
thas a space for jotting down brief notes akaut the main
plot - these notes are all that are needed at this stage,
although any details whieh spring to cuind might be kept
‘on some serap paper until the process of writing begins,
‘Bubplots
Subplots are optional, but they can be very useful in
renting the fecling that the characters are part ofa real
‘world, with mare than one thing going om ata time. It is
quite poesible to run a Story with a single plot very well,
Dut the illusion can begia to waver if the players form the
impression that everything their characters experience ie
part of the same plot. If the action begins to flag, for
Snstance, and there is a period of time where nothing can
upper to.advanee the main plot, then you are faced with a
blink area
Subplats give you something to fl the blarkareas, andar
also add to the challenge and entertainment value e!
Story by facing the characters with minor problems and
plotlines which have ta be eesulved while dealing with the
main plot,
Details
‘The neat thing the Storyteller needs bo know is what major
NPCs will be involved in the Story, and what role each of
her will pl
above), although in many cases th
ave toinvent new NPCs, as required fy the
Story. At this planaing stage. all that is heed
names and afew nates on the role encks will play
‘way they will react to the characters’ invalveme:
Story.
As well as characters, the Story needs locations. The events
‘of the Story need somewhere tohappen, after all. Again,
few nares and general descriptions are sufficient at the
in ongoing Chronicle
Storyteller will alse
ofthe
ist of
jons may already be known to the Storyteller
and/or players.
Other details are largely a matter of taste. Plot twists,
Aouble-creases andl the ike can be planned in at this stage,
or added whenever inspitalion strikes. Many Storytellers
prefer te leave there out of the original design af a Stor
and add them according ta whita during actual play. The
Possibilities for plot twists are enuless, nut the two most
Popular types are the reversal (your fiend is your enemy,
‘pour protector has betrayed you, the prisoner you rescue is
aturrible Beast who shonld have remained imprisoned,
ete) and the unexpected continustion ft of the frying par
into the Fire, wheels within wheels).
Another type of embellishment is the threwavway~an
incident or encounter that has absolutely no connection
‘with the Story, but happens anyway. Players can make
what they will ofthese things, and like subplers they give
the impression that the characters are operating ina
complete and’real” warld. They can also allow the
Storyteller te accomplish various goals: to sow the seeds of
an upcwming Story or subplot, te cunfuse and misdirect
Play characters and even to break tension with
comic relief eran urgent distraction,
Story Structure
Having worked ont the bones of» Story its time ta start
adding same flesh. The first big decision is the overall
Shape of the thing: how long it wll be (in terms of
sessions elapaed tine) whee
the key events will be, anda om, The Gest step in doug
this sta heak everything own into tree asc categories:
the beginning, the middle and the end,
nis called ‘the feed’, are if
Tead, it daesr't matter what you call the
Nobody's going to real it
st
of the article
- Marshall J. Cook, Journalism Leeturer, University of
Wisconsin
The beginning af a Story is by far the mast important part
and if the beginning fails, there isn't much fature for the
rest of the Story, no matter how much work you may have
put inte it, This part of the Story has to do three vital jobs:
- IWhas to cateh and bold the interest af theplayers.
- IWhas to provide some incentive or imperative for the
characters ta become involved
- Inhasto give both players and characters sume idlew of
what is going on -althongl it doesn't matter whether oF
not this idea is aceurute.
can be achieved
ber of ways.
invalved, if only in the interests of self-precervation Ne
one is left in any doubt about what has happened, and
players natu inclinations will be te look for explanations
and try toensure that the same thing doesn't happen
‘The opposite of the crescendo is the slaw build, which
requires some expertise to handle effectively, I everdene,
|tmight be so subtle as ta be imperveptible, but ga too far
the other way and the characters begin to see metaphoricalVampire Btoryte! dbook
son signs reading "Tam a significant event.” The best way
ta handle a slow build is to start the Story with a couple of
subplots, adding in clacs and minorclements from the
main plot more or less as threwaways, and building up
‘their frequency and intensity until the main plat takes
over, Bone well, this cam make fur a breathtaking plot twist
later in the Stary.
Patronsand Rumors
The perfect turn af phrase és one where crafty placing
snakes an eld word mew,
~ Horace, Ars Poetica
Patronage and favor have already been discussed as the
rewards of a Stary sucessfully completed. An individual
‘wha is in a position to give the chi
even commands, provides a good.
started with a minimum of fuss. The NPC simply calls the
sharacters together, gives them the information whieh is
available at the start ofthe Story, and asks or orders therm
vo get on with it
Another way af achieving pretty muchthe same result isto
contacts,
hopefully piquing their curiosity enough ta stir them into
action. Nightelus and ether meeting places offer ideal
for this, just as the ubiquitous tavern does in
This type of apening goes hack a very long way, and is
regarded'by some nx stale and clichéd. Somte refuse to use
Heat allany mare, but the patton rumor apening stl has
its wes. Itcan quickly become staleifeverused, andit can
ead to players becoining passive, sisply wailing for the
nest onder or tumor rather than looking for themselves
the trick is never to-use this opening straight 1
have the character’ Sire, Clan leader or Pristoes
ina Storyin this way, but they shone alorays Be left with
something la discover and a few surprises to experience
along the way. The patr
thardetersare told ae may lie ta them, a
misinformed: they may find themselves betrayed or
sacrifieed, or discover that things are not a3 they seem
Patrons are difficult to refuse, of course, but they cannot
always be tru
‘The same is true of rumer. The tale may have prawn
telling, or may have become distorted by a prove
sontething like the parlor game of Chinese Whispers. It
‘even have been started deliberately by an enemy af
the characters or their patron, as part ef some fiendish
Douglas Adams, The Hitehhiber’s Guide te the Gaterry
This is the main part of the Story, and the part which has
ta have the mast flexibility in it. Having experienced the
beginning, the characters set aut to resolve the problems
that face them, uncover s heap of additional problems and
challenges, and try to get ta the end of the Story in one
piece,
Troubleshooting
The Eats... rast be tt
ever introduced.
inst thoroughly planned product
-Furtune Magazine, September 1957
experience as a Storyteller, yeu'l earn that they will never,
ever da what you expect; hence the need for flexibility. Yo
have to be able ta enpe if the characters miss a vital elie,
Ieap to the wrong conclusion, or simply do something
weird, Sometimes yau'll fice the heartbreak of having to.
dispense with a scene you love, one you spent hours
carefully plotting out, because the characters have taken
another approach and shert-circuitedyour plans. I's allin
the game
‘The midsection of a Story is a balancing act. You have to.
prevent the characters frem wandering entirely out of the
Story without appearing to limit their freedom. This is not
sy task. Tehelps designing a Story, yam decide
what the critical events are -thonewitluus whieh the Stary
‘would collapse completely -and try to map out a few
contingencies for use ifthe characters doa't apponach these
events as expected. Obviously it's impassille to anticipate
every possibility, amd there will be times where
improvisation is necessary, but it’s often passible ta gel a
Story hack on track by maving a key event which the
players have missed inte-the characters’ path somebow. It
fs even possible ta do this without the players ever
knawing
Say, for example, the Story demands that the characters
uncover some vital information about the location of an
oppanent’s Haven before things ean progress to the next
scene, Clues have been placed, bur the characters have
passed them by. ignered them or gone som
‘Think carefully. Do the charseters really need to find thie
ut? What kappens if they don't? Perhaps they will g
their opponent a tactical advantage, bat still eamelauw he
able to-carcy om. [f the Story really will fail without the
edge, then it has to be
placed where they ean find it. An eisy way around this,
(perkaps top easy) is te have an Ally come up with the
information, but there are several other pesibilities. The
characters might be attacked by their opponent er by
jer minions; the attack can be beaten off, but the
abouts canbe dropped during the battle
or found on the dead or unconscious body ef ene of the
attackers
Tha Easy Life
‘Perhaps the greatest luxury ofall js to-sit back and let the
players doas they will, simply reacting on behalf of the rest
bf the world. ‘Thi
Storyteller's part,
ability to thinkon one's feet, But im many ways, i's a good
deal leas stressful than constantly werrying about the
planned course of the
Story and haw to keep the players moving along the
intended reute,
‘The main thing isto know the st
Whatever the characters do, wl they go. whoever
they meet, you have ta be ready. This is not as hard as it
sounds; i's mre a matter of practice and self-wonfidemee
than anything else. Do not be afraid to freeze gurue rein
order to check up on something or think something,
through the players will probably welcome this
impromptu tactical conference-of
snd the majar NPCs,
be careful not tolet the players realize this; it might be a
good idea to have a prepared stock of generic locations
(shop, warehouse, station, church) and NPCs for use in
such situations,peers Handbook
Also. remember that the Story keeps on going even if the
characters are not taking an active part in it. The master
Eenot going to sit and wait just hecause the heroes
re not shown upon eue tte foil the plan. As well as
keeping on top of what is happening where the characte
are, the Storyteller should at least try tobaw sme idexaf
ing where they aren't
Always remember, the storytelling in Vampire is
interactive, and the final form af the Story is the joint
creation of the Storyteller and the players. Farcing the
direction af things robs players of the freedom te create
their part of the Story, and can reduce them tothe status of
passive audience. If that happens, thes
land read a book instead and eventual
the characters to yet into a mess, ane let therm pet ou tedit,
by themselves as much as you can. Medlycoddling car he as
bad a3 forcing Wipeout situations -beth deprive characters
and players of their awn initiative, When characters bead
affin some unexpected direction, think of them as wr
their own subplat, Let them go. Sooner ae fater there will
come an opportunity torejein the main thread of the Story
The End
If you start out to take Viewna - take Viernes,
Napoleon Bonaparte
When exactly does a Story end? This may seem like a
Fatuous question, but itix vital ta know from the outset
what conditions must be fulfilled in order to bring the
Story taan end, Remember, toa, that there's mare thar,
ne way to do it. Even the simplest Story has treo possible
endings - success and failure.
Like the beginning, the end of a Story has 2 number of
tasks to perform, Itmuset resolve the main plot of the Story,
ane way or another, Everyone involved in the Story (NPCs
aswell) must havea eense that things have changed aca
result of the events of the Story. This is important, ar
vera will develop the feeling that their characters exist
nd of site limbo, wh
far
of the next episode. TV
sothey ean show the epi
demands semething mere than that, In most cases -but hy
no means all -the ening of Story must also give those
volved a sense ofwhether they have won, last ar merely:
survived,
‘Types of Ending
‘The most common type of ending is the etimax - the
showelown with the enemy, the discovery of the desired
item ar information, the removal of the threat, or
ver. Once this tense, activn-filled scene is resuived.
inner in this scene will almost
always be the winner in the averall Story.
Anticlimax cam also be effective, lt needs careful
handling, Ifthe sense of amticlimas is communicated from
the characters to the players, there is a chance that the
players will become frustrated or disillusioned. When you
have risked your life and seen close friends lose theirs, it
can be hard tu come to terms with the fact that it was all
for nothing, Even if the result of the main plat is an
anticlimax, the Storyteller should make sure that the
subplots and ather cirenmstanees give the characters
something over which they can feel asense of achievement
Anticlimax works bes! when its combined with lead
NPCor
or fart
oup, the characters will havea ready motivation
er action against them,
Loose Ends
[it be back,
-Tiai-800, The Terminator
While the ending of a Story should resolve the main plot
one way or another, loose ends can often benefit fram
being left untied, Especially in an ongoing Chranile, these
are the things which provile continuity, lead te subplots er
‘ew main plots, or hang unresolved over characters’ heads
for same Hime to come. If the ending ofa Story brings the
Chronicle ta 2 major eressroads, then it may be better Lo tie
up all the lonse ens at once, imut in other circumstances
nose envis ean bave their uses.
Aftermath
Once the Story is over, the characters are awarded
experience, andl players busy themaches with developing
and updating their characters. This is also the time when
the Storyteller shauld take stock and update the setting, for
the events ef the Story will nat have left it unchanged,
The Characters
There ate guidelines in the Vampirerilebooktobep the
Storyteller award experience to surviving charucters. These
are su ese Storytellers wha use
the addi ‘The Players Guide mayneed ts
take certain extra details inte secount
Increased character knontedge has been discussed under
the beadling of Experience and Other Incentives above.
The Batting
The events of a Story Leave very
unchanged, and while the pla
character sheets, the Stocyteller
30 note changes ta the setti
like buildings which have been destroyed api
ich have chunged hands, there are iuangibles Uke NPC
tudes, alliances and pawer structures,
RPGs
The events of the completed Story will have wrought come
changes on the NPCs wha took part in it
layers’ characters. Some may be dead, and others
forced inta Torpar or reduced in powe
Many will have gained knowledge und changes opinions
and attitudes. Some may now he frvendiy to the characters,
and others will want them extinguished.
Most of this is merely a matier or making a few notes in the
‘appropriate places. Optionally, the Storyteller may decide
to award experience prints to key NPCs, according to their
actions in the Story, and to adkvaner these characters just a
the players are.avancing theirs, This is afot of work, and
should be restratted ta those NPCs who were directly and
artively involved in the events of the Story
Troupe-Style Play
My name ts Legion: for we are meny.
tle of what they touch,
~ Lake 8: 30
‘Troupe-style play isa concept which was intradaced in
White Wolf's Ars Magica game, Instead of each player
comtralling only ane chirarter, a player may control several
characters of different types, selecting the most
appropriate character ta play in any given siluatian. This
style of play has a number af adlvamtages,
10Lee
jest, having several different characters to chonse fram
allows a player to take am active part in the Story even if
the “main” character is absent, injured or killed. [t alse
allows a player to undertake several actions at once -fr
example, a more scholarly character might be off
researching a dilemma while a more active character is
taking a direet approach to the preblem. The group as a
whole has a wider range of
abilities to drave upon, and is not 36 severely weakened by
‘the death or inewpacity of ome character. And from the
storytelling point of view, this style of play reflects minor
characters like friends, allies and contacts very
‘without giving the Storyteller the added burden of playing
additional NBCs
Traupe-style play is not for everyone, and the Storyteller
hhas the final say over whether itwill be used in a particular
Chronicle.
Approaches
there is mare than one way ta hundie teoupestyle
‘Vampire, and again the Storyteller mnaet deciste wach is
spt appropriate for the Chromiche
ion: the group has discovered some
eta the Prince, whois
currently attending a very exclusive Rindeed affaleta the
Elysium. Bost ofthe graup are Brujah and Nosferat,
‘whose fighting und stealth sis have-cnabed them to get
‘his far without loo many problems ~bul these characters
ate hardly likely toe weleormed in the Elysium, All are
eanates, and lack the authority to simply barge fa
their avn. Bruja are fractious unrefined snl easly
Sllare suspected nfhaving Avarch sympathies. And as fot
‘Nosferatu - well, they've hardly Wkely to get past the
Toreador Ancilla who ate guatding the door.
Normally, the characters would he faced witha peublem
They miigh! be able ts find an ally from the Ventrue or
Toreador clans wha could get ward tthe Prince fr thems,
bat by the time they Bave done sa itmightalready be to
late. Te could be that everyone fram the more socially
acceptable clans is already attending the Prince, bebiad
honed doors and unceachable. And froma the storytelling
point of view, ta go throagh an NPC at this stage
Action out ofthe playees' hands, leading ta a feeling uf
Solielinaxand inevitably breaking the fensian that bas
built up in the Story s0 far.
‘One solution wo this problems is tohawe exch player erente
character fram a different clan, 20 ther
ve Tremere, one Tareidr and s0 on. Bul then
iz can lead ta tensions within the group
ithe characters sre player! ta the full “wh
sould lead to the whole Story breaking down. What
Toreador would be seen in the eotmpany of Nosferatu?
What Ventre scould trust bis of er life to the
companionship of a Brajah-or worse, a Malkavian?
The problem might be solved if each player were allowed to
cereale a tumber of charatters. From this pool of
Sharactera, it would then be possible ta pis together 3
arty with the appropriate skills and background for
Simost any situation, (otrigueiabigh places? Leave the
Brujah at home and bring oul the Ventre, Tremere aad
oreadors. Tough fight ahead? Laad wp on Bruja, with 2
couple nf Nosferatu scouts and
pethape a Tremere for stopernatiral overage. A foray into
‘he Barrens? Concentrateon Gangrels, with
Deja for support
dbook
When a player creates a troupe of characters, the
Storyteller and the ather players shauld get togetherto
out the details. Sinee this pool of characters will all
now each other and be able to cooperate ta an extent, they
will need reasons for overcoming their nermal lan
ostilities and prejudices, and these will need to be worked
ut in order for the whole troupe ta work effertively
I'sno good switching from a Brujah toa Ventrue character
if the Ventruc refuses to have anything toda with these
near-Anarch rabble, for instance, 20 relationships and
connections have to he found, In many cases these will
strengthen and deepenin play, but there should be at least
some connection th start off with. Twa charucters might
have heen colleagues, buddies or even relatives in-their
breathing days, or they might he drawn together by some
common interest ar priority.
‘Don't neglect the character archetypes when considering
this. A Caregiver might well feel impelled ta look after a
Child, even ifthe Child is f
Confermist will stick with a
another clan in the absence of any
ta home, while a Fanatic or Visionary will use anyone to
further the Cause. 4 Rebel, on the other band, might take
pleasure in associating with those ofother clans, especially
ifthis outrages the mare traditional clanmatesof cither
character.
The Warband
In Ars Magica, a player typically cantrals ane af the
powerful wizards, along witha small entowrage af men-at-
arms and other companions. In Vampire, this des might
be translated into a player controlling one Cainite, aking,
with any Ghouls, retainers and other hangers-on
ter. Inthe language of skirmish
margames, this would be destibed aa hero and warband.
Playing this way frevs the Storyteller af the need ta pla
wha would normally hang srewnd with thi
pire character anyway. It gives the player a few more
pais ef hands, and the ability to be active in daylight. But
itis mot without its drawbacks, especially when dealing
with inexperienced at power-hungry pla}
Mast
fram closer
that any hangers-on follow this character around
obediently. Wien the action becomes intense, an
inexperienced player can sometimes be alittle
everwhelmed by the strain of having to look after three or
four lesser characters as well as the main ane, The
Storyteller ean overcome this by handling the lesser
characters mast of the time, and anly handing controlof
them to the player upon request, ot when one ef the ewer
character has something impertantta &o or seme critical
decision to mak:
A grenter problem is the eannom fader syndrome, where
the lesser characters take all the risks, and are generally
pushed arwund.and thrown away for the benefit of their
Cainite master. Unless the Kindred has them sufficiently
fates te turn them Into mindless slaves, this is ot
believable, burt it is not using the lesser characters
full potential. [n the end, st devalues the whole
game.
‘There are various ways ta deal with this. One is for the
Storyteller ‘oa some kind of loyalty check for lesser
characters whenever they are required to do something
life-threatening, against their nature (remember, these
teeditl us teks detail 2(oor eed
should take into account things like Dorminatian, bow well
the master has treated the lesser character in the past,
potential rewards, and so on. A good all would be the
Vampire's Manipulation + Leadership vs the servant's
Intelligence + Courage (it takes a certain amount of nerve
torefase a command fram a Vasnpire), but the Storyteller
can vary the Traits used to reflect the sitmation,
Awother way to prevent the abuse of underlings istwhave
the Vampire character make a Conscience rall to avoid lone
of Humanityeach time a lesser characteris knowingly sent
inte a dangerous situation, This tends to make even the
‘most autocratic of Kindred think twice. ancl is afer alle
of the things that the rules mechanism of Huma
intended 19 cover.
Live-action
Juste game thee you Tike te ply
‘Stecpuwafking through a world of pain
Just enother pretty face in the rome rain
Naaw you're wide awake ire dreambanet
“Pat Benatar, Wide Awake in Dreamland
The
‘ampire sulebook makes some mention of live
the game aa means ef bringing
certain scenes more vividly to life, Liventtion replaying
is where the distinction between game and improvised
theatre almost vanishes altogether, and with the right
scenes, characters and players a Hiveaction sca can be
very effective indeed. Lake traupe play, live action i aat for
everyone, and should always be considered as optianal
Choosing Ecanes
Just as same scenes in a Story might be particalarly
‘table fora vention treatment, so some scenes ait
be particularly unsuitable, When preparing fo play aut a
Story, the Storyteller shoul decide which reenes, ary,
willbe played live
Scenes which are most suitable for live action tend to he
thase without combat or ather kinds of diee-rlling: seca
ruin the atmosphere of a scene ifit becomes necessary to
swing constantly feom live play to dice rolling, iss
and negotiations are easy 19 and indeed many
people do so without even re i
able face-terface with the Storyteller, j
characters are sitting face-to-facewith one or more
NPCs. Other, less statie types of seene can also he played
cout Live, but these tend ta tequire afittle more preparation
More will he said of them later,
Combats ate the least suitable scenes for playing live.
mainly keeause of the amauat af dice rolling involved in
the average combat, but also because of the risk to players,
fas opposed to characters. In most enses, specialized
facilities are required ling levenetion combats
Such facilities do exist, and can be faund advertised in
‘most hobby games magazines, but few if any of them are
either campatible with Vampire intheirstiing or Sexdble
enough to accommodate a story nr scenario which they
have not designed themselves,
Btyles of Play
Anything can happen in thenest Ralfour!
“Commander Shore Stingray
‘The question of style in liveaction play really revolves
aaron nd ane question: How far da yeu want to g6? Do ya
want te cover eve
possible scene live, or any use live play
shen it is pacticulatiy easy or appropriate to do so? Da you
want te get invalved with scenery, props, costumes -or
would
you rather keep these in the imagination, and coneentrate
tan the words and deeds of the characters? Do you want to
seek out stitable locations, or adapt the space you
normally we for gaming? How much extra work do:you
want to put into things? What resources do you have to
devote to setting live play up? This is a decision that eacls
{group will have to make for itself, accarding to its own,
preferences and resources.
Props
Tm putting on my top bat
Tong up any whi ie
rushing off my tails
= Fred Astaive, Tap Het
Props can add a great deal to a livenction ply session, and
some players lke tose props as. part of thee chazacters.
Something like a silver ‘topped ene a meriocle ora certain
em of clothing can quickly became 2 trade
identifying a character as match as an attitude
phrase Groucho simply envt Groucho without the
find cigar. no matter how well you da the walle Where
would Obi-Wan Kenobi he without his hooded robe and
lightsaber, or Darth Vader without his mask? Or Daa
Corleone without his ring? Or Ripley without an enormeds:
sgn? What would Stan and Olleco if they diay have thea
hats and ties to fiddle with? You get the idea
This is just ax true of NPCs -it's normally just a figure af
speech when people sty the Storyteller w.
hats during the ccurse of the game, bat it ran became
linerally true inlive action! & prop, a mannesisi ora style
ff speaking exn all helj»bring an NPC to life and separate
her from the many other characters the Storyteller must
play during the curse of Story
eme propsare part ofthe action instead of being art fa
character The moat commen type el prop is tie player
handout” ~ copyata map, picture oe document wiih enn
be given to the players when thelr eharaeters find it
coumterpart in the Story. But in a live session, the
possibilities braaden. Books, picees af jewelry, scraps of
Diper er cloth - almost any kit of ebue or significant iter
fam be represented in the esh, 20 to speak, instead ofthe
Storyteller simply describing tothe payers what it iothat
helt characters have found. Boope are alan good for «et
dressing (ee Settings below), helping to convey the
atimaspliere ofa loation more eloquently than any amount
of vethal deseription can,
Props are neither ws
cult nar as expensiveto obtain as
you might expect. Thrift stares, “nearly new" shes, yard
and garage sales, anv bouse clearance nvetéons are all goed
sources. If you make a habit of cruising such places,
Keeping an open mind and locking for asefal and
interesting items rather thats having a rigidly fixed idea of
what you want, then vou can find a good collection af
interesting prps fairly inexpensively.
Bettings
My set isamazing
Ateven smells lite the street
There's a bar dawirat the end
Where I cen meet you and your friend
2
a>Coord
= David Bowie, Candidate
‘Most liveaction gaming sessions will probably take place
in much the same surroundings as the "roundthetable™
sessions: someone's home or another convenient mecti
Phice. There are some occasions, thong, where anathe
setting can ade a great deal to the experience of the game.
Even when planning a live session in the normal gaming
Iocation, there are ways to make the place look and feel
ore like the location in the Story. Props ave already
been mentioned, and simple things tike moving 2 few
pisces of furniture can gos fong way Other senses, sich as
Sell, can be a important asaight in ereating the fel ofa
Plce, but is bite more limited in its posarbiliies. You
ght not watt take your home smell ikea city sewer
fora scene in a Nosferatn stronghold, forinstanee. but =
Tite incense and perhaps a tape of Gregorian chanting in
the background, and you lave an atmosphere ideal far a
Tremere Chantry-or an Elger's Haven
For special scenes, ya might even find an outside location,
but firs must he done witl great care. Firet, permission
must be obtained for amy activity on private land, and
gaming
eno exception Second -and perhaps more difficult itis
important to make sure that mo members of the non
gaming public get the wrong impression about what is
‘on, This may sound like a minor point, but itis quite
le to get arrested for attacking (or appearing to
aiiack) another person in a pubic place, and many people
tend to become worried when they ser black-cloaked,
figures fitting in and out ofehurchyards or abandoned
houses late at night
There have been a few unfortunate incielents in the history
oF this hobby where such mrisuinderstandings have led to
arrests and even death, Rare as these incidents are, they
are alvays seized upon by the eensational press, and by
those who would like to prove that this type of gaming is
dangerous, unwhelesome, satanic of othenwise
esirable, Nemparticipants have a hard enough time
nding what this habby isakout, given the often,
confusing statements of gamers and the scaremongering
laimsof the hobby's enemies. Dan't get your hobby a bad
same, of help reinforce harmful misconceptions about it
‘That hires all of us, not just yourself and yourgroup. The
Key words are permission, planning. safety and
responsibility.
As with all aspeets of live play, the Storyteller must chase
exactly how far ta goin the pursuit of realism, Few will
have the time erother resources to create mavieShesets
for their live gaming sessions, but everyone can do
something to create a sense of place.
Cheap Tricks
From ghouties and.ghestiex
And tong leggity Beasties
And things at go Bumpin be night
traditional English prayer
‘The ruses and techniques discussed in this section cam
apply te ronnd-the-table gaming as much as liveactiony in
any ways, they provide a kind af halfway house between,
the twa. As with everything in this section. the ideas
presented here are only examples, and the Storyteller is,
encouraged to develop hic or her own ideas and
techniques, according tothe tastes and gaming style of te
sroup.
Bound
Music and sound effects are among the oldest techni
for establishing atmosphere in a gaming session,
several companies - White Wolf among them produce
collections of msc and sound effects specialty designed
for gaming, Many record stores also stock recordings of
sound effete -the BRC series is particularly recommenied
‘and enterprising Storytellers with recog expert
can easily make #
AAs well as being part of the background ambience ofthe
satning session, sound can be used for specitc purposes as
teell especially soundeffects. Al tssenplest, ths tnvolves
playing a sound effect instead of deserbing > players what
they te ar time Ine mare developed form,
ca ivalve concealing sell speakers aout the pce. and
javing previowsly ened soundsat the appropriate time
Sithout Teiting the players see you Hit the switch
Unexpected crashes of thonder, explosions or saunds of
breaking glass can prosice men the some feelings it
players as in their characters
Searching
Another of the hasic semi-live trieks is to have players
search for clues instead of letting thera roll dice fer their
characters’ searching. This works particularly well in
conjunction with moderate amaunt of set dressing, and
of course the clue or clues should he concealed heftre the
gating sesaton begins. Apart from adding samme tivedetion
realism te the game, this technique can also stop players
‘whining abort the Storytellers restrietians on how Large an
area san be searched ina given amount of time they'll
realize it takes longer than they thought!
Of course, a Storyteller who uses this technique does have
te be prepared for the players to take the room apart, aad
muke sure there is nothing there that they are not
stapposed to Find
Tasks
In a roundethe-table gaming session, players roll dive
decide the sticeess or failure of many of their characters
actions, and it is offen the euse that the umount of dice=
rolling meeessary determines the suitability af a sere for
playing live. In some circurnstances, it is possible to havea
layer attempt a tack, instead of merely ralling dice ax the
player's character attempts the same task. Searching.
isctssed above, is one example of this, bot there are any
ther possi
Say, for example, a characteris trapped in a semiuined
building at dawns, Sunlight is beginainys to filter in through
gaps in the walls and oof. These ean be simulated by
setting up a number of narrow -bears flashlights at various
points tn the room, and terning out theother lights. The
chatacter Mas to make it to the darkness af the cellar in
onder to rest for the day, and so the player might be
respuired us make it acroas the room. Every time the player
breaks a flashlight beam, the character has stumbled intaa
shaft of sunlight, and suffers accordingly.
Some gamers prefer not ta hare players attempt tasks om
behalf of their characters, pointing owt ~quite resanabty~
that theeharacter often has very diferent abilities fromm the
player. [es no good expecting a player who bas never ad 3
‘usc Fexsan ta play the piano, for instance, even if that
player's ebaracter does happen to have blac: specializing
Eeyhoard instsmments. There are some tasks which a
player simply cannot perform on behalf of the character,
and in these Eases it is far ketter, and fairer, to fall back of
dice rolls,
B
a>VAMPIRE STORY WORKSHEET
Storyteller:
Chron
Geographical Setting:
Start Date
Characters
Story Concept:
Plot Arehety
Subplat(s)
Mod
Plot Summary
Key NPCs:
Key Locations:
Key Si
Troubleshaoting:
Rewards:
Reward Conditions:
Opening:
Lacation:
NPC
Ending:
miz orate
NPCs:
Conditions for success:
(Conditions for failure:
5Loree
Chapter Two:
The Chronicle
When in the chraniete of wasteet time
see deseriptions of the fairest wights,
And beciry making beautiful old rile
In praise of
= William Sh
Not all Vampive players an
ina Chronicle. Many stay 5
Stories, complete in
ionship ta d
en use th
jets, but atill not
tos: players am
oth nd craton
a
cover. it remains possible te
ly thought-out actions, mistake
the characters
the original setup d
estential to an enjoyable Chronicle
1c itself a aumber of wavs to begin
jes, as well as aspects to consider in their
rmient. As with
wants the Chronicle te he. Will tf
lines, with the characters
its turf against As
derions anal oth
with the characters
Politics? Or will tebe
some of
perately
more bi
few Kindr
bel
ruthless
Chronicle concept often takes a mes
the Storytellee's brain, Many tis
dering route theough
the process begins with
taryteller Flippi ha book (mayhe even the
Vampire rulebook) or ulking 10 someone we
something will elick ith Maybe it will be th
dive cet
sexpeare, The Sonnets of 5
iy knights,
whakespeare
setting ("Wouldn't it be wild te set 2 Chronicle
vith the East and West parts of the city till bei
competing Princes
evenge?”) or even just
could the players handles Chraniclewhereeverything wuss
sd at sensually as possible?”
yteller bas 3 faisly
the Chronicle will
and what wall happen itis prolate that
age. Exactly what mole will the charact
play in the Chronicle? Will they be pavns af higher forces?
pirolled by the powers that he? Ora potent
bing together to-driy
tf polities most treachero
nixed bag of Brjak ane
Chronicle concept requires more Story
setting she has in mined a thing about the
Pringe recent porwer br
what the fu
hope to go in, $0 if the
fers start saying "I want ta run a Ventre wie
allied with the old Prince,” er "My chi
Gangrel wha hates all Princes,” sb
coming. And thus the cancept is b
16
»
4(OSes
Prelude
‘Many Chronicles begin with the Preludes, an excellent time
for players to get to know their eharacters and far the
Starytellerto figare ont whit the playees want ont of the
Chronicle. Usually Storytellers heavily seript the Preludes,
for they rust ensure the characters became Vampires and
survive up until the time the Chronicle is supposetdto start
However, even here things can begin ta gowromg. Whatif
the characters befriend the Elier the Storyteller hoped
they would hate? How about the time they attacked a
member of the Inconn by accident? What if they seek aut
and join the Sabhat a manth after the Embrace?
None of theve occurrences is expecially critical to the
Chronicle, despite their apparent significance. Sin
Sturyteller bas great leeway during the Prelade, sn
thick happere he
be able to draw ide
fature Stories. Thusif the characterscdo mect und impress
the Clan Elder wha should have praven a great
impediment to their advancement, she still has time tt.
make the Elder change her mind about them,
Just remember, the Prelude doos more than just serve ax
fan exciting Story. It gives the player a chance 10 get vo
know bis character and get into the role before the
important scenes of the Chronicle begin. The Storyteller
should also take the opportunity ta size up the character
and the events of character creation. While the concept
behind the Chronicle sould already be firmly planted, cme
can always add to it. M the players seem mare intent on,
violence than she Grit thought, naw isthe timme to-make
their enemies mare brutal. [the players appear to enjay
schemes and plots,add evers greater layers af conspiracy ta
your concept.
Where to Go
Now thatthe Storyteller has the concept dawn pat fleshed
out with setting. characters and major players, she needs to
devise a plan. The plan details in what directions she
wishes tosee tte Chronicle go and what the goals are. Th
can be as «pevifie ax "The characters shall trick down and
slay their
Sives, thereby regaining their martulity," ar it can be as
furry as “The characters slowly unravel the mysteries of the
city, learn who is bebinel what sctéons and thus become a
power in their own right.
The easiest way ta handle this plan often involves setting
up a final destination and establishing cheekpaints whicl,
should be reached if the Chronicle is on course, Far
instance, if the geal of the Chronicle is to Mave the
characters drive the evil Primogen from power and take its
pice, ushering ina new era of pence and harmony, then,
she ean set upa number of checkpoints,
inst the characters mm
1 learn just how evil the Primogen
is, accomplished exsaly enoagh by having the Primogen
persecute them unjustly, perhaps turning them into
seapegoats for the sins of ene af the Primagen's own
Childer. The next stage would be for the characters to
achieve a position ef relative safety, either by leaving the
sity or by recruiting powerful allies (pethaps from theie
own Clans)
Now the eharacters should start fearning about the
Primogen's weaknesses, be they its inherent friction, the
‘hatred it has earned fram all the cety’s Kindred or the fact
that half its members are dliabolists, Setites or tarnceats
from the Sabbat. The dharacters reach the fourth
cheekpoint when they begin using this knowledge tot
wn advantage, and the Primagen begins to weaken,
The fifth and final checkpoint comes when the characters
finally drive the Pramogen from power. perhaps by tnening,
its mera bers upon each other, and either take over the ity
themselves or install someone af their Wing. Thts may
have taken anywhere from 10 to 100 oF more individual
Stories to accomplish, with a number of add Stories
(hunters, encounters with Lupines, Clan meetings et-)t0
add spice and varicty. Naw the characters have met the
goal and the Storyteller can consider the Chronicle
Ehrough. After all, now the characters rule, and mast of
their time gets taken up with the petty aspects af
government, not always the stuff of enjoyable Stories.
However, perhans the members of the Primogen were the
pawns of pewerful Methuselahs, and the characters’
actions force one te rige from Terpor. Now a whole new
Chronicle begins. where the eoncept revolves around this
ew evil power loose in the characters’ city, and the goal
bras te do with their tracking it dawn and doing away wt
it
The Chronicle Map
An alternative tothe game plan isthe story map. Sinvlar ta
the game tain difference lis in the amaunt af
conrad ibe players have over thal will happen. The
Chronicle map takes the same formas the Stary map wich
i used in White Wolf prortucts like Ashes w Ashes
show Storytellers what may happen depending on the
characters’ actions, AL ite mst basi, the Chronicle
Story map las two points-on it-mhene yo plano sat dhe
characters and where you hope they will end wp.
‘Most maps have more, hanwever, Siaceany Scene or Story
canend ina aumber of different wavs, the map points ct
the results af what may happen piven the characters!
actions, For instance, ite sces calls for te characters to
fleet and interrogate a police officer in order ta find
tehal prompted tse rast on their havens, the scene wo
bhave arrows pointing te what could happen shonld the
chatacters get the information they need. not get the
fnfarmation, get partial information or even get arrested.
Each ofthese results wos Jado a different scene, whieh
would then become a new paint on the map from which
ew arrows to new scence oud be drawer Thus, i the
characters get the requiredinformation from the eop, they
can seekaut the Cajnite who ardeved the rads, present the
information to the Prince for its high ee to the
Masgqterade oro noshing, in which ease the arrow points
to the next fiendish [and potentially Tethal) plot oftheir
While the map can be extremely useful in planning
idual Stories, its true aility becomes wpparent when
at the Chronicle. This sart of map fas to be
heir havens woulldonly take up one potst an the map.
irom this point would come such options ax: Characters
slay Cainite, Characters driven out of town, Charaeters
drive Cainite ont of town, Characters bring pressure te
bear on Cainite gn he stops exert 1c int there, and
even Characters make peace with Cainite (not bloody
Tikely)-
This Chronicle map, instead of showing the route the
characters should take (as the game plan does), shows the
routes they may take, ind allow the Storyteller te get Feel
befrehand of what consequence: their actions may ease
y
b
4(Ooo
While this aap vill not have the same definition of either
the game plan or the story mas, i allows the Starytlk
anticipate what the characters may da and how to han
it
con the map chonld have an arrawe
lank space to allow for completely unforeseen,
ults. Otherevents sbould have arrows godin both ways
between itand anather nexus, shenwing how theeharacters
can take either route and still get to Ue sare place.
Stops Along the Way
[Nothing ever works ns easily as this. Ifthe Storyteller
thinks for one mite the players will ppih- follow the
same plan or story mop, she i aadly mistaken. Perhaps
ne oF mare hape to ste with the Primogen, turning it
their coterie in exchange fr favorable teatiaeat, Peet
they chuck te whole thing anc head ant tothe Anareh
Free Stites, Maybe in xeeking poser to combat the
sn, they become so caught up i dialer that they
forget the original purpove af tier murders
‘The changes may nat ever reall from character actions
TheStoryteiee, im taking the characters Earough ueae sb
plot ar another, may well notice the players and herself
Wg more interested in this side aspect than in the
tofthe Chrunicle. Maybe a ted herring youthraw
out attracts sa much attentian you decide to make
major element of the Chronicle, and the players ned nev
Know it originally played no role
In any case, the Storyteller needs to prepare for that which
‘cannot ie prepared for. Unexpected treists and turns are
lone aspect af roleplaying which makesst so interesting and
exciting, These ein oceur at any moment, from the Gna
session to the last
(Once the actual Chronicle has started, it cannot help but
growae Storyteller and players explure the different facets
ofthe Vampiric existence. Handling that growth is no
task, as new plot lines develop, new enemies form while
old ames fall by the wayside, and the eharacters begi
turning their desires into Stories. In fact, is during this
eclodot growth, after the actionhas gtien ungeryay bat
‘oreit approaches acanchisian, that the Chronicle ie at
Se
Keeping 1t Together
The most obvious problem lies ia keeping the Chronic
compact. A Chronicle can quickly uoravel amidst a flurry of
captivating, yet uneanuected. Stories. Ne matter how
exeiting battling Buddhist Witeh-unters ane night ana
Ravnos Archons the next maybe, eventually you and the
players lose all sight af what is going on around their
characters, Real life has never keen.a series of random,
events, and while there ix no reason to make the players
fee] everything in the world resteom their shoulders; they
spall at least understand that their aevions one night will
effect what happens the next,
asiest way tobring this about is through the wee of a
ving theme and mood far the Chronicle, as explained
ire, For instance, if you fellow the leadership.
theme presented in the rulebook, then characters will
begin to geta sense af haw control and authavity affect
them and the Gothie-Punk world. Thus they ace bow thei
own aeticins related to being lenders and followers changes,
the game.
Even with a sustained theme and mood, however. the
Chronicle can hegin ta branch off in a million different
directions as characters follow theirawn plans and stories
take alife of their awn. In this case the Storyteller needs to
combine her two great weapons - planaing and
improvisation -inta bie
‘The plan has been discussed above, and the Storyteller
should already have a goad idea of what she wants the
characters to accoruplish. ss they start getting off track,
ec by fetal tomes se
“and then running, off to resciring,
the Salubri who coud tll them about the Methmselat
Dowvinating the Justiear, the Sturytetler neces ts carefully
weigh just
ow important itis to point the charactersback in the
briginal direction,
A Storyteller can always follow the high-tarded methedto
bbring the characters back inta Tine with his plane (a laved
‘one threatened, the characters kidnapped, offers toa good
to refuse, cle), but many players resent being treated in
this way, On the flip sie, tee Staryteller ean ehvick all the
careful preparation she bas made in order ta go will the
characters’ whimsy~a result as unsatisfying as the one
which forced the characters to toe the bine.
However, itis almost always possibde to bring the players
and the Storyteller into a mutually agreeable solution. One
way to handle this situation is to weigh the benefits of
getting them back inta the original Chroniele against the
Potential of these new events. ts it possible wo acceenplish
the same goals within the framework of what the
characters have done?
For instance, ifthe Storytelles hopes to have the characters
luncaver the true powes behind the throne, can they find
clues in their new location chic will eet them back om
track. but an their im timetable? Or, ifthe gaalwas much
bbroader in scopes, perhaps forcing the charavters ta choose
between siding with two evils (say the Satubri and the
Tremere}, then there is uo reason why the Storyteller
cannot create a ecrmpromise
Another way to handle this situation is with redirection.
Something has caused the characters tacliverge from the
course the Storyteller hae hoped they would follows newt
is up to the Staryteller to give therm a reazom to return
Which Way Did He Go.
Another area which can quickly blow up isthe setting, As a
Chronicle grews and grows. more and more places begin to
take on greater and greater importance. By naw the
characters may have developed a aumber of back-up
havens, visited other cities, keen forced to seek shelter
among the Lapines during a Hlaod Hont and generally
been around somite that the Chronicle no longer revelves
‘around one location,
While good in itself, multiple settings can quickly become
tov muich for a Storyteller, Nat only does she Bie to knew
something about a variety af nit places, but ench
setting is filled with its own fascinating individuals and
their interactions. Eack area undergoes change whether
the characters are there er aot, and it becomes
exceptionally diffieul to keep track of these when the
Storyteller needs to make decisions for four or
luneonnocted areas, especially when a number ofthese are
Large cities.
‘The easiest way ta keep the settings from blowing up in the
Storyteller's face is to designate one as the main place of
business, Using the setting fom Vampireasanecample
tf this, Gary wonld be the main loeation for the charaeters,
»
4(ores
though they would make regular incursions into Chicago
and secasional forays to Milwaukee. Thus the Storyteller
would have to gut the most wark into Gary, keep a close
Chicagaand let Milwaukee simmer in the buck ofber mind
-a much easier task than trying to juggle all three.
Deciding which sesting should be the main location for 2
Chronicle should ke a relatively-casy task sich cris the
Storyteller most interested in, and which can provide the
snow interesting Stories? While characters might become
fo the ather places, the Storyteller shale
have litle difficulty keeping the characters in one place. As
they spend mare time there, they will begin ta bave more
and more invested im it. Thus, no matter haw often they
leave town to seck allies or safety, they wil eventually
return te their "home."
Am akernate way of handling « plethora of settings is by
giving each one a sole purpose. and any having to look at
that location im a specific light. Ta use Gary ance mare, it
would be the glace for power plays as the charactersstrive
totake-over. Chicago would be a place of quiet conspiracies
and plots while Milwaukee would allow the characters to
let laase with spasms of violence, Thus the Storyteller
would only have to stay cognizant of thase factions the
characters would be interacting with instead of the entire
spectrum of Kindred
WhoDoT Bats Tonight
Another area witch can easily grow out ofcontrol are the
illains ofthe Chronicle. White it maybe true that there ts
nna such thing as a"gond” Vampire, not all of the Kirsired
need be hostile to the characters, rer, it can be a
great urge to have every Vampire want to use them for
their own appalling purposes
Iethe characters find they can never trust another of the
Undead, orth? every mortal isa pan of some Cainite or
another, their players can ewiflly become fed up with
always being in conflict and the Storyteller will fitd she
spenils more time keeping tracl-of the-villains than having,
fan with the Chronicte. [t become very tedious when
time the characters are attacked they bave te run trough a
growing checklist to decide whe it might have been
Finally. it detracts fromthe impact any-ane fo
wh
they encounter.
The best methed far avvicling this fate i fallow a tactic
similar to handling the settings ~estabiish amain enemy or
{group of enemies. While only fighting one enemy would
Tapidly become boring, the characters should at feast be
able to concentrate their attentions in one direction. Of
course, this daes nut mean the characters will necessarily
Know who their enemy is - there should always be a level of
the game. However, they chould at least
ing ta aim al (the Prince's brood, the Anarch,
ders, ete.)
ve decided! on the overarching evil of the
it hecomes much easier to integrate the other
fos the characters will meet. Each will have a purpose and
job, becoming something more than anether punching bag
for the
characters to pound.on. Finally, the minar villains. thanks
ta their vory pettiness, will make thermain onesthat rch
‘essive by comparison.
‘The Web
Afinalarea the Storyteller bas close eyean is the
growing weband depth of entanglements and conspiracies
the characters become involved in. Vampire kndsitsel!
well to deep plats nrvdimtricate ties hetwren characters and
NPCs, but these also make the Storytellers jab that mucl,
ander. [tis not always enough to juct keep in mind that
the Anareh gang bose ix Blond Round to the Tareadar Cian
leader,
Instead, the ties between the Clans, ite Elders an its
Neonates all play a role in how the leader-wall use the
Anarch, Whether or not the leader will have the Anarck
help, hinder or ignore the characters (ar even ifthe leader
lets the Anarch act freely} wall depend as much an outside
factors a3 it will on how she herself views the characters
and thelr mission,
Only the loosest of Storytellers should try and keep allthis
information in her bead. Chieago by Night and
Milwaukee by Night provide coterie mapss which showy
how individuals feel about each a 1d these are good
starting points for Storytellers. As your Chronicle develops,
you can add each major player to the map, and illustrate
her relations with the athers, Change these as the
characters change, and feel free
to make major revisions should the Chron seera healed
of courve.
Additionally, you can intereonnect these webs a3 yaw
desire. No coterie exists without feeting the impact ofether
Kindred, and the more connections existing an your map,
the more detailed the Chroniele ean be, This also aide the
Storyteller in keeping the Chronicle together, as even.
though she may add mare picees, they stay in an
organized, planned manner, usable as the Storyteller will
Consistency
‘The final factor which ean cance an entire Chronicle to fall
apatt isa laek of consistency. All the above suggestions
should help keep it together, ht if players begin getting
the feeling that the Storyteller never knows what is going.
fon, and cannot keep things the same, then they lose the
trust and credibility which is the basis of the Storyeeling,
experience,
This lnck of consistency daes not refer to just forgetting,
which building the Princermakes her haven in ox what side
‘OF the rani has the hidden doorway. Instead it beeomes
important when the Storyteller has villains act differentiy
fromone Story ta the next foro reason, when taking one
Pattern of action works cametines and inexplicably fails
ther timesar ifthe Storyteller seems ta be backtracking
constantly to recuver when things go against ber
Consistency is as much matter of perception as it ix
reality, players see the Supryteller as inconsistent it does
‘hot mutter i she really ix er net, and vice versa, Ths the
Storyteller should first endeavor ta be consistent. keeping
accurate notes and listening ta player worries a5 300m at
hey crop up.
However, other tricks can help as well. For instance,
keeping a motif to the Chramiele (as deseribed in
Vampire) immediately gives it the illusion of stability.
After all, f players see events happ.
summer or at least with the appea
supporting them, thers they assume 2v
that way
bing operatesin
Another way to keep the consistency together is to aveid
oven the slightest hint af favoritism, Nothing causes a
Chronicleta degenerate as quickly as playess believing they
ane being treated differently from each other, Even ifyou
feel everything has been equal, the players may no soe
things the samse way. Listen te each player as mueh as any
9
»
4Lor
other, pretend to ive their plans the same amount of
consideration and aever let them sce the dive when yews
fudge a roll.
Eandling Time
(One problem unique te Vampire Hesin the handling of
time, In roleplaying games, the-characters are usually
mortals with relatively brief Ifespans. In Vampire.
However, the eluiracters huve the potential ts live fatever
and the Chronicle ean Inst cons. The abviows problems
Jogi when the Chronicle begins advancing faster than real
fine does, tui] tbe Storyteller ie lef trying to decide what
her city and world will be like in 10 or 200 years.
Storytellers have sed a number of tricks todeal with this
predicament. The easiest involves keening the Stork
Telated to the night-to-night events ofthe characters, th
eventing the game From advancing far beyond terest
Ite world The opposite side af Uni vain requires the
Storyteller to plan for ascience fiction Chronicle, atl Tet i
advance at a high rate af speed in order to avoid ever
ihaving loget too deeply involved in ane pluce and time
(which would require the Storyteller de prodigious
Smaunts of work for multiple eras)
[either af these anglesis particularly satisfying, ond bath
limit the Storyteller in the ways she eit direct Her
Chronicle, Thus there are te other ways to handle the
passage time, each af which Keeps the Storyteller from
faving to do oa much work bat gives greater Ireedorn to
advance the elock at will
Bleeping Beauties
The first way requires the characters to enter torpor.
preferably voluntarily. At some point, mast Kindredweho
Ihave survived the better pact af a century begin to tire of
the waking world, They ive seen moat ef what they want
tw sce, and the latest innovation barely atteacts the
interest. At his
cy create a heavily protected resting place or ck
place in the wild where they cam meld with Ee
Voluntary torpor differs from that which Kindred enter
‘when they sufler grievous wounds. Kindved wo cater
state withonst being forced ta.can geacrally awaken at the
time they desire (or atleast within a decade or so}. Those
with Anspfex may beable to keep a vigil over the world and
pick their time of revival. Indeed, many wha have
involuntarily entered torpor due to wounds can awaken
carlir than they do, but opt tocontiaue sleeping unl they
{eel ready to came out
‘Thus at some point the characters should deride, ax @
troupe. to-enter tarpar and when ta arise. One easy way to
Dring this about isto have them battling seme great foe
whe himself disap ides at atime, With thease
OF the proper rteal (thoughtfully supplied by the
Storyteller), the characters can revive themselves whenever
still combat him a3 necessary
While this method ean alze ke wsed with the downtime
rules found luter in this chapter, it works best when the
haraetets sleep the years away. Given years of downtime,
far too many players would begin demanding gobs of
experience for their characters. possibly increasing tbe
power level af the game before the Storyteller fs ready,
Back tothe Future
Another way to handle the passage of time involves
starting the Chronicle at.an earlier date, [fa Storyteller
began the actual game in w30), she would havea wealth of
details about the time and he able to slowly advance it to
the present day. While she might have ta take vare alrout
Keeping the characters from changing the present (ne
chatacters allowed in Dallas on November #2. 1963 00
sleeping in the Watergate Hotel nine years later), even that
can be fun,
Storytellers ean handle the Back te the Future method one
ff tw ways. With the first method, time passes normally,
with the characters spenshng as much lime an the Stories
fas they would if the Chrotscle started torlay. In the second,
the Storyteller speeds uj time leading up ta the present.
After all, many players find it difficult to separate their
knowledge of the past from their characters’ actions, s
the Storyteller keeps events moving quickly,the players
ceannot exploit the situation, StI, the Chronicle will be able
to encompass at Teast seme of the scope of what being,
immortal is all about:
Humor and Tension
Tite fina aspect af the Chroniele to keep in mind isthe
of player moods. This does not refer ta Chronicle moods
like suspense and darkness, but inst
themselves Feel.
smuakes the players feel the same way. Even ifthe horrors
of the best
Kind, of the suspense always dramatic, eventually people
et fed up with thy same menu over and over,
Varying the emotions in cach scene cannot always be
planned owt, You may be able to say whem the characters
twill be in the greatest danger, and when they faee their
most horrensions foe, bt the players themselves might feel
the mast lnerot during the anticipation of what is ts come,
and find the actual battle a relief (at least they know what
they're up against)
‘The Storyteller can majntain some contzol aver bow the
players feel, however. Modulating the tension requires as
‘auch attention ta what the players are doing
their characters are up to, When they are distr
the game. nuthing will make therm feel the suspense you
have spent so long building up. On the ather hand when
their concentration kecames complete, they will feel every’
emotion af their characters.
(Once you know how the players themselves feel. yeu eam,
begin the provess af manipulating their mac (afer all,
that not what storytellers of all kines air foe?) Contrasts
fare probably the easiest way to handle this. For instance, i
the dramatic Scenes wan't happen for a while, use
bumorous situations to relax the players. Then, as the
tension begins ta rise, cut kick on the levity, Havethe vain
retainer you've been playing for laugheretuea homeand
shipthe bumbling cap affte the doughnut shop
By the time the mast important scene comes up, you have
Layers both with a buildup of tension and a
- While the players remember (ath
subconsciously) past times of whiny, you bave readied
them for the more serious moments ta came,
‘The same holds true for Chremieles as it dees far Stori
Have some episodes played for laughs. Pur the elaracters
up against one of the Prince's brmd who has become
renowned for his incompetence. While the players will
enjoy Laughing at the amazing ineptitude of this foe, the
Storyteller ean sct up the first in.a series of Stories which
will allow the players to realize the Prance bas set the eity
upéoran attack by Lupines. When the culminating battle
20
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