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CREDITS

BY NIGHT STUDIOS, LLC


Chris Angell, Ryan Aughtry, Rion Bergquist, Nicole “Nycci” Daniels, Matthew Grace, Elyse Haws,
Holly Houtekier, Pete Houtekier, Allen Levy, Bernard “B.J.” McManus, Daphne Reeder, Silja Sample

PUBLICATION TEAM
PRINCIPAL WRITER:
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WRITER OF THE CHAPTER ABOUT ONLINE ROLEPLAY:


Gaia Lambruschi

EDITORS:
Chris Angell, Rion Bergquist, Nicole “Nycci” Daniels, Jimmy Reckitt, Daphne Reeder, Silja Sample

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BENEDICTIONS, DEDICATIONS, AND APPRECIATIONS


This book is dedicated to all World of Darkness™ fans. We are eternally grateful for your support. The
night is better with you in it. Embrace the darkness.

VAMPIRE: THE MASQUERADE™ CREATORS:

Mark Rein•Hagen with Steven C. Brown, Tom Dowd, Andrew Greenburg, Chris McDonough, Lisa
Stevens, Josh Timbrook, and Stewart Wieck

SPECIAL THANKS

Christian M. Christensen, (Journeysandtales.net), Colleen Kaster, Jason Herman, Min & Kevin
Kreiner (Facebook.com/carcosacreations), Charles Morton, Paradox Interactive (https://www.
paradoxinteractive.com/en/, Tomas Arfert, Jason Carl, Dhaunae Devir, Karim Muammar), Aubrey
Picket, Reverie Studios (http://reverie.studio/), Mark “Mr. Rat” White, Rachel J. Wilkinson (www.
racheljwilkinson.com)

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WAR OF AGES TABLE OF CONTENTS

Be My Sin For The Evening 1 ▪ Sweeper 48


▪ War Leader 49
Chapter One ▪ Ideologue 49
Intrtoduction: 4 • Example The Domain
• Enter a World of blood 4 • Berlin 50
• The World of Darkness 5 • New Orleans 53
• Nashville 56
Three Decades of the Dead 7 Contested Domains 59

Chapter Two Interlude: Notes From an Execution 64


Vampire Society 11
• Why Do The Anarchs Chapter Five
Hate the Camarilla? 16 Camarilla Centric LARPs 67
• Why Do Those In The • Playing the Prince
Camarilla Hate the Anarchs? 18 (And Other Camarilla Officials) 70
• Night to Night in the Anarchs 21 ▪ Prince 71
• Night to Night in the Camarilla 24 ▪ Seneschal 71
▪ Primogen 72
Chapter Three ▪ Sheriff 72
Small Events 27 ▪ Keeper of the Elysium 73
• Swimming With the Sharks 29 ▪ Scourge 73
• At The Fireside 32 ▪ Heralds 73
• Dive Bar 34 • Example Domains
• Give Up Everything 37 ▪ Warsaw 74
▪ The Quad Cities 78
Interlude: Boytoy 39 ▪ Helsinki 82
• Domain design as LARP 86
Chapter Four
Anarchs Centric LARPs 42 Interlude: Don’t Fuck with the Sabbat 90
• Playing the Baron
(And Other Anarch Notables) 45 Chapter Six
▪ Baron 46 Sabbat in LARP 91
▪ Gang Boss 47 • LARP Concepts 98
▪ Emissary 48
Chapter Seven Chapter Twelve
Ghouls in LARP 102 The Boons 175
The All Ghoul Larp 110 • Quid Pro Quo 180
• How to Spend Boons 183
Chapter Eight
Ashirra 113 Interlude: Storage 185
Ashirra Character in LARP 118
Chapter Thirteen
Interlude: Enough with the Filth 120 Praxis 188
• Playing for Praxis 191
Chapter Nine • Designing for Praxis 195
Big Event LARP Concepts 122 • Changing of the Guard 198
• The Veneer of Sophistication 125 Outro: Dee’s Home Movies 202
• The Tunnels Underneath 128
• The Power and the Blood 131 Chapter Fourteen
• The Flower of Humanity 134 LARP Resources 208
• Blood Rave 138 • The Vampire LARPer’s cheat sheet 208
• Kneel in Prayer 141 • Loresheets 209

Interlude: Siege Warfare 145 Chapter Fifteen


Collaborative Vampire LARP 216
Chapter Ten • Concepts 220
The Second Inquisition 147 • The Tool Box 225
• An Existential Threat 149 • The Workshop 231
• The Inquisition and LARP 150 • Collaboration 233
• The Spook Show 154 • Design 236

Chapter Eleven Chapter Sixteen


The War of Ages 158 Online Roleplay 241
• Choosing Sides 162 • Guidelines for Storytellers 247
• War as LARP 166 • Guidelines for Players 250
• The Grand Pageant of Diplomacy 171
Backers 254

Index 259
BE MY SIN FOR THE EVENING
Praxis.

Is it possible for a young vampire to win the War of Ages and become Prince of the city?

Can I seize praxis?

It’s bizarre to think that not so long ago, I was worried about getting stiffed by a website for the
pay I was owed as a freelance journalist. Now, I’ve become something else.

One of the dead, introduced into a society of monsters deluding themselves into believing they’re
still basically normal moral people. Just like me.

“You do realize I’m taking a risk for you right now?” Annika whispered as we walked to the hotel’s
reception. It was a fancy place, the kind I’d sometimes use to conduct interviews.

“Miss Wall, this way please,” an older, well-groomed functionary said as he intercepted us. I watched
as Annika straightened her back and an expression of disdain settled on her delicate features.
Ordinarily, Annika looked like she would break apart if someone said a cuss word, but I’d seen her
tear the windpipe out of an unfortunate mugger who gravely misjudged his prey.

That incident was my first introduction to the brutality hiding under the veneer of the civilized
“Kindred”.

“Why are you helping me anyway?” I whispered as we waited for the elevator.

“I owed a Boon to your sire, Deja. After this, it’s settled.” Annika seemed satisfied, like an accountant
balancing her books.

“Wait, so you do know who my sire is?” I asked. I’d resolved to be cool and composed but I lost all
that the second it sounded like I could finally have answers. I glimpsed us in the mirrors behind the
opening elevator doors. A wisp of a Scandinavian blonde and a Black New York journalist.

It was creepy how much I still looked like the person I had been before my Embrace.

“Yes. I never said otherwise,” Annika replied nervously.

It was a short ride in an enclosed space, but I felt like I was going to explode from all the questions
I had. Still, I forced myself to be cool. Annika was the only vampire who’d helped me. Found me
and told me about the clans, the Prince, the Camarilla, the Traditions. Saved me from the Second

1
Inquisition before I knew what that was.

The elevator ascended to the top floor and the doors opened with a cheery “pling”.

“Oh Annika, so wonderful you could join our little soirée!” an intensely magnetic, elegant woman
said, kissing Annika quickly before turning her eyes to me. “Why hello there, little thing. My
name is Victoria Ash. Are you the new promise everyone has been gossiping about? The one
who’s going to make a play for becoming the Prince?”

I couldn’t speak. I just couldn’t.

“No, Mrs. Ash. It’s actually... I mean, they say that I’m the one who’s planning...” Annika
stammered, clearly scared, and offended in equal measure.

We’d emerged from the elevators onto the hotel’s penthouse floor. Important, well-dressed
people were clinking glasses, some looking curiously at us. None of them mattered. Victoria was
everything. When she smiled, I felt like my heart came alive again.

“This is my friend Deja,” Annika said, rallying herself. “She’s new in town. A very promising
young Ventrue.”

“How delightful! I apologize for my confusion, Annika. Of course, I know that you plan to be the
Prince,” Victoria said. She took me by the hand and pulled me towards the guests milling by the
bar. “I must introduce you to my friends! I love new blood!”

I looked back at Annika. Her expression was completely blank, as if she didn’t really see me, or
anyone else. She had her ambitions, but she also knew Victoria could break her in an instant.

“Now, before I make introductions, I have to ask a few questions,” Victoria said casually, her hand
still on the small of my back.

I was worried. Annika had warned me about this. An unknown vampire with no sire to protect
her was going to have a hard time, Ventrue or no.

“You’re a journalist and I know your work of course. Do you mind if I bring that up?” Victoria
continued.

“What?” I asked, like an idiot. It had never occurred to me that anyone among the Kindred would
know my work, much less someone like Victoria Ash.

“Oh, don’t look so stupefied!” Victoria admonished me and laughed. “What kind of a host would
I be if I didn’t know a little something about everyone?”

2
“You knew I’d be here?” I asked, hating how Victoria made me feel like I was doomed to play catch up.

Victoria gave me a smile of understanding. “Well, this once I’ll let you know how it’s done. My servant
took your photo downstairs and ran a quick facial recognition search. There were plenty of results. I
decided I’d make you into my little sin for the evening.”

“Oh,” I said, like the street-smart veteran of the city’s dying alternative press that I am.

“We’ll have a little dalliance. A fling, or perhaps a friendship. Whatever you like. You’ll show me beautiful
things in the world of the kine, and I’ll help you become the Prince. Then I’ll abandon you and you’ll
feel an ache for my memory in your heart for ever and ever.” Victoria sounded satisfied, as if she’d done
this many times before.

“I’m not planning to become the Prince. I barely know what it means!” I protested.

“You’ll know what it is. And you’ll want it,” she said, pulling me to a circle of people. “Thomas, Cedric,
let me introduce you to my friend Deja! She’s a very promising young Ventrue!”

3
Chapter One

INTRODUCTION
ENTER A WORLD OF BLOOD

Damned by the ancient blood welling inside you, you try to hold onto the last
scraps of your humanity as you sustain your degenerate unlife on the blood
of mortals. You are a vampire, existing in secret among the ignorant horde of
ordinary people.

The only ones who really know what it is like are the other vampires. They are
your loyal allies and treacherous enemies. Unfortunately, it is often hard to
tell one apart from the other.

For many young Kindred, the most


important moment of their early unlife
is the night they are introduced to others
of their kind. If it goes well, they have
new allies in others who have experienced
the same troubles they are experiencing.
If it goes badly, they get used as a pawn
or destroyed as a pointless liability. The
Embrace makes them vampires but entering
Kindred society makes them members of a
community, whether at the extravagant
cocktail parties of the Camarilla or the
dingy bars of the Anarchs.

4
The World of Darkness For organizers, this book presents ideas
you can use to enhance a LARP; concepts,
locations and frameworks that work as the
In a Vampire: The Masquerade LARP, you walk setting for the kind of events that make good
into this world. You assume the role of a LARPs. There are ready-made concepts that
vampire and experience their joys and terrors. you can lift and run with or adjust with your
A small LARP can model a tiny corner of a own modifications. Additionally, there is
bigger World of Darkness while a long-running information on how to use different kinds of
chronicle or a big urban LARP can bring a antagonists such as the Second Inquisition and
bigger slice of it into existence. the Sabbat.

You can try to make your political ambitions After reading this book, you will know what
into reality or fall in love with an ancient it is like to be a vampire in the World of
monster. You can carve a niche for yourself in the Darkness. The next step is to find a LARP or
society of the debased or seek their destruction. organize one and make the experience real.
Whatever happens, your story is your own.
You decide how your experience of Vampire
takes shape while helping and supporting other
participants to realize their own narratives. War of Ages
As you do so, you become part of a global A Vampire’s world is one of generational
community of Vampire LARP extending from conflict. Older vampires seek to use their
the U.S. to Brazil, from Turkey to Finland. progeny to carry out their dark plots and
Using this book as inspiration, you can put insulate themselves from consequences. The
together your own Vampire LARP or chronicle young want to carve out space for their own
and start building your own take on the World and make sure they will have the opportunity
of Darkness. to enjoy the fruits of an unageing existence.
When these goals clash, the War of Ages rages.

Players And Organizers This conflict is embodied in two great sects


of vampires: the Anarchs and the Camarilla.
The rebels and the establishment. In recent
This book is intended to give both players and decades, the Camarilla has retreated into its
organizers of Vampire LARPs tools and ideas to bastions of power, leeching off great mortal
bring the experience to life.Or unlife. institutions and pretending they direct the
course of history. Meanwhile, they have ceded
For players, it details the world your character control of the streets to the Anarchs, young
inhabits. Who are your allies and enemies, what vampires forming their own communities,
are the ancestral loyalties you are expected to burrowed deep into the lives of ordinary
assume? What does something like the Second mortals.
Inquisition or the Camarilla look like from the
point of view of someone who has just come Of course, this is just the most common
into this world? configuration of the War of Ages. Perhaps
in the city of your LARP, the Camarilla still

5
reigns supreme, its leaders scared to death over the rumors of how even great domains like Berlin or
London have fallen. Or maybe the Anarchs staged a revolution and drove out the Camarilla, only to
find that managing the Masquerade is not quite as easy as the Princes of old made it look.

Perhaps you decide that in this city, neither sect holds power. The domain is controlled by local forces
of your own design.

Your World of Blood


The World of Darkness is for you to make of it what you will. That is the beauty of LARP and roleplaying
games. When you enter a LARP in-game, your character is the main character of your story. Their
tragedy and terror are yours to chart out according to your vision while everyone around you is doing
the same.

As a LARP organizer, you will build experiences that your players will remember for years to come.
Your World of Darkness is the one they have experienced first-hand.

Cities And Domains


Through this book, cities such as Berlin or Nashville appear as examples of how vampire domains can
be constructed. Their purpose is to demonstrate the variety in the setting and provide models you can
draw inspiration from.

These descriptions are not the official truth on what’s real in the world of Vampire. This is especially
true if you happen to live in one of these cities and want to make your hometown LARP different from
what we describe here.

You should design your event the way you like it. These examples are not canon and you do not need to
follow them if you are planning something different.

6
Three Decades
of the Dead
The first LARP book for Vampire: The Masquerade was released in 1993, just two years after the
initial publication of the first edition of the roleplaying game. It was called The Masquerade and
laid out rules and mechanics for how to play Vampire as a LARP.

It is fair to say that the impact of Vampire LARP in the 1990s was explosive. In a few short years,
Vampire became the second most popular LARP genre in the world, after fantasy. Vampire LARP
was everywhere, brought a lot of new people into LARP and roleplaying, and became satirized in
popular television shows.

Looking back at the history of


Vampire LARP, it is striking
how quickly it became popular
outside U.S. borders. Although
traveling abroad to LARP was
even less common in the 1990s
than it is now, in just a few short
years from its introduction
in 1993, Vampire LARPs were
already being organized in
different European countries.

7
Making It Your Own

The way LARP works is that individual organizers cases, simple misunderstanding has accidentally
take a game like Vampire: The Masquerade or a prompted the development of a new style of play.
system like Laws of the Night and use it to run This has been the case when Vampire LARP has
their own events. As they do so, they necessarily migrated across sharp cultural and linguistic
make their own interpretations and changes to divides.
suit the tastes of their player base.
This means that today the field of Vampire LARP
Because of this, since the start there was variety is rich with many different takes on a shared
in the way Vampire LARP was played. The source subject. This is a wonderful thing because it
material may be the same but differences in style means that it is easier for different players to find
still abound. In the U.S. the most common style a way to engage with Vampire LARP that suits
of making Vampire LARP is Mind’s Eye Theatre, their own tastes.
hewing close to the mechanics published by
White Wolf and now By Night Studios. It has By Night Studios publishes material mostly
been enormously popular, providing thousands for the Mind’s Eye Theatre rules but this book
of players with the opportunity to engage in the is system neutral so as to be useful for as many
Eternal Struggle. different styles of Vampire larp as possible. In
addition, this book details online LARP and
Other styles have developed in many different Nordic Larp, each of which apply different design
ways. Sometimes an individual organizer has principles to create engaging types of Vampire
decided to change the system provided in Laws LARP that can supplement each other.
of the Night and make it their own. In other

8
Vampire Culture

Three decades is a long time; long enough for a subculture of Vampire LARP to grow, develop and
establish itself. This ties back to one of the enduring qualities in Vampire: The Masquerade. In many
vampire stories, especially older ones, vampires are solitary creatures, or a small brood as in Dracula.
Vampire: The Masquerade presents an entire society of the undead, a global network of vast sects like the
Anarchs and the Camarilla and clans which organize the vampires into recognizable types.

Community is one of the building blocks of Vampire, so it should not be any surprise that it has lent
itself exceptionally well to the formation of communities of play.

In a Vampire LARP, you can literally walk into the World of Darkness, or at least a fictional facsimile.
However—and perhaps even more importantly—you can be one of the types of vampires which inhabit
this world. You can be a Tremere or a Toreador, a Brujah or a Ventrue.

These archetypes have proved to have immense power. They make the LARPs accessible by providing
social shorthand that makes the world easy to understand. They allow for the exploration of identity
through fictional personas that interact with each other in the setting of the LARP.

9
An Embarrassment of Riches
Vampire LARP is flexible. There are a few common formats that showcase the breadth of options.

The chronicle is a series of Vampire LARPs in which the story continues from event to event. Some
events can be small, others big. Usually all take place in the same domain, such as a city. A chronicle
can go on for years.

An individual LARP is of course the basic unit of Vampire play. These can be small events of twenty
players or large spectacles of hundreds or more. The difference between a one-shot and a chronicle is in
how players approach their characters. You get attached to the character you play in a chronicle, but a
one-shot LARP means your character does not need to survive the night.

You can also make very small Vampire LARPs, perhaps of just a few players. You get together with
friends, make yourselves characters and sit down in a local cafe, playing an Anarch pack. This too is
LARP!

10
Chapter Two

VAMPIRE
SOCIETY
At the Elysium:

Annika Wall: At least we don’t have to worry about that one.

Salomé Diaz: Deja? I’m not worried. She’ll be entertaining. But she has a hunger for power deep inside
her. I can tell.

Annika Wall: Oh God, don’t you start on that too! Victoria Ash already said the same.

Salomé Diaz: She has good judgment. Some neonates are like this. They’ve spent their lives in the margins,
on the outside looking in, and convinced themselves there’s virtue in it. Now they’re dead, they realize
that they can just take power if they’re clever enough.

Annika Wall: Were you like that?

Salomé Diaz: Me? Oh no. I was born to power. The Embrace merely made it easier to hold onto it.

11
A SOCIETY
OF BLOOD
L ARP is not an individual artform. LARPs are always about groups and
communities. It could be a dozen characters or a hundred, but every character is
important, the protagonist of their own story and experience. Just as every character
is equally important, every player is afforded the same chance to experience the
best the event has to offer.

Differences in in-game status only mean that the play experience is different too.
The player of a Prince must manage a teetering regime beset on all sides by ravenous
monsters pretending to be allies while the player of a ghoul has nothing to lose in
their quest for immortality or death. When they interact in the LARP, the magic of
the event comes alive, and things start to happen on their own.

Since LARPs are about communities, it makes sense to ask what kind of a
community is formed by the Kindred?

Vampire: The Masquerade is a roleplaying game of personal horror. Its focus is often
on the internal experience of the player character, the horror of the Blood inside
you, the Hunger, the need for blood directing your actions and your thoughts. As
Humanity ebbs away, only a monster remains.

LARP provides an opportunity to look at the horror of Vampire from a wider


perspective. The horror in a Vampire LARP is personal, but it is also the horror of
having to spend your nights as a member of a society of blood. You may manage to
hold onto your morals, but does it matter when you are surrounded by murderous
creatures who do not care for your values or ideas?

And worse, will associating with them eventually lead to you becoming one of them?
Something less than human, good only at justifying your own moral degeneration.

12
Backstabbers One And All

If all Kindred are traitorous monsters who turn Of course, some Kindred do become solitary
on you the moment you turn your back, why hunters, avoiding the company of their kind.
would anyone spend time with them? Why However, these vampires tend to make terrible
do not all vampires disappear into the crowd, LARP characters because LARP is all about
content to hunt alone? connecting with others.

There are many reasons but the most


obvious one is that nobody is all bad. The
idea that monsters are monstrous all the
time is a comforting lie. Sometimes they
are perfectly pleasant. The same goes for the
Kindred. They have allies, friends, loyalties
and loved ones the same as mortals do. It
is just that the inescapable pressure of the
Hunger tends to eventually pervert close
relationships, turning friendship into
exploitation and love into pain.

A LARP is an event where you can see


what that looks like from a community-
wide perspective. Few among the Kindred
specifically set out to be evil, yet most
become so because their very sustenance
depends on hunting the blood of mortals.

Another reason to seek the company


of one’s Kindred is that only a vampire
understands what it is like to be a vampire.
Among mortals, the Kindred wear a mask,
pretending to be someone they are not. It
gets exhausting after a while, and it feels
good to talk to others who know what it is
like to meet your childhood friend and the
only thing you can think of is what their
blood tastes like.

13
Making Yo
ur Debut
The first
experien
neonates, ces Kind
red have
it colors with und
jaded an th e ir perceptio ead socie
d cynica n of vam ty vary w
l right fro p ir e commu idely. Fo
centurie m the sta nities. So r
s to arriv r t while o m e become
e at the sa thers tak
me conclu e decade
sions. s, even
There mig
ht even b
protected e the rar
by power e elder w
and priv ho has n
Camaril il ever been
la tells a ege that disillusio
b out itself th e y really be ned, so
believe th . I t is always th li e v e the sto
eir own b e preroga ries the
ullshit. tive of th
e powerfu
If you sta l to
rt play a
the start s a characte
of the LAR r who ge
P, c ts introd
chance e onsider h uced to K
ncounter ow the ex indred so
with a co p e r ience sha ciety at
towards n d e sc ending H p e s y our world
the Cam view. A
duration arilla or arpy may
of the ch the Tore lead to a
ronicle, a d o r as a wh r e se n tment
if you so ole that
choose. lasts for
Some neo the
nates en
Their sir te r th e world o
es and c f the und
la n s d o their b ead prote
painless cted and
and easy est to ma looked a
lucky the . It is ty ke their fter.
y are. Th p ical tha entry in
ey will a t th e se to th e night
their less ngst abo Kindred
lucky br ut becom do not r
e thren try ing und e a li z e how
their ow to learn ead pred
n, hunti th e rules o a to rs while
caught. ng in th f vampir
e bathro e existen
oms of d ce on
ingy bar
s terrifie
d of gett
Others st ing
art in th
they com e gutter.
e to Elysiu They kno
m and th w that th
feeders. ey are to
eir only p lerated a
eers are th t best wh
e mangie en
st Anarch
bottom
Some intr
oduction
Some of s into vam
the Trem pire socie
ere take ty are un
fledgling g o od care ique, or u
s obey the o niquely h
hierarch f th e ir neona orrible.
a modic y o f th te s, as long
um of co e clan. So as the
ripped fr mpassion metimes
om a mo for their a Nosfera
r tal life w y o u n g, knowin tu w il l have
and hop ithout an g how it
eless way y ability fe e ls
available to go bac to be
to the me k, even in
mbers of the false
The most o th er clans.
brutal in
Sabbat w troductio
ho mass n into th
Embrace e world o
Sabbat le sh f the Kin
aves tow ock troo dred is th
n, many p s in their mu at of the
and lone o f th ose newly r d erous wa
ly, traum Embrace r. As the
their kin atized a d vampir
d. nd confu es end u
sed with p lost
no idea
how to en
gage wit
h

14
Eternity
Eternity is a really long time. Eventually most Eventually, unlife’s infinite seductions get to
Kindred come to realize that these are the you. You feel like you accumulate victories
people they will spend decades, centuries, against your enemies and lift your peers but
and even millennia with. Mortals die but the in reality, you only replace one monstrous
undead endure. Everybody knows everybody, elite with another, seeking to suppress and
and everybody has allied with, betrayed, savage the next generation of neonates who
and tried to hook up with everybody. Petty enter the Elysium after you.
resentments go back for longer than borders
and social structures have existed. Perhaps you even resent how principled and
naive they are. How dare they seek to hold
This shapes the texture of Kindred society. onto their dreams when you had to give up
Many ancillae and elders are interested your own for the sake of security, power, and
in the young only because they bring the gratification!
possibility of something new. This is one of
the ways a Camarilla neonate’s introduction
into Elysium can go: they find themselves
courted by a gaggle of creepy ancients
hungry for something young, fresh, and still
connected to humanity.

For many Kindred, the trouble with


Elysiums and Anarch parties is that they get
to meet others who share their predicament,
but those same people are also the enablers
of their worst behaviors. Many things that
would seem shocking to a mortal become
commonplace to a vampire who sees their
peers behave horribly at Elysium every
Friday.

This is one of the most poignant tragedies


that you can play out during a chronicle,
especially if you start out as a principled and
naive neonate. You want to change the world
for the better, fight against your vampiric
nature and resist the corrupting influence of
the society into which you have been thrust.

15
WHY DO THE ANARCHS
HATE THE CAMARILLA?
I’ve been at this a while, from the birth of the L.A. Free States to the Anarch resurgence of the modern
nights. It’s not just what the Camarilla has taken from me personally; it’s what they have taken from all
of us, every Anarch who walks the streets at night.

There’s been so much pain and loss through the years. Blood Hunts called on spurious grounds, hapless
neonates staked and tortured, Anarch domains destroyed....

Most of all, there is the simple fact that the Camarilla betrayed us to the agents of the Second Inquisition.
They purposefully leaked key information about Anarch Havens which were then raided and burnt. So
many of us died in just a few short nights of fire.

Once something like that happens, how do you pretend that anything is okay anymore? The Second
Inquisition is an existential threat and the Camarilla saw it as a tool to exterminate us.

Every time I attend a meeting between the Camarilla and the Movement, I know that across the table
are Kindred who prioritized murdering us to their own survival. Sure, they pretend that they wanted us
to take the heat instead of them, but the truth is that all the agencies comprising the Second Inquisition
were emboldened immeasurably by capturing and killing so many Anarch vampires. In the end, that
hurt the Camarilla too because now all these different secretive organizations have real experience in
exterminating Kindred.

It’s no wonder many young Camarilla


vampires realized that what happened
to us could happen to them. In fact,
the Movement has seen more new
members from the Camarilla and the
remains of the Sabbat than ever. They
too have their own reasons to hate the
Ivory Tower.

— Salvador Garcia, the author of the


Anarch Manifesto

16
I guess the Prince just didn’t like my face. We’d Never went back to that little garbage town. Let
come to town real quiet-like, not making too the Prince stew in the juices of his tiny domain.
much of a fuss. Just parking my trailer at a local If I heard one day that it had been razed by a
camping site, my boys standing guard during pack of militant Anarchs I would raise a toast
the day. with my boys.

I didn’t even have a chance to flee. The Prince’s — Juniper, a nomadic Anarch
ghouls shot up my darlings, leaving them for the
cops to find, and torched my home. Everything I
owned went up in flames. My clothes, keepsakes A friend once asked me what’s the worst thing
from years past... just everything. My whole the Camarilla has ever done to me. Well....
past, destroyed.
I guess I’m visible. They know who I am, they
My boys were such a lovely bunch. So dedicated. know I’m an organizer. That protects me to
It took me years to replace them; to replace some degree. They fear that if I’m killed, there
everything I had. And you know it’s true what will be more Anarch violence.
they say: “You can replace a ghoul, but you can’t
replace the last memento of your mortal life. Still, they do what they can.
That’s gone forever.”
I’ve been kidnapped twice; escaped once, was
The Prince was a sneering sadistic bastard. freed by my friends the other time. A Brujah
Younger than I expected. Younger than me, I Sheriff once threw me to the floor in an Elysium
realized as he gave me his little speech about and told everyone who fancied a drink to have
honoring the borders of a domain and all that a bite. They’ve tried to frame me for all kinds of
crap. crimes: betrayal, murder, diablerie, and so on.

It was bad. I’m not going to give you all the The bottom line is it’d be easier to like the
details. Torture, keeping me so hungry I almost Camarilla if they weren’t constantly trying to
yielded to the Beast.... They like their power tear us down.
games, those Camarilla do. They want to feel
like they control you. It gets them off more than — Rudi, Gangrel neonate
the Blood, more than anything.

Well, Auntie Juniper is not without a trick or I don’t hate the Camarilla! Not at all!
two of her own. I let him think he had broken
me, made me fall in love with his power. Real Why, I find Ventrue boys to be cute and tasty.
Stockholm syndrome shit. I slipped away while Nothing can compare with the delightful little
he was preparing to introduce me to his domain sounds they make as you suck ‘em dry.
as his childe.
— Agata Starek, Brujah ancilla

17
WHY DO THOSE IN THE CAMARILLA
HATE THE ANARCHS?
Why do I hate the Anarchs? That’s a fucking That was the problem, I guess.
mystery. What did they ever do to me... except
burn down my home, try to end me, and murder I was at work correcting translations from
everyone I cared about? Aramaic when I heard screams downstairs. I
rushed down to see this huge monster of a man
I was just a research assistant, in life and in force a wooden stake through the chest of the
undeath. I worked at the Chantry, helping the caretaker of our building, old Mr. Wozniak.
older Tremere with their studies. I know there I remember thinking: “What a fucking idiot!”
are serious schisms in our clan but my Chantry Mr. Wozniak was a ghoul. What was the point
was always very traditional, very Camarilla of staking him?
oriented.

18
The man realized his mistake when blood started My new friends killed my sire using the
to pool at his feet. He yanked out the stake and information I gave them; just staked him in his
looked straight at me. He said: “My bad. Let’s Haven, and sat him down facing the windows
see what happens when I try the same with you.” to the east.

I tried to run back up the stairs but he was just Betraying my sire... surely that’s enough? What
so fast. Probably a Brujah. He knocked me down more do you need to do to prove yourself to the
to the floor and crunched the stake through my Anarchs?
back.
It turns out that they didn’t care about me.
I’d never had that done to me before. I was in They just wanted a pretty little trophy—a pet
agony, paralyzed and helpless, watching out Ventrue they could make fun of when they were
of the corner of my eye as more Anarchs ran too scared to actually go against the Camarilla.
past me and poured gasoline all over the shelves
of our library. So many unique books, rare My sire told me that he was a powerful and
editions... all going up in flames. respected vampire. That was just another lie.
He was a nobody, a minor functionary in the
The Anarchs laughed as they ran from the local Ventrue machine. The Anarchs killed him
building. The flames licked my face, singeing because he was easy. When it came to those
my hair. in the Camarilla with real power, they turned
chicken.
If poor old Mrs. Wozniak hadn’t dragged me
down to the vault and locked us both in, I would I didn’t want to spend my eternity with these
have died in the conflagration. useless fools who didn’t respect me. Lineage
matters among the Ventrue and once I found
— Jiao Liu, Tremere neonate my sire’s sire, I went to her and introduced
myself. I confessed everything I’d done.

I don’t advertise it but once I was one of them: an She forgave me. I cried from relief when I
Anarch. You know how some Ventrue Embrace realized I was where the real power was: among
for skill, ability, and talent? I like to tell myself the Camarilla.
that my sire did that too.... But he didn’t. I was a
young actress, he was feeling disconnected from — Annika Wall, Ventrue neonate
humanity, and he projected his feelings onto me.

I was a doll he wanted to keep in his Haven I just hate what the Anarchs did to our clan.
and pretend to love. Once I understood what Being a Brujah in the Camarilla is so much
had happened to me, I escaped and fled to worse now that Theo Bell had his little temper
the Anarchs. I desperately needed friends and tantrum and murdered Hardetstadt.
believed the hype: “Anarchs take care of each
other, fighting against the rule of the aged to Pretty much everybody in the Camarilla now
establish their own unlives.” regards our clan as traitors to the cause, the
ringleaders and the demagogues who caused

19
domains to collapse into chaos. I’ve personally been insulted by former friends who could no longer see
past my clan!

The Brujah are supposed to be the clan of philosophy, wisdom, and learning! Our roots go back to
antiquity! Our history is one of reasoned debate, not bloodthirsty barbarism!

We have always struggled with the smears other clans have inflicted upon us but now.... It’s impossible
to deny that the Brujah really did betray everything that was good and proper in the world of the
Camarilla.

Every Final Death—every lost Haven in recent years—is a result of the juvenile Anarch desire to riot,
steal, and murder instead of building something of their own. I will never forgive them for tempting
my proud clan into becoming the scum they are now.

— Roman Delgado, Brujah ancilla

20
NIGHT TO NIGHT IN THE ANARCHS
Rudi, Gangrel community organizer:

Maybe you were chosen randomly or maybe The Embrace cut you off from all of that.
the person who Embraced you was someone You’re still here, perhaps you even try to hold
you thought you knew. It doesn’t matter. onto the life you led, but now everything is
What matters is that one day you were different. When you hug your boyfriend, you
living a life. You were a student, employee, feel the blood coursing under his skin and
parent, spouse, child, you had a place in the wonder what it tastes like, what it would feel
society around you. You had a role, prospects, like to sink your teeth into his body and just
worries, joys, and sources of stress. drink and drink and drink....

Some adjust quicker, for others it takes


more time. Whatever the case with you, you
realize you’re part of an invisible society of
predators. Your problems are not yours alone.
Your existence is impacted by other Anarchs,
young Kindred like you.

You learn about hunting territories, rules and


limitations, punishments and opportunities.
You learn about the Masquerade.

As you settle into Kindred society it becomes


harder to maintain your connections to your
old life. Your mortal friends wonder at the
change that came over you. You struggle to
pay your rent and wonder if you should turn
your landlord into a ghoul now that someone
explained how that worked.

After a year of unlife, you no longer make


rookie mistakes on the hunt. Anarch business
takes more and more of your time whether
you like it or not. You’ve grasped that great
secret forces like the Camarilla, the Sabbat,
and the Second Inquisition will simply not
leave you alone. And then you learn about
werewolves; yip, they’re real too.

21
There are choices you can make. You can try You can’t live the life you led before, but you still
to maintain a mortal existence, pay your bills, need a place to live, money, somewhere to hunt
pretend that you’re still alive. It’s possible for a for blood. The best way to have all those things
decade or two but as time passes you must put is to live close to people, night-to-night. They
more and more work into it. keep you human and stop you from becoming
an animal.
Or you can just let go. Many Anarchs make
so many mistakes in their first few months as Some Kindred say that we are poison, that our
vampires that there’s no repairing the damage. touch contaminates everything. We should
They become Nosferatu who live in the sewers forget those we loved because as Kindred we
or Brujah toughs whose night-to-night existence can only hurt them.
is not so different from a mortal criminal gang.
I’ve seen plenty of evidence that this is true yet I
The vast majority of Anarchs are neonates. refuse to accept it. Our blood is not our destiny
Ancillae are rare and elders even rarer. Many and we can become the better people we want
older Anarchs choose to keep themselves apart to be. This is not a solitary pursuit: as Anarchs
from the mainstream of Anarch society. It’s this is what we should strive for, together.
easier to be a legendary Anarch if people don’t
see you at the bar every night. Every night is a struggle, but every night is also
an opportunity to improve. This is not a grand
I’ve done so much to help others I forgot to project but a series of nightly choices. Are you a
help myself. I suppose that’s the irony of trying monster whose existence brings pain or a secret
to hold onto your humanity by trying to be a friend who protects the community?
good person. I’ve always felt that good is not
something you are but something you do. If The couple of decades I’ve been a vampire is
your acts help others, you’re fine. not much by Camarilla standards but from
the perspective of recently Embraced neonates
For us in the Anarchs, humanity is always right it’s an eternity. I never realized how far I’d
there, at the distance of touch. Sometimes it drifted from their experience until I heard the
feels like this only underscores the fact that nickname they gave me.
we’re not human. I wonder if it’s easier for a
Camarilla vampire dwelling in their luxurious They called me “The Melancholy Man”, for
Haven to maintain the illusion that they’re not believing things they think are impossible and
so different from the human they used to be. that can only bring sadness. I don’t care. I still
believe in our better natures. Even if I lost all
Here’s what I always tell our neonates: hold connection to my own human life in the throes
onto your mortal life as long as you can. Maybe of our fight to protect ourselves.
it’s hard to keep your job but at the very least
you should still visit your grandmother in
the hospital. Make up a story about health
problems, a new job... something that lets
you keep contact with at least some of the
touchstones of your mortal existence.

22
Bian, nicknamed “Bian the Bloody” by her fellow Brujah:
I don’t care about who you were, or what you now think is important. Those are luxuries for when
nobody is trying to kill you.

Being an Anarch is a battle against impossible odds. Looking at what’s happened in the last few years,
you might imagine that we’re doing well. Camarilla domains are falling, Anarchs are resurgent.

It’s all an illusion. Camarilla negotiators accept our demands even as their masters hire Banu Haqim
assassins to murder our kin. There are no easy victories. The enemy is never completely defeated, not
even when you stand victorious over the ashes of a Prince.

Welcome to the War of Ages. This is your war even if you never signed up for it. Your elders are seeking
to control you, toy with you, suppress you; your only choice for dignity in unlife is to fight back.

You had a wife or husband when you were still mortal? Congratulations. Prepare for the night when the
Camarilla or Second Inquisition murder or kidnap them.

You have a child, a cause you believe in, a community you were part of? All liabilities, all future losses
in this war.

Yet... we have no use for you if you can’t control yourself. You have to be able to go through your nights
discreetly when the situation calls for it. You have to have something that keeps you sane even if you
have cut yourself off from everything that could be used against you.

Believe in us. Your compatriots. Your Anarch comrades. The only Kindred who will ever look out for
you.

Trust me when I say it matters why you kill. The Camarilla took everything from me, but they never
managed to take my humanity. Or at least, not all of it. I still have things I cherish, that remind me of
why we fight. One night this war will be over. We will be free to do as we like.

I know the war seems eternal and I know I have so much blood on my hands I shouldn’t be talking of
hope... yet the idea of something better is the only thing that keeps any of us going.

23
NIGHT TO NIGHT IN THE CAMARILLA
Salomé Díaz, Ventrue heiress:

You started to feel like something was wrong could step. The doors of an exclusive secret
long before your actual Embrace. It felt like society opened just for you.
shadowy figures seemed to always lurk in
the background, watching your every move, Perhaps it was less stressful when you were
evaluating and planning. ignorant and naive. Before you grasped the
dangers in your path and the threats behind
The nature of your Embrace depended on how the smiles.
your sire wanted to conduct such an important
event. Perhaps he was a Toreador romantic who The Camarilla always talks a good game about
drained you dry of blood on a bed of roses. Or how they’re there for their Kindred.
maybe she was a Nosferatu, jaded and cynical,
who unceremoniously Embraced you in a A year in and you’ve learned that if you make a
disused service tunnel. mistake on the hunt, they might just kill you for
a Masquerade breach. That if you fail to follow
Whatever the case, suddenly you saw another the will of the elders you will be punished but
layer of reality; a new world into which you also, they won’t tell you what the will of the

24
elders is. You’ve become conscious of the fact Henry Thomas, Gangrel Sheriff:
that you were inducted into the first level of a
secret society but there are many, many more. Some nights, this feels like a dream. Growing up
You know that if you just manage to persist for I knew our family had secrets. We were not rich,
decades, centuries, or even millennia, you will and we were spread all over, relatives in Mexico,
slowly make your way into ever more exclusive the U.S., Guatemala, Colombia.... Strange
hidden centers of power. relatives I saw at family events, whispering their
business.
There are many neonates in the Camarilla, young
vampires like you. The most visible wielders of The tradition was that the Gangrel bloodline
power tend to be ancilla, sometimes defined embedded into our family for centuries
as Kindred whose very last mortal relation has Embraced one childe each decade. The best and
died. the brightest of that generation.

Once you’re old enough to be an ancilla, you find I don’t know what happened last year when
yourself in a difficult position. You have to keep my generation’s turn came up. My sire, an old
the machinery of the Camarilla running such as Spanish Gangrel, chose me as his successor and
the Elysiums and business empires. You know then he left. I’m not the best or the brightest but
every neonate dreams of taking your place. Yet now I live in a mansion, I have servants, money,
you’re not really free. The elders, reclusive– access. Everything was just given to me for free.
perhaps disappeared–still cast a long shadow.
As you make your moves, it’s worrying to think Still, I don’t like it when the Anarchs criticize
what happens when a long-lost elder suddenly us for being Embraced into the easy life. I had
shows up. a steep learning curve. Managing a staff of
servants is no easy task, especially since many
Exist long enough and you become that elder. of them are ghouls. Keeping the herd organized
The mortal world becomes increasingly is a lot of work, and so is representing the clan
confusing, and the world of the Kindred is little in Elysium.
better. Most neonates are every bit as baffling
as the generations of mortals they’re Embraced My sire didn’t leave me with many instructions,
from. but he did tell me that I must always project
the strength of the clan. If the Kindred of the
This makes most elders reclusive, temperamental, Camarilla see me smiling, looking good at their
and prone to grandiose intricate plans of control little parties, I will be left alone. If they smell
and domination. What’s worse: they have the weakness or fear, they’ll take everything I have.
power to pull it off. The fact that they disappear
into the Beckoning or enter torpor just makes The truth is that I am weak. It’s not so long
it unpleasant because then their plans are left ago that I thought vampires only existed in the
unfinished, dangerous forces loosed upon the movies. Now I am one and I know there are
world with no control or oversight. so many terrors in the night waiting to tear
me down. Sometimes I wonder what kind of
thoughts my butler has about me. Does he want
to use my blood to cheat death too?

25
It’s no use falling into paranoia. It’s just another That’s the promise of the Camarilla as it was
type of weakness. The only thing that keeps me explained to me: I’d be part of this ancient
going is the other recently Embraced Kindred power structure; a secret organization where
I’ve met in Elysium. Talking with them, I’ve powerful vampires would steer our destinies.
realized I’m not alone. We’d have no freedom, our nights ruled by the
whims of our elders.
Sometimes this is a nightmare. Nobody really
talked to me about how hard it is to keep hold It was dark, sure, but I also took comfort in it:
of my humanity when everything around me I thought there was a plan that we could follow
suddenly changed and every servant obeys my and orders we would implement.
whims. I look at them, the maids, gardeners,
and drivers, and I wonder what they taste like. I didn’t realize that in so many domains,
I know there will come a night when I lose neonates like me are the inheritors who fight
control. night-to-night to keep the demons at bay. We
have no one to tell us what to do. So many
It’s all we can do to keep the lights on. The elders just left!
Anarchs eat away our territories with the
defections of whole clans, mine included. There’s only one thing that made it easier for
The Second Inquisition is everywhere and we me: I realized that when I look at all the liars
can’t really hit back at them. Then, in the dark and poseurs at the Elysium, I know that deep in
corners of the city, whispers of more insidious their un-beating hearts they are just as scared
threats carry on the wind. and lost as I am.

The Camarilla is the best hope we have for When they feel threatened by all the dangers
making our kind into something more than the night throws at us, they look at me to
monsters. To create a legacy. Our enemies seek protect them. The question is, who will protect
to destroy all that by turning our strengths into me?
weaknesses and their losses into victories.
I know that the night will come when I’m
I suppose my sire found it logical, in his own called to investigate, and it will be something
way, to Embrace a sheriff for the role of a new that will consume me. If not in the form
Camarilla Sheriff. The trouble is that the small of a violent death, then because I will give in
town where I lived and worked had some to the temptations of the Blood inside me and
property theft, people got rowdy at the bar on degenerate into just one more killer.
Friday nights, and maybe there was a murder
once every ten years....

None of that prepared me for what I have to


deal with now. Sabbat psychos leaving strangely
sculpted corpses in their wake. Anarchs
firebombing our Havens. Worst of all, our own
elders are disappearing and leaving us to keep
everything together.

26
Small Events
Chapter Three
Where the
Kindred Congregate

At an Anarch bar:
Aisha az-Zahra: The vampire is a lone predator, Sebastian! You must accept the
darkness within. You will always remain separate from the common herd.

Sebastian: We’ve been seeing other Kindred every night. Literally every night.

Aisha az-Zahra: Of course. Who but others of our kind can really understand
the struggle we go through?

27
Sebastian: Out of respect for your age and position I will only say that I thank you for your wisdom.

Aisha az-Zahra: Out with it! You know I detest the trappings of status, the groveling, those eager to
please just because of my age.

Sebastian: It’s just... sometimes your advice is inconsistent. You talk to me about being alone, self-
sufficiency, but you yourself have a great hunger for company. Especially the company of the young.

Aisha az-Zahra: Insolent whelp! You should know better than to point out the hypocrisies of your elders!

Sebastian: Yes, Ma’am. I apologize.

Quick and Easy


This section features four quick and easy scenarios you can make into a LARP. The basis for a LARP is
always a social event. This can be a wedding or a funeral, or as is the case here, typical social gatherings
from the world of Vampire.

Since these are common events in the setting of Vampire, you do not have to justify why these characters
are here. Rather, you can focus your energies into coming up with the minutiae of characterization and
plot. What kind of tensions and conflicts come to the fore during this event?

Fortunately, the Kindred are a fractious lot so it is not difficult to explain why they are at each other’s
throats yet again.

Generating a LARP Concept


If you want to get a LARP going quickly, here is a checklist you can go through to make a small Vampire
LARP for a single evening:

1. Location options. What kind of possibilities do you have when it comes to the venue? Are you running
the LARP at a convention or are you renting a bar or a ballroom? Do you have great open-air options
nearby? Do you have personal connections that make a specific interesting venue available to you?

Based on what you come up with, you can see if any of the options presented in this section make
sense for the locations you have available. The Toreador salon and the Brujah bar are especially flexible,
suitable for being set in many different environments.

2. LARP concept. Who are the characters and why are they here? This section presents four different
LARP concepts that are easy to use. Feel free to come up with your own.

Decide whether this gathering is Kindred only, or whether there are ghouls present. Perhaps there are

28
unwitting mortals, forcing the vampires to operate under the Masquerade and allowing for hunting to
become part of the play.

3. Sketch out actions and conflicts. What do the characters do at the LARP? What generates conflict?
The answer to the first question should be baked into the concept but it is useful to elaborate on it some
more. For example, if the characters are Gangrel who have come together to tell stories, it makes sense
to think what else they can do. Fight each other, make deals, settle grudges, etc.

As to conflict, fortunately the setting of Vampire provides a lot of opportunities. The young against the
old, insiders versus upstarts, Camarilla versus Anarch, and so on. It pays to exaggerate these conflicts to
make sure the players do not resolve them too quickly.

4. Make a LARP. At this point, you should have everything you need to know regarding what you and
your players should be doing. Find a location, get players, write characters or ask your players to make
them themselves. Whatever works best for you. And after that, run the LARP and have fun!

SWIMMING WITH THE


SHARKS
I met the most delightful young man today, a
Brujah if you can imagine. They are fun to play
around with and this young gentleman was no
exception. His name was Sebastian, but I told
him that was no good because I already know a
Sebastian. I decided to call him Doudou because
as long as he didn’t speak or do anything, he was
quite cuddly.

It was the opening of a new art gallery called The


Craving. Some of the younger members of my
clan were associated with it, perhaps even one of
my descendants. Who can track them all?

Mortals, ghouls, Kindred, all united by their


appreciation of beauty. Some elder vampires fall
into the embarrassing trap of regarding all art
created after their Embrace as inferior. This is

29
just one of the ways in which they showcase their
inability to exist in the modern world.
LARP Concept
The salon is the quintessential gathering for
Me, I appreciate everything. Though I might genteel Kindred who enjoy the arts. It can
space-out when a beautiful young artist explains take many forms, from an actual literary
their ideas to me but in my defense, I’m taking a salon held in the Haven of an elder Toreador
moment to appreciate the play of veins on their to the opening of an art gallery or a private
neck. late night rendition of a performance that has
been making the waves.
The funny thing about Doudou was that his
friends had told him to come to the opening to Camarilla sophisticates are famous for their
get acquainted with our clan. Such a prank to play cattiness, and social games. Fashions come
on a poor defenseless childe! Surely, they knew and go at a dizzying pace and it is difficult
that this pack of piranhas would tear him apart! for someone not attuned to the clan’s culture
to keep up.
And sure enough, that’s what was happening
when I made my entrance. They were swarming The small gatherings of Camarilla high society
around him, insulting him in ways he could not make for great small LARPs. They can be set
comprehend, insinuating, seducing, betraying... in a wide range of venues and the choice of
all in the space of just a few minutes, like we are location can be explained by the latest trend.
wont to do. Art galleries and hotel suites are obvious but
if the fashion suddenly dictates that the clan
I found it unsportsmanlike, so I decided to bestow must congregate in the most rancid dive bar
him my favor. I went up to him and asked what imaginable, then that is what the clan does.
he thought of a video installation of a screaming
weatherman. This is really the funniest part: he
didn’t know who I was, or that I was one of the
Kindred. He tried to hunt, you know, me! Design
I let it happen, of course. It was priceless to see my To get the most out of the social games of the
poor Camarilla compatriots so confused! It was vampires, the participants must have an idea
when Doudou drank my blood that he realized of what is cool right now and what is already
his error. I told him it was okay. I wouldn’t kill a hopelessly outdated. Because members of the
pretty thing like him! clan are prone to excess and bizarre fashions,
you can spice up the LARP by making up a few.
Well, not tonight. Perhaps there is a sudden trend for having a
Nosferatu paramour? Maybe the members of
- From the diary of Victoria Ash, Toreador elder an artist collective become a must-have item
as a ghoul, but there are just four of them?

It is very common for fashion-conscious


Kindred to mingle among mortals even when
they get together. They enjoy fooling the

30
mortals and playing strange games
with them. From the perspective
of a mortal, this can be fraught
because the chances of getting killed
are balanced by the possibility of
a surprise Embrace by a Toreador
overcome with emotion.

Characters at a Kindred salon must


include the hosts and a good selection
of fashionable vampires. Apart from
that, the characters can be from all
walks of unlife. Most will be young of
course, with a few ancillae. Toreador
elders enjoy demonstrating they can
still blend with the mortals even if
they cannot really mingle with their
own clan without making everyone
afraid of their new whimsy.

A salon works as a type of event in


an ongoing chronicle. Many of the
characters present will probably be
Toreador but it works best if there
are others as well, to provide nuance
and variety.

31
At The Fireside
“Come on, that’s bullshit,” one of the neonates said, a young French woman called
Cyra. “Just ridiculous.”

“I swear on my sire’s ashes,” Lukas protested with


mock sincerity. “It’s all true! Gangrel Valkyries really
did assassinate Olof Palme! This is the proud history of our clan!”

“Whatever,” Cyra muttered, shaking her head. “Does


anybody have a story that isn’t like super dumb?”

Rudi sighed and looked around the circle of faces gathered around the
fireside. Since when had he become the enforcer of clan traditions?
Despite his misgivings, he said: “Play nice, Cyra. This isn’t about the truth. This is
about telling a good story. We’re all Gangrel here. We’ve gathered to spend the night telling stories
for millennia. Camarilla or Anarch, our stories endure.”

“I have a story for you, Anarch boy,” Cyra said, the firelight making her face a malevolent mask.
The forest was silent beyond the circle of illumination, black trees silhouetted against a black sky.
Much of Europe had been cleared of its old forests centuries ago but here, in the north of Sweden,
civilization was still far away
.
Rudi felt a weight settling on his shoulders; it was the knowledge that whatever tale Cyra chose to
tell would be an unpleasant experience for him. This too was part of the tradition: telling stories
about those who are present to air grievances old and new.

Some of the older and more bestial Gangrel would react to such a provocation with violence. But
not Rudi. He fought for Anarch freedom, but not over social spats and slights.

“This is a story about a young Gangrel, just recently Embraced into the clan,” Cyra began.
“The young Gangrel is you,” Lukas interrupted, laughing. “Let’s not be pompous!”

“Fuck you,” Cyra growled, and Lukas shifted uneasily. He was not a brave man despite his propensity
for joking at the expense of others.

“Go on, Cyra,” Rudi said softly.

“The Gangrel were leaving the Camarilla,” Cyra continued, “retreating from the shadows of the
Ivory Tower. The great and good of the clan were fading away into their hideouts and secret places...
but no decision among the Kindred is ever unanimous. This was true here as well. My sire didn’t

32
want to go. He had spent all his unlife building the Tower and protecting it from threats big and small,
so why would he go?”

“That was his right,” someone said. “We don’t force people to leave.”

“I wanted to leave! I didn’t want anything to do with the Camarilla!” Cyra shouted. “I escaped my sire
and sought out the famous Rudi, the Anarch organizer, the terror of the Camarilla establishment. From
what they said, I thought Rudi would surely help me; that he would shelter me and that his Anarchs
would take care of me and keep me safe from my sire and all the other monsters.” “Sometimes they’re
just too powerful,” Rudi muttered.

“That’s right,” Cyra said, staring at Rudi. “My sire came to the Anarchs, to their hideout, and said he
would take me back. And none of these cowards lifted a finger.”

“Come on, give him a break!” Lukas laughed again. “Your sire is Karsh, the Warlord of the Camarilla.
How is anybody supposed to fight against him?”

LARP Concept young, a few old, and perhaps a ghoul or two.


Some predominantly city-dwelling Gangrel
should be present, but the bulk should be
Gangrel come together to meet as a clan, to nomadic or more country dwelling. The majority
sit by the fireside and exchange stories. It is a of the characters should know each other but
simple, functional concept for a small LARP of there can be visitors from other domains as well.
five to 15 participants. A duration of three to six After all, along with the Ravnos, the Gangrel
hours works well. are the biggest wanderers among the Kindred.
Since the Gangrel are not known for their Since most Gangrel have left the Camarilla,
expensive lifestyles, the LARP can be organized most characters are likely Anarchs or unaligned.
in a variety of settings. The most atmospheric
choice is to organize the LARP in an actual Players should know in advance that they are
campsite during a summer night so that the expected to tell a story in-character. These can be
participants feel the wind in the trees and the tall tales of clan exploits but also used to create
night on their skin as they tell their stories. drama. Perhaps a character uses the opportunity
to reveal the ill deeds of a respected clanmate or
Other options are possible as well such as tries to get revenge for perceived slights?
renting a section of a bar or using the corner of
a room at a gaming convention. It is easy to fit this LARP concept into an
existing chronicle as long as there are enough
Design Gangrel characters to make it work. In that case,
it is a mini-LARP meant for the Gangrel only,
featuring a few guest characters from further
The LARP works best with a wide variety of away and perhaps allowing a few non-Gangrel
Gangrel characters. We suggest that most be to sneak a peek at the clan’s culture.

33
DIVE BAR
“I suppose I should warn you,” Dee
said, stopping just as she was about
to open the bar door. “You gotta be
tough. If they think you’re a wimp,
they’ll make mincemeat out of you.”

Sebastian scowled and looked Dee


up and down. His guide did not cut
an imposing figure. Dee was short
and shifty, hardly a model of Brujah
power.

“If that’s true, how are you still here?”


Sebastian asked.

Dee laughed. “I have talents you


don’t. Let’s go.”

The bar was a dingy affair, with a


filthy illegible sign and brick walls
that looked like someone’s head
got bashed into them every night.
Inside, a cloud of stale cigarette
smoke would have been a blessing.
Without it, every grimy surface was
uncomfortably visible.

“You owe me a boon, Dee. I intend to


collect,” a tall biker called from the
pool table.

“I’m good for it! Honest!” Dee said


unconvincingly and led Sebastian to
the bar. The patrons stopped staring
and went back to their beers.

“Who are you supposed to be?”

34
Sebastian turned slowly to look at the woman who had spoken. She had a broken nose and wore a
leather jacket. She was leaning on the bar, an untouched beer in front of her; details that hinted to
Sebastian that she was one of the Kindred.

This was the moment. Dee’s warning echoed in Sebastian’s mind. They would peg him as someone to be
reckoned with or a weakling who could be bullied and bossed around.

Sebastian took the stranger by the greasy hair and smashed her face into the bar. He felt the broken nose
giving in against the surface of the bar. Blood spattered. He still was not used to his newfound strength,
the gift of supernatural power from the Blood of his clan.

“Anyone else want to make a thing of it?” Sebastian asked loudly, turning around to look at the bar.
Dee was staring at him, eyes wide. So was the barkeep and the other patrons.

“What did you do that for?” Dee asked, checking on the unconscious woman, her face still on the bar.
“Haha, this is a human! You just bashed in the face of someone’s ghoul!”

“Dammit, you told me to...” Sebastian started but then quieted down. Eyes in the bar had turned
towards the pool table. Two people were playing, a man and a woman.... She was blonde and shorter
than Sebastian in an oversized flannel shirt that looked like it had belonged to someone else.

“That was my ghoul you just knocked out.” Agata Starek did not sound particularly angry. “I’ll make
you a challenge. Come play against me. If you win, you walk away. If you lose, I’ll rip your throat out.
But don’t worry. I’m terrible at this game.” She laughed at her own joke, not really looking at Sebastian.

“Hope you know how to play,” Dee whispered as he walked to meet his fate.

LARP Concept

Vampire low lives, criminals and revolutionaries have their hangouts in almost every city. Many of
them are Brujah. The clan is big, unruly, and largely composed of young Anarchs who want to get
rowdy. If you want to make a LARP out of a night in a vampire dive bar, you can take the literal route
and use an actual bar as the venue. Alternatively, you can use any place that could sensibly host an
“illegal” in-game party.

You can also run this LARP in a convention, assuming you have a private space and players who can
imagine themselves in a dive bar.

Sometimes the vampire dive bar has mortals too, in which case the Masquerade is in effect. These

35
mortals are drifters, lowlifes, drug dealers, and similar types. It can be fun to make them predators too,
eager to hustle the vampire characters. The player of a Kindred character then has to choose whether to
go along with it for the sake of the Masquerade or use vampiric abilities.

Such a bar can also be for Kindred and ghouls only, at least for one night. In that case, vampires can
fight openly among each other. This is good because cracking skulls is part of the fun of playing dumb
and violent vampires.

Design
The dive bar works when you have 20 to 50 players. Most of the characters should be young Anarchs,
often Brujah. You can have a few Camarilla characters in there as well. Perhaps they are slumming,
or here to act as envoys. Whatever the case, they provide a little spice to the social dynamic of the
situation.

Before you run the game, it is good to make sure players know that among the regulars, fights do not
always have to be life and death. You can hit somebody in the face and then laugh and share a vessel
with them. It is no big deal. This makes it possible for players to have fun with the violence inherent in
the clan without escalating the situation too much.

36
GIVE UP EVERYTHING

This is just a quick note letting you know I did Once we’d chatted for a bit and I’d poked my
like you told me to. I’m not sure I should be nose everywhere I could, people started to show
doing favors for you but they tell me Victoria up. Zhala and Elin welcomed them and told
Ash doesn’t like getting a “no” for an answer. them to kneel as they waited. They talked in
these soft murmurs that made even me feel like
The Ministry. This was the dodgiest place I’ve I was being hypnotized.
ever been to. You told me to go check them out
and that’s what I did although I’m not sure I I wanted to stay for the ceremony but I
managed to scout out any secrets. remembered what you said: it would be a bad
idea... that I might enjoy it a bit too much.
The way to access the temple was through the
back room of a massage parlor. There were stairs — A note from the Ventrue Deja to Victoria Ash
leading down, incense in the air, red and green
colored lights....

They figured out I was one of the Kindred and


they were surprisingly welcoming, considering
I’d never met them before. Two women, they
said their names were Zhala and Elin, members
of the Ministry. They were very open and offered
to take me on a tour of the premises.

I accepted of course. There was an altar with a


naked man lying on it. They said he was a ghoul
engaged in religious devotions. They also told
me to have a sip if I wanted. I was thirsty so I
did. The energy in the man’s blood was not what
I expected. He felt so happy.

I was thrown by that, so I didn’t ask questions


about all the paraphernalia. The ritual knife, the
cheap-ass statues of various gods and goddesses,
the jumble of cultural symbols, the sound
system they’d rigged up, the music they played.

It all looked so cheap, but I thought that just


can’t be all there is to it. I couldn’t get the taste
of the man’s blood out of my mouth. They told
me he was a judge.

37
LARP Concept

The Ministry specializes in building cults of options in terms of venue, it requires more props
mortals to act as herds, vehicles of influence, and scenography than the other three clan-
and buffers against the troubles of the World of based LARP ideas presented here. A ritual space
Darkness. It is not difficult for an experienced must look the part, after all. One consideration
Ministry vampire to abandon their cult, escape, to keep in mind is the religious sensibilities of
and rebuild in another city. After all, there your players. If it is okay for them, you can draw
are people seeking meaning for their lives inspiration from real religions and cults, but
everywhere. you are generally safer making it more fictitious.

The great advantage of a Ministry cult as the After all, members of the Ministry are not
basis of a small LARP is that cult ceremonies are particularly concerned with the authenticity of
excellent content. Because Ministry vampires are the religious front they build for their gullible
often happy to use whatever spiritual framework herds.
works best for their intended targets, you have
a lot of leeway on how to design the experience.
Although a Ministry cult LARP offers a lot of

Design

A good Ministry cult LARP features 15 to 40 add non-Ministry characters and give them
players, most of whom should be mortals with conflicting motivations and plans. Perhaps the
no conception of vampires. They believe they Ministry is in danger of getting run out of town
belong to a secret religious group that grants and they invite Camarilla and Anarch vampires
access to real truths about the world. Of course, to witness their ceremonies, hoping that they
in reality they are members of a vampire’s herd. become so enamored of easy blood that they
withdraw their objections to the Ministry’s
Just going through the rituals of the cult presence.
provides plenty of interesting LARP action,
from the initiation of new members to collective One or two of the mortal characters can be
affirmations of the faith. Sacrifices can play a relatives and friends of a former victim of
part, where mortal members are symbolically the Ministry cult, here under false pretenses,
sacrificed, requiring only a small bite from one seeking to find the right moment to have their
of the cult leaders. revenge. Or perhaps they are ghouls abandoned
by another vampire, desperately seeking for a
To make the LARP more complex, you can fix.

38
Interlude:
BOYTOY

“I won”, Sebastian insisted. “I won


and you promised I’d be okay.”

Playing pool against Agata


Starek had been nerve-wracking
but Sebastian had won handily.
Either Starek was just playing
with him, or she genuinely did
not know how to play.

Only his victory did not free


him. Instead, Sebastian had
been dragged along when
Starek left the dive bar.

“Stop whining”, Starek said.


“I’m going to make a man out
of you yet. You look too pretty
to be credible. It’ll help if you
have blood on your hands.”

Sebastian was a good-looking


man and he knew it. It had rarely
been a liability before but somehow
he started to feel that maybe with
the Anarchs it would have been
better to look rough and violent.

“Hey, look, I appreciate...” Sebastian did


not get further because Starek grabbed

39
him by the throat and pushed him against the Starek whispered as she yanked open the kitchen
fence of the estate they were skulking around. door, its lock breaking surprisingly quietly.

“I’m doing you a favor, little boytoy”, Starek ***


said. “I want to see you stick around. You need
a rep.” During the day, the gallery room must look
magnificent, Sebastian thought. Such huge
The estate was a grand neo-colonial affair, with windows!
dogs prowling the grounds in the dark and the
discreet eyes of security cameras tracking every It did not seem like the Kindred whose Haven
intruder. Sebastian had heard it was associated this was would appreciate such things, however.
with the Camarilla that everyone was warning Spots illuminating the paintings and the
him against. sculptures lit up as Starek switched on the lights.
“Why are we not worried about cameras?”
“Look, I don’t want to get into trouble”, Sebastian finally snapped, half fearing that
Sebastian managed to say despite the pressure Starek would hurt him again.
on his throat.
“Let me tell you a story. Once there was an
“The weak and the useless die. Those who make old vampire who modernized all his security
a mark get to go on”, Starek said and dropped systems. The cameras recorded everything and if
Sebastian to the ground. She tried the iron bars there was an alarm a signal went to an external
of the antique fence, then yanked one of them security contractor.” Starek spoke as she looked
free and let it clatter on the asphalt. “Follow me.” through the paintings one by one. They were
in a wide variety of styles. Clearly a personal
Sebastian tried to emulate his guide’s grace as he collection, not a curated exhibit.
pushed his way through the opening in the fence
when he suddenly heard a tearing, wet sound. A “One night, an Anarch broke in to piss blood
breath, like a bark that failed to find purchase. onto his porch. The cameras recorded the use of
vampiric strength, the Second Inquisition tap
Mouth open, he saw Starek tear off the lower on the security company’s systems flagged it,
jaw of a black Doberman and toss the carcass on and the next day a strike team turned the old
the wet lawn. vampire into ashes.” Starek stopped to look at
Sebastian. “That’s one of the intricacies of the
“I abhor cruelty against animals”, Starek said. Masquerade. It’s not enough to protect yourself.
“It’s just that it would have made noise.” Sometimes you have to protect your enemies
too.”
“Why are we here? What are we doing?”
Sebastian said, trying to follow Starek’s route. “So, you assume that the image from those
Surely the security cameras would have spotted cameras is seen only by very few people”,
them by now. Why wasn’t she concerned about Sebastian said uneasily.
that?

“We’ll send a message and you’ll get to sign it”, “Yes. Salomé Díaz, the Ventrue who’s Haven this

40
is, is not a fool. Nor is Victoria Ash, who’s here so they take an Anarch lover. The moment I
as a guest”, Starek said and stopped to regard saw your pretty face, I knew you were a prime
a painting. It looked old, a portrait showing a candidate for getting turned traitor for the
Spanish gentleman. “Now, Sebastian. You’re privilege of amusing some degenerate Ventrue
going to deface this painting with your blood.” socialite for a decade or two. Now, that won’t
happen. You’re too toxic.”
***
Sebastian could feel his unbeating heart sink.
“I still feel like I don’t understand anything”, He was being manipulated into becoming a
Sebastian said, feeling the hunger coil inside soldier in a war he did not care about.
him. He had spread blood on the painting and
then mended the wound on his wrist. He was “What was the painting?” he asked weakly.
driving, Starek on the passenger seat looking
satisfied with herself. “Salomé’s sire when he was still living. She feared
its destruction more than she’d fear anything
“You know why I did this?” she said. “Many connected to herself”, Starek said.
Camarilla vampires are bored. They want
something exciting to spice up their long nights,

41
Chapter Four

Anarchs
A BLOODY, BLOODY BEAT
“We’ve totally failed to infiltrate this place! Look at you! You don’t fit in at all!” Deja shouted, both
in anger and in an attempt to be heard over the beat of the thundering music that was drowning out
conversation even in the filthy unisex bathroom.

The walls were covered with scrawled messages, the toilets blocked ages ago. The only light came from
a single unbroken yellow bulb hanging overhead.

“Have you seen how these animals treat new licks?” Annika asked, checking her make-up one more
time. Being a vampire, she didn’t have to worry about her sweat smearing her eyeliner but she had just
drank from the young groaning man now collapsed on the dirty floor, so better to be sure.

Deja considered herself pretty worldly but having to touch that floor with anything except the soles of
her shoes seemed pretty vile, to say nothing of rubbing one’s cheek into it as the man was doing.

“No.... This is my first Anarch party,” Deja admitted. She could guess what Annika meant. She’d learned
that Camarilla Kindred loved playing status games and there was no reason to suspect that their Anarch
brethren were any different, despite their rhetoric.

Deja had always felt like an outsider in Camarilla get-togethers but now she realized she had adopted
some of their values without acknowledging it. Like the fact that being a vampire makes it possible to
have nice things. Wallowing in garbage was not necessary if you played your cards right.

Of course, some, like Annika, liked to wallow in garbage from time to time. She turned to look at Deja
and said: “When you’re an Anarch and you date a Ventrue, you want her to look the part. You want to
show her off to your friends. That’s part of the fantasy. It doesn’t work if she’s as grimy as the rest of the
licks in this club.”

“Isn’t that...” Deja started to say when the door of the bathroom crashed down, hinges breaking, wood
splintering. An enormous Chinese man stood in the doorway, fangs out, the beat of the music suddenly
louder. He had an incongruously neat mustache and a t-shirt barely able to contain his bulging upper
body.

“You! Camarilla princess! I don’t care who you fuck or suck. You don’t play with my brother,” the man

42
screamed, looming over Deja and Annika, filling drowned out all other sounds. It took a moment
out the stained bathroom with his presence. for Deja to straighten herself before she realized
the giant was pummeling down on Annika, hit-
Deja glanced down at the man on the floor. by-bloody-hit. Annika tried to keep upright
He did indeed bear a resemblance to the against the sink as the man’s blows rained down.
approaching giant. Smaller, clean-shaven, older,
but otherwise the same. Looking around for a weapon, Deja noticed a
fractured piece of wood from one of the broken
“Okay, let’s take it easy. The WWE tryouts are doors lying on the floor. A stake. She picked
next week,” Deja said, raising her hands palms it up and realized someone was watching
out to placate the Anarch. them. A Latino man, young, rakish. He looked
alarmed but Deja knew he wasn’t a mortal. She’d
The man was lightning quick. He grabbed Deja’s developed an instinct for it. But he was too
arm, lifted her, and smashed her through the handsome to be just another Anarch asshole.
door of a toilet stall. Deja felt things breaking, Too well dressed.
whether inside her body or another wooden
door, she wasn’t sure. She’d landed upside down Annika’s lover.
on the remains of the stall door and the toilet
seat, sliding down to.... “Chao, please,” the man said in a pained voice.
“She’s had enough for whatever she did.”
Deja caught herself before her face hit the
floor. The beat of the music was so powerful, it Chao turned around, fists bloodied. “Sebastian.

43
You should know better than to play with the last look at Chao, now with a bloody stake in
Camarilla. They’ll just use you; make you betray hand, looking at his gaping facial wound in the
us. They’re already walking around here like mirror. “Jesus,” Sebastian muttered before he
they own the place, leeching off our humans.” followed Annika and Deja.

Deja noticed Annika straightening herself as A short corridor led to the bar and dancefloor,
Chao’s back was turned. Annika’s face wasn’t so packed with Anarchs and their mortal
broken anymore. She was already mending, the hang-arounders. Deja was not sure how the
splintered cheekbone now intact and the nose Masquerade worked in a place like this. Perhaps
as delicate as ever. it was like a blood cult, with dependent ghouls
sworn into secrecy. Or maybe the Anarchs
Making a gesture to Deja, Annika said: “Hey big handled it some other way.
guy.”
Just before they emerged into the throng, Annika
As Chao turned, Deja threw her improvised pushed Sebastian to the wall and breathed in his
stake to her. ear: “Have you fed recently? I’m feeling thirsty.”

“Kneel,” Annika said, locking eyes with the “Yes...” Sebastian replied.
giant.
Annika bit into his neck and his expression
Chao knelt on the grimy floor, his face strained turned into that of reluctant ecstasy, the effects
with the effort of trying to resist the command. of a vampire’s bite doing their job. For a moment,
Annika held the stake with both hands and Deja watched awkwardly until it became clear
thrust it down at his face, stronger than she the sharing of blood would go on for some time.
looked, the sharp wood piercing his flesh Annika had not cleaned up after her fight with
somewhere in the vicinity of his mouth. the big Anarch and her face was still bloody, if
intact.
Deja heard a strangled groan over the beat of
the music as Chao struggled upright, trying to Deja decided that worrying about Annika’s
pull the stake from his face. appearance was not her problem and walked
into the dancing crowd. It was hard to navigate
“That’s not how you use a stake,” Deja said. “They for someone used to the genteel dignity of a
told me you strike the heart, not the face.” Camarilla party. Here, people jumped half
naked, sweating, shouting, crying, laughing....
“Come on, have you ever staked anybody?”
Annika said, stepping out of the Anarch’s way. There was something very attractive about it.
“No...” Deja admitted. Something that made Deja feel like she wanted
to know more. After all, the Camarilla was not
“Then stop trying to give me advice!” Annika all there was to the world of Kindred. She had
snapped and smiled at Sebastian. to get with the program and learn more about
the Anarchs, whether she liked their sticky
“Let’s get you back to the party,” Sebastian sighed nightclub floors or not.
and stepped aside to let them pass. He took one

44
“Hey…” someone shouted in her ear. As Deja turned, she saw a girl in an oversized t-shirt staring at
her. She might have looked innocent except for the unmistakable look of hunger in her eyes. Deja
recognized her from the Elysium. Dee.

“What do you want?” Deja warily, worried now that Annika was not with her.

“Can I have a bite?” the girl drawled. “Don’t worry. I won’t drink much. You remember, like last time.”
Deja realized she was not in danger. At least, not physically. She decided to play the game. “Sure. But you
have to do something for me first. Show me around. Make some introductions for me.”

“Fine,” Dee whined. “Whatever you want.”

PLAYING THE BARON


(AND OTHER ANARCH NOTABLES)
Trying to figure out the local Anarch hierarchy Prince and the domain is unified. In others,
is so difficult. It goes like this: first everyone there is no centralized authority. Instead, the
tells you that there is no hierarchy. All are equal. leaders of different Anarch gangs try to keep
things peaceful among themselves.
Sounds good, right?
From the perspective of LARP design it is good
Then when you hang around with your new if the Anarchs have some internal organization.
Anarch buddies, you start to hear words like This makes it easier for both the players and the
“Baron’”. You wonder, what does that mean? It organizers of the LARP to see what is going on.
sounds suspiciously like the Prince, but that’s a
Camarilla thing, right? The basic unit of Anarch organizing is the gang.
Not all Anarchs belong in gangs but most do,
Treasure this moment because it’s the last time and from a LARP design perspective it is good
you feel things are uncomplicated among the that even those characters who have no gang
Anarchs. Once you start to understand how it still belong to an equivalent social unit. This
really works, nothing will be simple anymore. way, everyone has a social group they can always
go to if they have nothing else going on.
— Sebastian, Brujah Neonate
As to authority figures among the Anarchs, you
Anarch domains have even less standard models can use the ones provided here or invent your
of organization than Camarilla ones. In some own. The Anarchs have a lot of variety.
domains, a Baron rules much like a Camarilla

45
assume they will get to be free.
A Baron who wants to maintain
a grip on power has to at least
pay lip service to this ideal. This
makes it difficult sometimes for
an outsider to understand how an
Anarch domain really works. There
might be authoritarian structures
of power in place even as everyone
pretends there are not.

Playing a Baron, you must figure


out what kind of a Baron you want
to be. A benevolent if toothless
symbol or a ruthless player of the
game of realpolitik?

- A Baron must be accessible to


their people. You cannot
sequester yourself away from
the other characters in the
LARP. You should avoid
secret meetings and private
gatherings, instead seeking to
make sure as many of the
others see you as possible.

THE BARON - You can play on the


hypocrisy inherent in the
position of the Baron.

S ome Anarch domains are ruled by a Baron who Make beautiful speeches
keeps the peace and makes the rules. Some Barons on the importance of freedom
are relaxed and hands-off, essentially figureheads and equality even as your rule
without much real power. Others are Camarilla Princes epitomizes anything but. This
in all but name, ruling their domains with an iron grip. may cast you as a villain and you
might end up deposed but it will
A Baron’s position is precarious, crucially different be in service of the core themes
from that of a Prince in one important regard: the of playing an Anarch Baron in a
attitude of the Kindred in their domain. Vampire LARP.

A Camarilla vampire knows that most domains are


ruled by a dictatorial Prince. In contrast, Anarchs

46
GANG BOSS

M ost Anarch gangs have a boss.


The gangs tend to be from six
to ten Kindred in size, which is also
conveniently the ideal gang size for
LARP design purposes. Big enough
to have complex internal dynamics,
small enough to still be a single
social unit.

Anarch gangs vary dramatically in


style. Some are loose collections of
desperate urban Kindred huddling
together for protection. Others
are violent groups of aggressive
Brujah who will hit anyone who
disrespects them in the face.

The nature of the gang also


dictates the nature of its
leader. As with the

balance ideals and rhetoric group are doing okay. You silver-tongued demagogue
with the practical realities should assume they are, but if makes the case that all the
of rule. For all their vaunted someone looks lonely or like city’s Anarchs would be better
ideals, many Anarchs are they have trouble connecting off under the rule of a single
not much better than rabid to the LARP, you can actively Baron but you know better!
beasts and that means that include them in more scenes. Avoid sensible solutions and
sometimes rough measures are Perhaps even deputize them stick to principle. This keeps
needed to keep things under to go with you to important the dynamics of conflict in
control. meetings. the LARP running.

- As an Anarch gang boss, - Stir trouble with other gangs


you are well placed to check and never let anyone trample
whether all the players in your your rights. Perhaps some

47
Emissary - Make dangerous promises and new
temptations. This is also a possible way for
a character to exit a chronicle. The emissary
Anarch domains are complicated. There might be
demands that a counterpart be sent to their
several different gangs all with their own small
domain and the character of a player who is
territories, along with a neighboring Camarilla
going to leave volunteers.
domain and other independent domains all
demanding attention from an Anarch leader.
Contrary to a common cliche, many Anarch
bosses are deft diplomats and they have to be,
Sweeper
considering how complex the political network
of their domains often is. The most brutish and least liked of all official
positions in Anarch domains, the Sweeper
Because of this, Anarchs have plenty of emissaries: is rare but sometimes Barons feels they are
Kindred whose job it is to represent a leader a necessity. A Sweeper’s job is to sweep the
or a domain in another. Because emissaries by domain clean of undesirable Kindred. For
definition are not on their home ground, they example, Anarch packs who are not part of
work best if they come in pairs or small groups, the local system, undesirable cults, young
unless they are very well embedded in the social Caitiff who just sprouted from somewhere,
fabric of their new community. This way, there is etc. Essentially, they kill excess population.
less danger of them being shut out of the action
of the LARP. Playing a Sweeper can be tricky because you
might be a badass feared by all but it can also
There are many different types of emissaries. For lead to a situation where other characters do
example, the representative of a Ventrue Prince not want to interact with you. To stop this
is a patrician, high class vampire disdainful of the from happening, make sure you know where
barbarism of the Anarchs. Similarly, an emissary your sweeper’s mandate comes from. The local
can be a low-status character, representing a small Baron? A group of gang bosses? No Sweeper is
nomadic pack seeking residence in the domain. going to survive the night if it becomes known
Sometimes a truly monstrous vampire decides they are alone, with nobody powerful in their
not to appear at a gathering of their Kindred and corner.
send a representative instead, someone disposable
and terrified who does not really understand the A Sweeper is often a temporary office, set
situation they are in. up and then discarded after the immediate
problem has been resolved.
Playing an emissary, you can:
Playing a Sweeper, you can:
- Hint at a wider world beyond the LARP. By
design, you represent something beyond the - Intimidate others like there is no tomorrow
ordinary unlives of the characters present. Do not because it is possible there is not... for them
over-explain yourself. It is better to have a little or for you.
mystery while still making sure everyone knows
where you are from! - To drive home the impact of the Sweeper’s
murderous role, you can ask organizers to

48
make sure there are several Caitiff or thin-bloods
you can murder during the LARP, supporting
The Ideologue
characters whose job it is to communicate what
you really do to the others. The Anarchs are big on ideas. There is no official
ideology, just competing systems of thought.
Some are more popular, some less. The most
War Leader famous Anarch ideologue is Salvador Garcia,
the author of the original Anarch Manifesto,
but there are many, many others.
When war comes, a war leader often emerges
to lead the Anarchs until the fulfillment of a Playing an ideologue, remember you can crib
particular objective. This can be a revolution, a shamelessly from actual anarchist thinkers
counter-revolution, driving undesirable vampires and other political writers, just giving their
out of the domain, staving off a Sabbat siege, or ideas a vampiric bent. You are not expected to
dealing with werewolves. Something that requires shoulder any actual responsibility so you can
the participation of all the domain’s Anarchs and safely demand others dedicate their unlives
effective, dynamic leadership. to the fulfillment of the beautiful ideas you
espouse!
It is not unusual for a war leader to be someone
with no political ambitions, and in fact many - Ideologues are fun if there are at least two
Anarchs prefer it that way. After all, they do competing ones. You can denounce your
not want their general to develop delusions of competition!
authority after the crisis is over. Anarchs are also
more open than usual to being led by an older - Demand, push, motivate other characters.
vampire since it is assumed they know better how Stick to principle and avoid real world politics!
to deal with serious supernatural threats. Because
of this, a war leader can be a grizzled Anarch elder,
long since sidelined from the nightly business of
running the sect.

If you play a war leader, it is obvious there is a


war, revolution, or crisis you must fight. Your
fate is tied to how successfully you prosecute your
campaign.

- As the war leader, your role is to task others.


Delegate everything until you have nothing to do
yourself.

- Consider what kind of play you want in the


war’s aftermath. You can make a bid for becoming
a Baron, possibly necessitating another war to get
rid of you led by someone else as a war leader.

49
BERLIN
I’ve heard the stories, sure. It all blurs together. Things like Caine, the Second City, the Prince, the
Anarch Revolt. That last one apparently happened just a few years ago. They say it’s the night when I
was Embraced but who knows.

These things sound so remote. What do any of them have to do with me?

What I know is this: I was at a party in Friedrichshain. I was taking a leak by the dumpsters when a
guy hit me in the face. Three vampires drank me dry. I didn’t understand it then but that’s what it was.
I don’t know why but they gave me blood and I became a vampire too.

I made all the mistakes. Got accidentally burned by the sun. Posted online and had my home stormed by
Second Inquisition hunters. Turned my best friend, mom, and the girl I had a crush on all into vampires.
Now they hate me.

Am I the only one having a hard time with this? Are there others out there suffering as badly as I am?
I wish I could find someone to talk to about it all; someone else like me. I don’t care about Princes or
Barons. I’d just like to talk to someone who has shared this experience.

— A Brujah neonate

The Domain
Berlin is a shattered domain of roving Anarch gangs hunted by the Second Inquisition. Many of them
have only a tenuous connection to Anarch culture at large. The recent Anarch Revolt in the city led to
the destruction of the Camarilla Prince and the fall of one of the most important Camarilla domains in
the world but it also left the Anarchs in tatters after the public violence attracted the Second Inquisition.
For the Anarchs, victory was bittersweet. They rid themselves of the oppressor but have to hide from
the threat of technologically enabled hunters combing the city for every trace of the undead.

That does not mean that Berlin is free from vampires. There are plenty. The social structures that
normally limit Embracing have frayed to such a degree that Kindred who themselves have only spent
a month or two as vampires are already making progeny as they desperately try to understand their
condition.

A LARP set in the Anarch domain of Berlin features disparate gangs coming together, trying to survive
and make sense of their new unlives. Among them there are a few survivors of the old order, more

50
experienced Anarchs haunted by how quickly the distance between the locations is too long,
the giddy heights of the Revolt devolved into players will spend too much time in transit and
running from the Second Inquisition. Fewer still arrive at new locations tired and frustrated.
are those who used to belong to the Camarilla. Some cities have a compact, walkable center
They were first hunted by the Anarchs and with a number of excellent venues in close
then the Second Inquisition. Most of them fled proximity to each other. In these cases, the
the city but some could not bear to leave and center is the obvious area for the urban LARP.
joined the Anarchs instead, strange relics from
a bygone era distrusted and respected by the In Berlin, the city is sprawled over a large
uncomprehending new Kindred who have only geographical area, meaning that if you are
known the current era of Second Inquisition making an urban LARP, you should choose a
oppression. specific neighborhood and communicate to
the players that nothing will happen outside it.
The layout of the city is important if you are This way, they will get the feel of a big city game
making a multiple location urban LARP. If while still keeping distances manageable.

Developments
The desolation of Berlin provides an opportunity for young Anarchs to build their own society of the
dead. Unburdened by tradition or elders, they have to figure out how to thrive under the shadow of the
Second Inquisition.

Although Berlin’s Kindred are young, they are often disconnected from their mortal lives much more

51
than Anarchs tend to be in other cities. The FRIENDS OF THE PRINCE. Once upon a
reason for this lies with the lack of guidance time, Berlin had a Prince, the Ventrue Gustav
and help a newly Embraced vampire gets in Breidenstein, an authoritarian monster whose
Berlin. Thrust into the night with nobody to tell ideas of domain and tradition came from the
them what to do, many make grievous mistakes late Middle Ages. His reign was long but it
that make it impossible to associate with their ended in blood, as they so often do. Now some
friends, family, or colleagues. It is common for of his old friends and supporters creep back into
an intelligence agency to figure out that a certain the city, trying to find any sign of the domain
mortal identity is now a vampire, making the they once knew. They can be villains seeking
switch into unlife hard indeed. Many new to re-establish Camarilla control, or just a sad
Anarchs are effectively homeless, trying to find reminder of a status quo that has long since
ways to keep a Haven while unable to pay with passed into history.
a credit card.
ANARCH AGITATORS. Berlin is an Anarch
This means that stories of Berlin Anarchs domain, but a very unorganized one. The city
are often about groups of Kindred and their has high status in Camarilla circles and more
relationships with each other on the margins of established Anarchs wish to solidify the sect’s
mortal society. The Nosferatu are famed for their hold over the domain to make it their crown
sewer Havens but in Berlin vampires of other jewel in the heart of Europe. Committed Anarch
clans are often finding it difficult to influence ideologues and agitators come to town to tell
mortal society to any great benefit. the locals how they should organize their city
and live their unlives. Some greet them warmly,
Paradoxically, this has also helped protect happy that someone is finally explaining what
Berlin’s Anarchs from the Second Inquisition. this vampire stuff is all about, while others view
Since they live outside the system, they cannot them as a hostile force.
be tracked by the methods that have snared
Kindred of other cities. MYTHS OF OLD, ALIVE ONCE MORE. The
undead inhabitants of Berlin are ignorant even
Here are a few developments which can occur in by the standards of Anarch neonates. They know
a Berlin chronicle: little of the established lore of the Kindred,
handed down from sire to childe. This means
SECOND INQUISITION CORRUPTION. the city is fertile ground for Kindred faiths such
The local Second Inquisition presence grows as the Church of Caine or the Bahari. The local
corrupt, fat off the success of being able to Anarchs can come up with strange mythologies
report the deaths of so many Kindred. Addiction of their own. What is more, some of them
to vitae spreads among Second Inquisition might actually be true, much to the surprise of
officers and individual Anarchs make inroads experienced Camarilla and Anarch visitors who
into corrupting the Second Inquisition death came prepared to laugh at the ignorance of the
machine. At the same time, an agency sends local thin-bloods. In a city as chaotic as this, even
agents to infiltrate Anarch gatherings to find an ancient rewoken into the modern nights can
out why they keep Embracing new Kindred at disappear into the crowd, only to stand revealed
such a quick rate. when locals start to worship them.

52
NEW ORLEANS
I had a lovely time when I was at Saturnalia. Sometimes it gets competitive among
the elders. Who’s going to go as the most abject, powerless neonate? That’s the
point, after all. The one time during the year when you get to be a nobody!

To be honest, this is a game I love so much that I do it on my own sometimes.


At Saturnalia, the fun is in seeing some of my oldest friends and enemies try
the same. Some of us age gracefully, while others lose their humanity. They can
pretend but they always seem off.

Even at Saturnalia.

— The Toreador elder Victoria Ash

53
The first few times I was at Saturnalia I just enjoyed lording it over all those Princes and elders. A rare
bit of fun! But then I realized what going to New Orleans really meant for me: transformation. Trying
out who I could be. Some of those experiments never led to anything. Others become part of who I am
now.

— The Anarch ideologue Salvador Garcia

has been under attack from the Sabbat or the


The Domain Second Inquisition, its Kindred have received
much more assistance than is usual in the self-
New Orleans is technically a Camarilla domain centered world of vampires.
but the reality is different. The Prince does not
tend to stay in power all that long and the Historically, New Orleans has had an unusually
Camarilla is not capable of controlling domain big Hecata and Ministry presence. Both clans
access. Anarch gangs come and go pretty much have waxed and waned along with the city’s
as they please and for the majority of local Kindred population but their unique brands of
Kindred, underneath the Camarilla facade this death and corruption have always found strong
is really an Anarch city. The Prince has a court purchase here.
but they understand that they do not have the
muscle to enforce their dictates.
Saturnalia
Some Anarch domains are ruled by Barons of
such authority that they essentially become In many ways, the domain of New Orleans
Camarilla in all but name. New Orleans is the is defined by Saturnalia. Once every three
reverse; technically Camarilla but free in a way years or so, Kindred descend to New Orleans
that is rare in the sect. in droves to lose themselves in a celebration
both modern and ancient. Modern because
The domain is defined by numerous festivals, the vast majority of the Kindred who
the vampire festival of Saturnalia the most participate are young; ancient because the
important among them. The undead population tradition itself goes back to the time of the
of New Orleans fluctuates more than in any Romans and beyond.
other North American city as Kindred come
to celebrate and leave after they have had Or that is what older vampires tell their
their fill. The city is not big enough to support childer.
hundreds of vampires but fortunately visitors
tend to prey on tourists or arrive already sated Saturnalia has been organized in different
so as to avoid any undue Masquerade breaches domains for centuries but in North
caused by excessive hunting. America the most famous ones have been
in New Orleans. During the festival, all
Because of all the festivals, many Kindred ordinary hierarchies of power are reversed
have a soft spot for New Orleans. They have and ordinary titles rescinded. The Prince
had transformative, important experiences becomes the pauper and the lowliest neonate
there. That is why in the few times the city the king.

54
Many Kindred use Saturnalia as an opportunity purposes of LARP, consider what you want
to try identities, personas, and ideas not part the players to get out of the event and then put
of their ordinary nightly existence. In this way, those elements into the cultural makeup of the
Saturnalia can serve two opposing purposes, in-game event.
depending on the individuals present:
For example, if you want the LARP to be all
1. It can let neonates blow off steam so that they about somber reflection, you can use this:
will be more docile and easier to govern the rest
of the time. This is one of the big reasons the The Night of Memory. Kindred have cheated
Camarilla likes Saturnalia. If younger Kindred death but that does not mean they cannot die.
get to feel important every once in a while, they Violence takes its toll. Since the Masquerade
will stay in line. makes it difficult and dangerous to keep written
records of vampire culture, much of it is held in
2. It can let Kindred try things out in the liminal the memories of elders and ancillae. When they
space of a festival before taking them into the meet their Final Deaths, those traditions are
real and dangerous world of actual vampire lost forever. The Night of Memory is dedicated
unlife. In this way, Saturnalia foments discord to passing on Kindred history, culture, and
and revolution. This is not the purpose the practices in different sects, clans, and cults.
Camarilla intends for the festival but it happens
anyway when young Kindred feel free of their Here are a few more festivals, each with their
usual constraints and start to ask why they own theme that can be used as basis for LARP:
should give that up after the festival is over.
Palla Grande. A high point among the Sabbat’s
One reason many elders turn a blind eye to the annual festivals, it is also sometimes celebrated
destructive effects Saturnalia can have on their by ex-Sabbat packs who have since joined
own rule is that they have many fond memories the Anarchs. Rumors of Palla Grande being
of the festival, making them unwilling to celebrated in a domain is a surefire way to
suppress it. make everyone suspicious that the ex-Sabbat
are in fact infiltrators. Palla Grande is held
on All Hallows Eve and features extravagant
blood feasts culminating in the re-enactment
Developments of a legend from vampire history as an ersatz,
semi-improvised theater play.
The festivals held at New Orleans—Saturnalia
the most important among them—are great The Vows. An old-fashioned festival from the
material for LARP. If you want to organize a nights before the Camarilla even existed, The
LARP in the actual city of New Orleans, you are Vows are an annual reaffirming of the loyalty
in luck. There are plenty of venues suitable to an the Kindred of a particular domain feel for their
urban LARP, and people generally understand Prince. During the festival, they make vows of
the sort of unconventional attire and acts that loyalty and ritually celebrate their submission
LARP tends to entail. to the Prince’s authority. The festival has not
been part of the Camarilla mainstream since
When you design a vampiric festival for the the first Anarch Revolt but sometimes a Prince

55
decides to bring it back to the consternation of Camarilla elders or Anarch celebrities get
their domain’s inhabitants. married, it can become a full-blown festival,
sometimes lasting for many nights. Often a
The Blood Wedding. A wedding celebration Blood Wedding prompts Kindred to consider
between two Kindred, usually involving a mutual their humanity, love and romance, all difficult
Blood Bond. For ordinary Kindred this can be topics for the bloodsucking undead.
a smaller ceremony but when two important

NASHVILLE
Q: How do I tell which
of them are
VAMPIRES?

A: This is the music business. They’re all vampires.


— A joke often told among Nashville Anarchs

56
The Domain each decade in addition to replacing lost members
with newly Embraced ones.
Nashville is an Anarch domain where visiting
Kindred often have a hard time finding any 3. Hunting must focus on tourists, newly arrived
local vampires at all. The Anarchs have held hopefuls who want to make it as performing artists
the city for a long time and they are thoroughly and other transients instead of the local population.
embedded in local mortal society. Most
Nashville Anarchs maintain a mortal identity, Although the Baron has set down the rules, most
often complete with a job and a family. They of the city’s Kindred associate them with Nashville,
are deeply embedded in the city’s famous music not who rules over them. They take the Masquerade
industry as well as tourism, theater, sports, and so seriously; Kindred gatherings are extremely rare.
other sectors where crowds regularly provide It is much more typical to have a mortal event
fresh hunting. where local vampires come to surreptitiously
conduct their business while they celebrate a new
It would be wrong to say that the local artist’s first gold record.
Anarchs control Nashville, any more than
a particularly influential music producer The Nashville domain is perfect for LARPs where
might control the city. They are part of mortal mortal characters play a big role. They might
networks of power, influential but essentially comprise even the majority of a given LARP so that
parasites in a system much larger than they their stories of ambition, backstabbing and music
are. The key is that a Nashville Anarch does business desperation intersect and interweave with
not set themselves apart from the society; they the traditional greedy grasping of the undead. In
inhabit it. They are right there, often recently a LARP like this, you might not know who is a
Embraced enough that their friends marvel vampire and who is not until it is too late. What is
at their youthfulness but have not yet started worse, sometimes the mortals are more dangerous
asking uncomfortable questions. than the bloodsuckers, if only because they get
underestimated.
The city has a Baron, Carrie Strait, who used
to be a country singer of minor renown before Does it matter who stakes you and leaves you for
she was Embraced into the Toreador. Her the sun, a Brujah or a veteran of the Nashville
presence is rarely felt in the unlives of local Sound? In both cases, you will burn.
Anarchs except if they break the rules she has
set for the city. Population Breakdown
They are: The biggest clans in Nashville are the Toreador
and the Brujah. The Ministry has always been
1. The Masquerade does not mean just hiding well represented. By vampire standards, the city is
from the mortals. It means becoming one of overpopulated, maintaining its numerous Kindred
them, maintaining a flawless mortal identity, by strict control of feeding habits that make it
in all ways pretending to live just as they do. possible to stay under the radar.

2. Each Anarch gang is allowed one Embrace The city’s Anarchs are inhospitable towards nomad
gangs. The requirement to have a fully realized

57
mortal identity is hard for many transient by clans and sects for Vampire, transposed to the
Anarchs, especially those who failed to hold mortal setting. The reasons for the conflict can be
onto the ones they had before the Embrace. anything from greed to pride, love and hate. The
Because it is difficult for outsiders to settle in important thing is that the conflict still allows all
the town, transients who have done so form the characters to interact in the same social space
the biggest opposition to the city’s established the same way vampires do at Elysium.
system.
Hidden monsters. There are savage predators
The Kindred in Nashville mostly came to prowling in the shadows. The only thing is, they
the city as mortals and were Embraced here. are not vampires. Instead, they are perfectly
However, surprisingly many of them were ordinary exploiters and extortionists. With a
born somewhere else, usually in various suitably monstrous mortal character, even a
towns and cities across the American South. vampire might get exploited without the mortal
Transient in their mortal lives, the Embrace even realizing just what they are playing with.
rooted them in the fabric of Nashville and For Kindred, there are many different directions
made them local. the city can go:

Developments The Masquerade fails. Local Kindred place a


premium on the Masquerade but they also live
The way to make a Nashville LARP work is very close to humanity. Slowly, vampire by
that you have to make human stories that are vampire, the secret of the Masquerade starts to
as compelling as those of the vampires. Think fray as mortal friends and family members figure
about how the LARP works if a player never out the truth, or a vampire exposes them to it in
interacts with a vampire. a moment of weakness. Soon the insiders know
that there is a supernatural evil creeping among
Here are a few ideas for mortal play: them, in their families, workplaces, and houses of
worship.
The young wannabe superstar. A talented
young artist comes to town in search of fame Mortals and vampires at war. Local Kindred are
and fortune. The most sordid elements of the deeply enmeshed with music venues, organized
local music business descend on them, trying crime, production companies, and other mortal
to snatch them up before their rivals manage institutions. When such groups go to war with
to do the same. This type of a story is great each other, the vampires follow. Sometimes they
for reminding players that the vampires are prey on those who get caught in the crosshairs
not necessarily the worst creatures prowling but other times they can get so invested they try
the night. Sometimes you lose your soul by to make their side win. A mortal hitman can get
signing a predatory record deal. lucky planning the assassination of a vampire
without even knowing why their target went up
Civil war. Two or more production in flames the moment they crashed through the
companies, artists, or families of artists window at noon.
decide that they cannot share the town. One
must reign supreme while the others fall! This Families. Nashville Kindred live close to mortals.
is the same kind of a dynamic as that fostered You can emphasize this by focusing on what it

58
looks like when a vampire is part of a mortal the business is a nightclub? Vampires tend to
social unit. What does it mean when the bride degrade everything they touch and looking at
at a wedding is a vampire, the groom a ghoul? the nuances of this dynamic in a mortal context
Do people working for a vampire boss wonder can be highly compelling.
why they are never seen during the day, even if

CONTESTED DOMAINS
The stories of vampire unlife interwoven through this book are set in a contested domain. They are
domains which are not decisively controlled by the Camarilla, the Anarchs, or some other entity.
Instead, multiple sects seek to gain power for themselves and find advantages over the others.

In the tumultuous atmosphere of modern nights, it often feels like most domains are contested one way
or another. The Prince or Baron may rule tonight but that is no guarantee of their position tomorrow.

59
Note that having a few Anarchs hiding in a Camarilla domain does not make it contested. It requires a
real balance of power; the wealth and supernatural might of the Camarilla challenged by the numbers
and mortal aptitude of the Anarchs.

For a Vampire LARP, and especially a LARP chronicle, the contested domain is the most fruitful setting.
It makes it possible to run two types of events at the minimum–Camarilla and Anarch–and it means
there is a dynamic interplay of power. No character can ever feel too secure in their accomplishments.

One of the peculiarities of a Kindred’s existence is that vampires are perfectly capable of being in a civil
war with each other yet also meeting at Elysium and clinking champagne glasses full of blood. This is
fortunate for the LARP designer because it allows for high-stakes conflict while still making possible
the kind of social encounters and events LARP consists of.

Contested Chronicle
Here is an example of a LARP chronicle featuring a contested domain:

First Event: The Old Prince exile. Other Camarilla members have decided
to take their chances with the Anarchs, despite
The Old Prince of the city has recently risen from the lowly position they have in a conquered city.
torpor, assuming rule from the Seneschal who
ran affairs in their stead for decades. The Old Third Event: The Government in Exile
Prince imagines that they can just continue the
same as before they went into torpor, ignoring This can be a smaller event in a different venue.
all developments that happened in the interim. The remnants of the city’s Camarilla have sought
The Old Prince believes that the Camarilla is as refuge in a neighboring domain. They are treated
unassailable as ever and hosts a reception at the to the hospitality and the scorn of the locals,
Elysium where they high-handedly condemn a making it possible to feature colorful one-shot
number of Anarchs to final death for various characters. The Camarilla survivors decide on
breaches of the Traditions. After all, a returning their internal organization, making sure all the
Prince must show their power! roles at the Prince’s Court are filled, and plot
revenge and reconquest while attempting to
Second Event: Revolution talk important allies from other domains into
helping them.
The Anarchs rise up, provoked by the thoughtless
brutality of the Old Prince and the breaching Forth Event: Stagnation
of the accords struck with the Seneschal while
the Prince slept. The event itself is a victory Meanwhile, those Camarilla members who
celebration as the Anarchs have destroyed the elected to stay behind and risk the mercy of
Prince and sent much of the Primogen into the Anarchs are still there, living much like

60
they did before. It turns out that it is no easy Yet if the Camarilla were really sure of
task for a Brujah tough guy to take over the their position, they would not bother with
Prince’s holdings in mortal media and the police negotiations at all; they would just attack
department. To make it all work, they need the Anarch Havens. The truth is that neither side is
help and support of the low-level Camarilla strong enough to control the domain, forcing a
Kindred who actually handled all those affairs. compromise.
It becomes evident that secretly, much of the
old deeper Camarilla power structure in the Sixth Event: Peace Accords
mortal world is still intact, only superficially
taken over by the Anarchs. The Kindred of the city come together in the
Elysium of the new Camarilla Prince, with
The event is a party held by the Anarchs. They the city’s Anarchs as honored guests. All old
are driven by internal squabbles concerning animosities have been buried and everyone
the division of the loot from the Camarilla. rejoices at a new era of peace and prosperity. Or
Many of them do not have any idea what to do at least, that is the official line.
with influence operations or financial holdings
and those who do are cowed by their more In reality, junior Anarchs are already plotting to
violent compatriots. Meanwhile, the Camarilla replace their leaders, now seen to be in bed with
holdovers keep their heads down and plot to the Camarilla. Meanwhile, the supporters of the
hide their best assets from their conquerors. deposed Old Prince plot and scheme to eradicate
the hated Anarchs from the city once and for
Fifth Event: Failed Reconquest all, no matter what the weak compromise of a
new Prince says.
The event is a negotiation between the Anarchs
and leaders of neighboring Camarilla domains. Of course, as you run the chronicle, player
The Anarchs bring a large retinue and many actions might require updating your plot.
of the Camarilla characters are present in the Perhaps the Anarchs decide not to execute the
entourages of neighboring leaders. The leaders Old Prince, leading to a situation where the
themselves present another opportunity to play city is divided three ways between the Anarchs
fun one-off characters. and two separate Camarilla factions one with
their own Prince consisting of the Old Prince,
The Anarchs start defiant but as the evening and the other with the Seneschal who has now
progresses it becomes clear that the Camarilla decided to claim praxis for good.
is intent on restoring a Prince to the city and is
willing to hold all their instruments of mortal
influence hostage to do it, including the media
control required to maintain the Masquerade.

61
Winners And Losers
Decisive victories are rare in the world of the
Kindred. The Anarchs discover that the Camarilla
was rooted much deeper than they thought after
a supposed victory. The Camarilla finds out that
the Anarchs seem to replenish themselves faster
than they can be stamped out, no matter how many
Anarch Havens are leaked to the Second Inquisition.

This is also a good state of affairs for a LARP designer.


Every time a conflict is resolved, the seeds of the next one
are already sown. If the LARP is a one-off, an ambiguous
ending is more suited to the World of Darkness than a clear-
cut one.

The animosity between the Camarilla and the Anarchs is an eternal


engine of grievances that motivate the next round of conflict. The
Camarilla hate the Anarchs for the threat they pose to the established
order and the Anarchs hate the Camarilla for oppressing them and
limiting their prospects, to say nothing of more personal humiliations.
In this way, the eternal War of Ages where the old and the young among
vampires fight to attain freedom or hold onto their privileges is the
motor that keeps generating more action for your LARPs. Resolutions
where every side is permanently satisfied are impossible.

Breaking Down a City


The limits of Camarilla and Anarch power in a to risk being attacked by someone on the other
divided city can break down in many different side of the divide.
ways. Geographical domains are common,
some strongly held by a single sect and others If you want to go for a realistic feel for your
contested. LARP chronicle, you can try to use real-world
venues that are in line with who holds which
For example, the Anarchs hold the central party domain in the city at any given moment. Thus,
district, the docks, the slums, and the poorer when the Anarchs sweep their way into ruling
suburbs. The Camarilla controls the affluent over City Hall, you can hire a venue in that
neighborhoods and the administrative center area for a Anarch game to demonstrate their
as well as wealthy suburbs. Some of the city’s newfound reach.
parks have become no man’s land; areas where
you can hunt with impunity if you are willing The domains can also be broken down in a more

62
abstract way. This has the advantage of making the same domain, complete with rival courts.
the LARP more flexible in terms of physical Anarchs can do the same, with different gangs
space. You do not have to explain why the holding onto their own areas and seeking to
Brujah are hanging around City Hall if physical destroy the others.
territory is not important to begin with.
After all, in the World of Darkness those who
Instead, domains are broken down according are almost like you but not quite are hated
to spheres of influence. Thus, the Camarilla with much more passion than those who are
controls the traditional levers of power in mortal completely different.
society: municipal politics, major businesses,
etc. The Anarchs maintain an iron grip on The domain can also be under attack from the
all nightlife, crucially important for Kindred Sabbat or an independent Prince who rejects
seeking to feed. Thus, their influence is more Camarilla affiliation. There can be even stranger
limited in the mortal world but significantly creatures contesting the rule of the undead,
higher in the world of the undead. from werewolves to mages. Who knows what is
really behind all those mysterious challenges to
Beyond the War of Ages a vampiric domain?

It does not have to be just the Camarilla and Of course, since you are running a LARP, the
the Anarchs. In a big city, it is possible for two best enemies are those you can put into your
Camarilla Princes to fight over the control of LARP as player characters.

63
INTERLUDE: NOTES FROM AN EXECUTION
From Deja’s notebook:

After a while you get lulled into a false sense of security. I suppose that happens to
everybody but with all that happened to me, I really thought I was being careful and
understood the world I was in.

I mean, seriously! I had been Embraced. I’ve seen people beaten and bloodied, hunted
and seduced. I’ve been told that if I make a mistake, they’ll kill me and this time it’ll
stick.

The weird thing is that nothing happened to me. It was just one more Camarilla party,
like any other. I’ve been to so many in a short time that I didn’t even think about it.
That’s what we do in the Ventrue, apparently. Go to each other’s parties and pretend to
be human.

At some point, there was a buzz in the crowd. I knew that often happened when they
brought in humans for us to feed from. Such an extravagance, we don’t have to hunt
because someone does that for us. Eager humans who want the thrill but don’t understand
what they’re in for.

Only this time I recognized the people we had our hungry eyes on. I’d seen them many
times, opening doors, driving cars, managing finances. They were ghouls, servants of
different Camarilla Kindred.

Everyone says that ghouls are hard to train and if you have a good one, it’s worth
holding onto. They also say that if you’re not strict in your training, your ghoul might
start getting ideas above their station.

Annika was there; Salomé Diaz as well. She did a whole speech about loyal service and
how we knew how to reward those who proved themselves worth it. Some of the ghouls
cried. They’d served at the whim of undead monstrosities for decades and now finally
they would be made into vampires. They would become truly immortal, free from service.
Perhaps they could have ghouls of their own.

Everyone applauded. It was all very touching. People dressed up, used to casual wealth,
congratulating themselves on their excellence.

They said that the Embrace must be a special event. After all, it was when these ghouls
would finally become fully fledged members of the Camarilla. Real vampires. A second
birth.

64
There was music, a string quartet. The ghouls knelt in a circle, baring their necks,
knowing the familiar bliss to come. The Kiss that would usher in their new existence.

We know how this works: you drink a human dry, then give them your own blood. They
become us. It’s not that long ago this happened to me.

The Ventrue and the Toreador, the odd Brujah or Tremere all circle the ghouls. They lean
in and drink, from one after another. Slowly the humans become depleted, enervated,
dry. They slump on the floor, dead.

I thought they must have arranged beforehand for each sire to Embrace their childe
at the conclusion of the ritual. That didn’t happen. Instead, Salomé clapped her hands
and said that now that we’ve enjoyed our refreshments, we should go out to the garden
where she’d had some of her recently acquired sculptures displayed.

The crowd relaxed, the ritual feeding now over. They walked out in pairs and small
groups, leaving the unfortunate ghouls to lie dead on the floor.

65
When I think back to the betrayal, there are small details that stand out. One was how
comfortable the Camarilla were with letting their servants see the spectacle. You’d think
that if you were going to betray your longtime ghouls and make mockery of the promises
you’ve given them, you’d at least do it in secret. None of that here! Many surviving ghouls
saw what happened, and in a few nights they would have gossiped about it to every
vampire servant in this city.

Didn’t the Camarilla Kindred care? Are they so comfortable in their superiority that
they don’t need to worry about what their servants think? Or did they do it on purpose
as a warning? Don’t think you can ever become us. I don’t know! I can’t make it out. It
doesn’t seem smart but they just didn’t seem to care at all.

The second thing is even worse. I keep thinking about how my fellow Camarilla members
talked about what had happened. They said it was a mercy! They painted themselves
as great humanitarians. Some even got emotional about it, a little teary-eyed at how
much they cared and what wonderful people they were.

They said that many ghouls wear out and become unreliable. At that point, they’re so
old that withdrawal from our blood would kill them or cause them to age decades. The
best thing to do is to tell them a beautiful lie so that they can die happy, like a dog that
gets a treat just before you put it down.

I can’t take this anymore. I just about accepted the cynical plots and betrayals but when
these same creatures start constructing a story about their uplifting moral principles,
I’m out.

66
Chapter Five

CAMARILLA
ELYSIUM
“Are you sure I can just go into Elysium? I’m an Half an hour later, Sebastian sat on the balcony,
Anarch,” Sebastian said, watching the throng of watching as a young Japanese soprano sang in a
people outside the opera entrance. They looked language he didn’t understand. The audience was
exactly as you would expect. Some were dressed sparse, locked in their small cliques. Sebastian
well, others looked like art students. The only did not feel like he could join any of them and
unusual detail was the low number of elderly Dee had disappeared somewhere. How did you
people, usually well represented in high culture get to know anyone in a setting like this? Surely
audiences. it was not only about watching the performance
in a half-empty opera hall?
“Sure! Of course! Just put on your best suit and
walk in!” Dee said, punching Sebastian in the Sebastian decided to find his guide. He sneaked
arm. “Don’t be a coward!” back into the crimson-carpeted corridors,
making his way down the stairs and towards
“Is that your best suit?” Sebastian asked, where he imagined the dressing rooms to be.
glancing at Dee. She was wearing ratty sneakers Something told him that this was where he
and an oversized t-shirt with the faded image of might find the people he had wanted to meet.
her own face.
The Anarchs were not all bad but Sebastian was
“No... But they know me. They don’t know you. drawn to power. Surely instead of griping about
Make a good first impression!” the Camarilla he could deal with them? So
many of his Anarch compatriots seemed small-
Dee didn’t stop to listen to Sebastian’s reply. minded, locked in their tiny mortal concerns.
She walked in confidently, saying hello to some He did not want to join the Camarilla but he
of the other guests. Some humored her, others admired their grander perspective.
recoiled.
Sebastian found his way to an unadorned,
“Are we going to see the show? Or is there a echoing staircase opening from a door marked
secret party somewhere?” Sebastian whispered “employees only”. The smell of a dressing room
as they walked up the red carpeted stairs. The guided him forward, soft voices murmuring,
opera staff bowed, nobody asking to see a ticket laughter surfacing from underneath the
or even for them to give their names. grandeur of the music.

“Of course we’ll see the show!” Dee replied. The dressing room was long and well-used,
mirrors with lights fronted by make-up tables

67
lining one wall. He recognized some of the Design
performers, one flirting with an ancient
Ventrue matron. Dee was there too, crawling For the purpose of making Vampire LARPs,
on all fours, licking blood from the floor as the concept of Elysium is a blessing. In the
the Camarilla Kindred around her laughed. Elysium, even bitter rivals must co-exist. To
do otherwise would be to risk the wrath of
Sebastian waited uncomfortably until the the Prince. It means that wildly antagonistic
ancillae had had their amusements. Nobody characters can interact without escalation into
paid him any mind. Dee rose to her feet, violence, making it possible to create a wide
wiping blood off the side of her mouth and variety of interesting LARP scenes.
asked: “What? Why do you look like that?”
Not every Camarilla LARP has to be set in
“You’re an embarrassment to all Anarchs Elysium but many will be.
everywhere,” Sebastian muttered.
As a setting, Elysium works best if participants
play their characters, so they take Elysium
seriously. If there indeed is violence, there will
be repercussions, and everyone understands
that. The reason why it is best to play it this way
is that while Elysium is an in-game concept, it
also has a design function to allow different
characters who would not otherwise interact to
come together.

One of the dangers of setting a game in Elysium


is that it becomes too much of a default choice.

“Where are we?”

“At the Elysium, same as always!”

The LARP has more nuance and character if we


always know whose Elysium it is, what kind of
rules are in force, whether it is temporary or
permanent, and so on. The Elysium itself can
become a character in the story of the LARP.

Permanent Elysiums
The Prince’s Mansion is always considered
Elysium, or perhaps the city’s Kindred meet

68
at a local theater every Friday night and these a member of the Primogen hosts a one-off
meetings are granted the protection of the event seeking to garner support for a bid at
Primogen. Whatever the case, permanent Elysium Princedom.
means that the rules of Elysium are in force at the
given location either all the time or following a Strange Rules
regular schedule.
The personality of the host is reflected in the
As an in-game location for a chronicle, the nature of the Elysium. A corporate Ventrue
permanent Elysium is especially useful if the Prince has a modern, slightly impersonal
LARP has a standard venue that is easily available Elysium while a Gangrel Prince might decree
for use. For production reasons, it makes sense to that only outdoor venues count.
have that venue be the Elysium and to organize
LARPs there. Sometimes elders used to have their every
whim catered to institute bizarre rules such
To have variety, a chronicle with a permanent as demanding that all guests must wear red
Elysium benefits if some games are held at other or Nosferatu are not allowed to hide their
venues. Perhaps between two LARPs set at the faces. There might be a reason for such a rule,
home of the Prince we see a game where a Brujah shrouded in antiquity, but its real purpose as
coterie is the host, using a bar or a nightclub as a LARP designer is to offer a bit of variety to
the venue. the game experience.

Temporary Elysium After all, if everyone wears red, the LARP’s


aesthetics will be very specific and if all
Nosferatu must show their faces the players
Temporary Elysium means that someone, usually of those players can show off their make-up
the Prince, has declared a specific place Elysium skills.
for a short period of time, usually just one night.
This makes sense when the local Kindred come In this way, you can use the irregularities of
together at a one-off event that would not be the elder mindset to subtly introduce LARP
repeated. This can be the case both in-game and design into your event. It does not matter if
off-game, the production realities of the LARP one or two characters rebel against such rules.
mirroring the plans of vampires. The important thing is the collective aesthetic
effect.
Since temporary Elysiums tend to be one-off
events, they can be strange and idiosyncratic. Another choice is to imply events in the story
Once players have internalized the basic rules of of the chronicle by hinting at them in the form
an Elysium, you can change them or introduce of rules. The Keeper of the Elysium conveys
new ones for the sake of variety. the Prince’s dictate that the Sabbat, and
especially the war with the Sabbat, cannot be
Perhaps the temporary Elysium has been declared talked about under any circumstances. A rule
by a visiting elder, someone so powerful the local like this will make characters curious: why
Prince cannot say no to them even when their is it needed in the first place? What’s really
edicts and ideas go against local norms. Or maybe going on with the Sabbat?

69
PLAYING THE
PRINCE
(AND OTHER
CAMARILLA
OFFICIALS)

Playing a character with an official


role in the local Camarilla comes
with power, but it also means your
choices can have a significant
impact on the LARP experience
of your fellow players. This is why
the more power your character
has, the more you should also
consider how you can build
a great LARP experience for
everybody.

Of course, it is rare for a single


Camarilla domain to have all
of these roles present. Many
domains have their own,
unique official positions. This
is by necessity an overview
of the most commonly seen
functions.

70
The Prince - Try to steer the political action in the LARP
towards big scenes with lots of characters. If you
are called to judge a criminal, make the scene
The Prince tends to be the single most open to all. If you have to decide the fate of the
powerful vampire in a Camarilla domain, if domain, make it into a public hearing of all the
not supernaturally then at least politically. Kindred under your rule. You are the dictator
Typically, this power is what grants the Prince still, but this way the spectacle of your authority
their position. The Prince rules the city and also becomes LARP content for a large number of
its Kindred, safeguarding the Traditions of other characters.
the Camarilla and making decisions on who
gets to sire childer or which hunting grounds - Avoid being a “good Prince”. Sure, your character
belong to whom. might imagine themselves to be a benevolent, just
ruler but generally your position generates more
In reality of course it is a rare Prince who action in the LARP if you are unreasonable and
can wield all this power at their whim. Other petty. Of course, this might mean you get deposed
powerful forces in the city provide a check to soon.
the Prince’s authority, perhaps even conspiring
to depose the Prince if they are provoked Finally, if you really do get deposed, make a
enough. spectacle of it if you can. It is easy to make a Prince
into a villain, and if you do, make sure it is fun
In Vampire LARP, events have a tendency to to beat you! Promise revenge. Threaten everyone
revolve around the Prince. Becoming the Prince with eternal doom. And of course, your successor
is the ultimate win condition for politically can soon do the same....
minded characters so it is not unusual for the
holder of the title to change fairly frequently in
a long-running chronicle. The Seneschal
If you play the Prince, here are a few things you A Seneschal helps the Prince run the city,
can do to improve the game of all around you: often taking care of practical matters while the
Prince focuses on the big picture.
- Delegate. After all, you are the Prince.
Why would you do anything yourself? LARP The role of the Seneschal is a great way to
dynamics may conspire to bring every little distribute the usual responsibilities of the
thing to you, but you can fight against this Prince for two players, making it easier to
phenomenon by delegating relentlessly. avoid the congestion of people wanting to take
Delegate to the Primogen, to the Sheriff, to their problems to those at the top. For this
random members of the local Camarilla who reason, it is a good idea to arrange it with the
just happen to be there. If someone brings you player of the Prince that the Seneschal is able
a problem, delegate solving it to them. to make independent decisions without always
checking with their boss.
- Avoid long meetings in rooms closed off
from the rest of the LARP. You can say: “My Much of the same advice given for the Prince
people need to see me!” also works for the Seneschal, with the added

71
possibility of contributing to the general milieu
of conspiracy that tends to infest Camarilla
The Sheriff
Elysiums. For prospective palace coups, the
next Prince the plotters want to install is often The Sheriff is the Prince’s main tool for keeping
the current Seneschal. After all, they already order in the domain. The Sheriff investigates
have a good idea of how the city works. breaches of the Traditions and punishes those
who break them. A good fit for martial, physically
capable characters, the Sheriff is often one of the
most feared individuals in a Camarilla domain.
Primogen As the Prince’s enforcer, the Sheriff is often tasked
with dealing with the Anarchs, interrogating
The Primogen are a council of the most suspected thin-blood sympathizers or digging up
powerful vampires in the domain, advising the criminals holed up in the sewer domains of the
Prince. Often they are the eldest Kindred of Nosferatu.
each dominant local faction or clan. In some
domains, the Primogen are collectively more Playing the Sheriff, here are a few ways you can
powerful than the Prince, although they still improve the LARP for your co-players:
take a back seat to the nightly running of the
city. - Form a posse. If you have a difficult task ahead,
try to drum up volunteers to help you and make
A Primogen council should have from five to deputies. This means more characters will be
seven members to be useful in a LARP; enough involved in the scenes ahead. This can extend to
to have lively discussions but not so many as to interrogations and other social scenes. Perhaps
bog the meetings down. you feel that someone who personally knows the
target is better suited to digging up secrets than
What to do as a Primogen player: you are.

- Avoid getting stuck in long meetings behind - Embrace strategic incompetence. What this
closed doors. For many Vampire LARPers, the means is that sometimes it is better to be bad at
meeting of the Primogen is the archetypal scene your job if the LARP would suffer from extremely
where powerful characters seclude themselves efficient law enforcement. If the Anarchs never
from the rest of the LARP, causing a lot of the get their insurrection in motion, the game will be
action outside to grind to a halt. Avoid this by boring. You can justify this as an in-game thing
making meetings short and public. too: perhaps your character feels that it is best to
capture your targets after they have played their
- Embrace the use of representatives or whips. hands so that their guilt is clear.
If you do not have time for a meeting of the
Primogen, designate another member of your
clan to go instead. For the player of a neonate
this can be a thrilling experience! You can
brief them in advance and give them goals to
achieve.

72
The Scourge
The Scourge has a very similar function as the
Sheriff, except maybe a bit darker and more
violent, more focused on ridding the domain of
undesirables. If the domain has both a Sheriff
and a Scourge, there is a great potential for
conflict between them. Otherwise, if a new
Prince comes to power, fires the Sheriff and
installs a Scourge, that is a clear signal for how
things are going to be in the domain.

A Scourge can be a good villain character,


brutalizing the domain until they get overthrown
by a concentrated effort by the other characters.
A particularly obnoxious Scourge might work
best as a supporting character.

The Keeper of the Elysium doing, gossip.... This means you will always have
something to do and it keeps the LARP’s social
The Elysiums are the backbone of Camarilla dynamics moving.
social life and the most common setting for
Camarilla LARP. The Keeper of the Elysium - Spot players who seem lost or lonely. Talk to
can be a very central character, not in terms them the way a good party host would. Introduce
of power like the Prince but in terms of social them to someone else.
prestige. After all, the Keeper is often the host
of the in-game event.
This means that playing the Keeper has some The Heralds
elements you should consider in terms of how
your actions affect the LARP as a whole: The Heralds are gossipers and enforcers of social
standards among the Camarilla. Their status may
- In-game the characters are your guests; off- be official or unofficial but it works best if there’s
game they are players in a LARP. This means a gaggle, five to seven, so that they can collectively
that it is hard to throw anybody out of the cast judgment on the hapless residents of the
Elysium since it would mean the end of their domain.
LARP as well. If someone insists on breaking
rules, other types of punishments work better. The Heralds are essentially high school mean girls,
keeping the social dynamics of the Camarilla
- Embrace the role of the host. Flit from one suitably dysfunctional, stirring up trouble if
party to the next, ask people how they are things are too quiet. Perhaps the Prince keeps

73
them around because they distract attention - It is good to gossip somewhat destructively.
from real issues or maybe they represent a If you think the Brujah will go nuts if they
counterforce to official authority, subverting hear what the Ventrue are saying about them,
the establishment with innuendo. make sure they get the info. It probably leads
to trouble, but in a LARP that just means more
In a LARP, their function is to keep information action.
flowing and prodding other characters into
action. As you play a Herald, keep in mind: - Provoke people. If the Brujah does not react
to being insulted, you can ask them: “Are you
- It is better to deal in truths than lies. Lying really going to let them talk about you like that?
in a LARP is ridiculously easy and it is hard to In front of everyone?”
tell the difference between something made up
for the fiction and something made up inside
the fiction. Because of this, it works best if you
make yourself into a dependable gossip.

WARSAW
S o, I will sacrifice and offer to my dear
motherland, my body and life, my possessions
and my blood; I want to give myself completely.
And after all the destruction, rebuilding and
reconstruction.

The terrors of history haunt nearly every street.


— King John III Sobieski, the once and future All this death has never quite managed to erase
Prince of Warsaw old memories of more prosperous times. This
is especially true among the Kindred, some of
Only when the land is pure, will He return. whom still remember how it used to be. Of
— A hopeful member of the Royal Cult course, for a vampire the world was a simpler
place back then. You could still imagine yourself
Warsaw is a city of death and rebirth. In ruling over the mortals from the shadows. For
the 16th and 17th centuries it was one of the many among the undead, such fantasies were
most important cities in Europe. During the dashed in the tumult of the 20th century as
partitions of Poland and the World Wars it vampiric motivations shifted towards mere
suffered greatly, leveled to the ground in World survival.
War II.

74
Jan III Sobieski was the king of Poland in life and the Prince of Warsaw in death. He disappeared
during the World Wars and might well have perished, a fact about which many in the city are in
complete denial. There is a Royal Cult which longs for the return of Prince Sobieski and that judges all
subsequent Princes in terms of whether they are good stewards in the old Prince’s absence. The Cult is
one reason no Prince has managed to establish a long, stable rule since the wars.

The Factions
Warsaw is not a unified domain with a single Kindred ruler. It has splintered into a number of smaller
domains which are sometimes in conflict with each other.

The Camarilla. Perhaps if you squint, you can pretend that this is still a Camarilla city. There is a Prince
(currently the Tremere Tobias Geist but how long will that last?) and centuries of Camarilla tradition
so surely the current splintering is just a phase that will soon be corrected. Various Kindred faiths and
cults are gaining currency among the Camarilla creating internal discord.

The Anarchs. The Anarch Revolt has caused turmoil in countless domains across the world, Warsaw
being no different. Recently, the city’s Gangrel defected from the Camarilla en masse, leading to the
creation of a new Anarch Barony, one of the three in the city.

75
Nosferatu. The Nosferatu have their own Anarch Barony. The Camarilla has never been a comfortable
fit for the clan and dissatisfaction resulted in the creation of their own domain in the undercity below
city streets.

The Second Inquisition. Poland is a strongly religious country where such influence is felt everywhere.
The local Second Inquisition hunters have two internal factions: the professionals who come from
intelligence agencies and seek to eradicate Kindred using modern technology; and the old school
inquisitors whose ideals and tactics harken back to Society of Leopold traditions. The two factions do
not always get along but both are well funded and very motivated.

The Autarkis. Some of the Kindred in the city are unaligned. The number of competing domains makes
it possible for individual vampires to stay out of all of them. The most important group among the
Autarkis are the Hecata, with their own agenda currently outside any power structure.

Locations
Here is a list of actual Warsaw locations that have been used as venues in
a multi-location urban Vampire LARP:

- Kolejowa Street, Dworzec Zachodni. Anarch territory. The


biggest biker bar in the city is close by, as is the big West Warsaw
train station. Busy and loud.

- Zofiówka Sanatorium. A haunted, derelict old mental health


facility. It’s well known among local Kindred that good things
rarely happen here.

- Łazienki Królewskie. A big garden and park complex, its construction


began when King Sobieski was still a mortal. There are many tourists
but also numerous hidden places. The Tremere Chantry is known to be in its vicinity.

- Palace of Culture and Science. A known Kindred “no go” zone that should always be avoided. The
rumor is that the Second Inquisition is watching the area.

- Opera Club. A club and the Camarilla Elysium.

- Wilanów Palace. A former royal palace and the meeting ground of the Royal Cult.

- The Undercity. Warsaw has a lot of tunnels and underground construction projects ranging from
forgotten passages used by partisans to fight invaders during the World Wars to rumors of complete

76
underground luxury apartments built during the Communist era. All of these are under the control of
the Nosferatu.

-St. Augustine’s Church in Nowolipki. A church which survived the destruction of the past wars. It
used to have vampire connections but now it is strictly Second Inquisition territory.

- The town of Kirsztajnów near the Kampinos National Park. Gangrel grounds and the territory of the
Gangrel Baron.

- The Soho factory. An old factory, now a place for shopping and restaurants. An Anarch stronghold
and a very lively place.

- Jabłonna Palace. A palace used as a Camarilla Elysium.

The Stories
Nosferatu supremacy. The Nosferatu have not been treated well by the city. They were persecuted
under a prior Prince who sought to clear them out entirely and this has left its mark in their attitude
towards the city. There is a rumor that the Nosferatu have kidnapped Tremere for the purposes of
trying to gain their occult power and further strengthen their defenses in The Undercity, preparing for
a takeover of other domains.

The domain of Praga. There is a saying in Warsaw that the best thing you can find in the district of
Praga is getting your teeth punched in and your phone stolen. There is a discrepancy between what the
district looks like to mortals and the Kindred now that the Gangrel have established their own Anarch
Barony of the “Iron Branch”. Most of its members have been Anarchs only for a few years, having
defected from the Camarilla. As a result, they still see things in Camarilla terms.

Because they split from the Camarilla in moral disgust over its corruption and turpitude, they seek to
handle their own domain with the utmost correctness, making it the best run and most law-abiding
of all the city’s domains. Yet discontent is brewing among the Kindred of the Iron Branch. What is the
point of being an Anarch if you have to stick to the Traditions? The Camarilla is none too happy about
being upstaged either.

The Consumptionists. The city is awash with cults, especially among the Camarilla. The Nosferatu
have a cult of their own, although it is not a religious one. Born of the atheism of their Baron, it is
a philosophy built on the idea that the role of vampires is to consume. They drink blood, they suck
mortals dry. They do not produce, they use. It is a destructive cult, especially now that the first whispers
of the word diablerie have been heard among its members. After all, that is the ultimate in vampiric
consumption. Who says the mortals are the only legitimate targets?

77
THE QUAD CITIES
Dear Friends, interstates and the Mississippi River in the
U.S. It consists of an interlocking series of
I’m sorry I could not attend your little party. urban areas in Iowa and Illinois. Originally
Prior engagements with my own have called me there were the Tri-Cities of Davenport, Rock
away at the last moment. These things can be Island, and Moline. The name changed with the
tedious, and deadly, as some of you know. But incorporation of more areas. Today there are
alas, duty calls. Apologies for that. five cities but the name got stuck at Quad.

As for all of your dirty little secrets. I will not The Beckoning has made it possible for younger
divulge them. You are all safe... in that regard Kindred to hold power in major Camarilla
anyway. domains. In smaller areas, this has been true
for much longer. The Quad Cities domain is
Enjoy your city and your power. Have faith, controlled by a coterie who moved in when
dear friends! I will come back to see how you Davenport was founded in 1839. They were
are all doing. Someday. originally marginal figures in Kindred society
but the recognition of an emergent domain made
Your Benefactor, it possible for them to establish themselves.

— Ira As former outsiders become established, they


gain the sort of history that always plagues
Not all Kindred domains are individual cities. those who claim praxis. Among the Kindred, it’s
The Quad Cities metropolitan area is home never possible to account for every loose end.
to 400,000 people in the intersection of three The bodies never stay buried.

78
The Betrayal
The original coterie who there, influencing his former Under the surface, the
made the Quad Cities into domain and plotting a Center also deals in drugs
a proper domain consisted comeback. Since the 1950’s, and prostitution, providing
of Ira of the Ministry, the the main vehicle for his efforts ample blackmail material for
Ventrue Eli, the Toreador in the mortal sphere has been the vampires who oversee its
Sasha, the Tremere Darius, the purposefully quotidian operations.
and the Brujah Mary. Ira led The Northern Illinois Leisure
the coterie but eventually Center which organizes COVID-19-related lockdown
the others turned on him, and runs street festivals measures have made feeding
ousting him from his role in and carnivals and produces increasingly difficult for
an internal coup. television promotions. They many Kindred. Ira has chosen
also own restaurants, bars, this moment for his return,
He managed to escape and and nightclubs. banking on his enemies being
hasn’t been seen since distracted by their
the 1920’s. own difficulties.
He has also floated
Since then, the other the promise among
members of the Ministry allies that
coterie have settled were the Quad
into familiar roles. Cities to fall, the
Eli is the Prince and new regime would
Mary the Sheriff. be much more lax
They have had luck in terms of feeding
in maintaining the restrictions.
domain free from more
powerful Camarilla Of course, he knows
players because of its that this could lead
geographical location to a Masquerade
and the presence of a breach and a Second
werewolf pack. It takes Inquisition hunter
skill and experience to operation in the
evade the werewolves, domain but he has
something that judged the risk to
Kindred with designs be worth it.
on the domain usually
do not have.

Despite keeping away


from the spotlight,
Ira has always been

79
The Domain
In terms of its Kindred population, the Quad Cities is a long-time Camarilla domain. When it was
originally founded, the Anarchs were at low ebb worldwide and the coterie who made this their own
domain sought to assume the privileges the Camarilla granted to those in power.

For external enemies, smaller domains are harder to infiltrate. Local Kindred know the area well and
the occasional Anarch scout sticks out, making it easy to eliminate them. Or leak their presence to the
local werewolf pack who rarely mind destroying a vampire.

Now, for the first time in its history, the Quad Cities are facing a concentrated Anarch attempt to
establish themselves in the domain in the form of Ira’s Ministry cult. Unlike previous contenders, they
have the advantage of significant local knowledge and support from Ira’s assets in the area.

The NILE Group has provided new arrivals with Havens, prey and useful roles they can take in local
operations. Because of this, Ira has managed to establish himself fairly well in the domain before anyone
has noticed.

The obvious setup for a LARP chronicle is to make the main characters the Camarilla of the Quad
Cities, slowly becoming more and more aware of the trouble in their midst. However, you can also
make Ira’s Ministry cult into player characters, running them as a parallel smaller chronicle until they
start to merge with the main chronicle.

A Camarilla vampire can find their way to a meeting of the cult or the Ministry may join the local
Camarilla under a false identity.

Stories
The core conflict in the domain is between the Camarilla and the Anarchs but with atypical inflections.
The Camarilla elite used to be downtrodden outsiders before they got together and founded their own
domain. The Anarchs are either Ministry or followers of the Ministry, giving their activities a decidedly
cult-like bent.

Because the original impetus to form the domain came from Ira, the Ministry has been in the Quad
Cities since the beginning. Indeed, they argue that they are just claiming what belonged to them all
along.

The Center for Light and Wellness. The Center is seemingly a mortal quasi-cult focused on personal
growth and wellbeing. You can walk in, learn breathing exercises, and enjoy the communal love until

80
it becomes time to tithe the Center
for all they have done for you. In
reality, the Center is another front for
the Ministry. In a chronicle, you can
create an event entirely built around
the Center, with mortal supporting
characters, chronicle regulars from
the Camarilla seeking to convert its
members into a herd and Ministry
vampires scheming in the wings.

Social sabotage. The ministry has


sought to subtly undermine the mortal
influence held by Prince Eli and his
court. Methods include covert support
for rivals in business, government, and
crime. For the purposes of organizing
a LARP, another form of sabotage
concerns public social events, galas,
and gallery openings. Each represents
a financial stake in the city’s wellbeing,
but also the court’s continuing project
to insert themselves into the fabric
of the city. You can make a LARP
event out of a gallery opening, with
undercover Ministry Kindred seeking
to turn it into a fiasco.

A new generation of werewolves.


Strict avoidance of local werewolves
has been a tenet of faith for the
Camarilla since the domain’s
inception. Werewolves live short and violent lives and they can go through multiple generations in the
time a vampire truly settles down into a new domain. Ira’s Ministry has covertly provoked the local
werewolves, trying to get them to attack the Camarilla. Some of their younger members have started
to wonder whether the war with the vampires really serves their purposes. They seek to make contact,
to the terror of the local Kindred. Warlike werewolves are scary enough but how to deal with one who
wants to talk?

81
HELSINKI
Xenia Kozyreva: Come on, I have to see the
Prince. I have to plead for mercy.
Laura Tokka: Yeah, that’s not so easy. I’m
sorry.

Xenia Kozyreva: Please, you have to help me!


You’ve been here all your life. I’m a newcomer,
I don’t understand why everything is so... I
don’t know, shady. Invisible.

Laura Tokka: What did you do


anyway?

Xenia Kozyreva: I
think I Embraced
somebody. I made a
few ghouls.

Laura Tokka: How


many is few?

Xenia Kozyreva:
Maybe ten, fifteen?

Laura Tokka: The


Unseen Assassin
will get you.

Xenia Kozyreva:
Come on, don’t talk
to me like that! You’re
just a slacker, what do
you do here anyway?
Aren’t you supposed to
be an Anarch?

82
Laura Tokka: I guess.... It’s a good cover. Xenia Kozyreva: I.... The people I care for are
Nobody finds it strange if someone like me plays better for it!
videogames all night and covers her windows.
Laura Tokka: *snort*
Xenia Kozyreva: You’re a disgrace to our Blood.
We’re supposed to be fighters, not sniveling Xenia Kozyreva: Really, they are!
losers who fear urban legends nobody has even
seen. Laura Tokka: You’re being evasive.

Laura Tokka: Prince Bobrikov has a reputation Xenia Kozyreva: Yeah, okay. I’m scared too. I
for cruelty. I don’t want to cross him. am. It’s the disappearances. Somebody talks
revolution and then they’re just never heard of
Xenia Kozyreva: Okay, real talk: have you ever again.
seen him? The Prince?
Laura Tokka: It’s... I’ve lost friends too.
Laura Tokka: No, he doesn’t maintain an
Elysium. Or maybe the Court has something Xenia Kozyreva: So, you understand why I need
like that but I’ve never been invited. to see the Prince.

Xenia Kozyreva: So, we’re just a bunch of scared Laura Tokka: I don’t know how. There’s a way
losers with no idea how to stand up for ourselves. to contact the Prince’s ghoul but I don’t think
anybody’s gotten a reply in months. Or years.
Laura Tokka: Look at you. You’re a real predator.
You take over the lives of mortals and make them Xenia Kozyreva: Fuck. So, I’ll know they caught
your servants. You literally live in the house of me breaking the Traditions when the Unseen
an entire family who’ve become blood addicts. Assassin comes for me?
Why don’t you make a revolution? You’re much
tougher than me! Laura Tokka: That’s pretty much it, yeah.

The Domain
For an average Helsinki vampire, the Camarilla is both distant and terrifying. Ostensibly the Kindred
of Helsinki are ruled by His Eminence, the Nosferatu Prince of Helsinki Nikolai Ivanovich Bobrikov.
In practice, there are loose groups of Brujah Anarchs and Toreador trying to hide among the mortals
comprising maybe 30 or 40 vampires in total. If they still exist, the old elite would number 15 vampires
more. It is unclear if anyone really knows all the vampires in the city.

The old Camarilla elite of Ventrue and older Brujah and Toreador has always been remote, but since
2003 they have become so reclusive, they could well be invisible. The old vampire villas in Sipoo have

83
been sold and the townhouses in Ullanlinna Other Camarilla rules seem to be enforced
stand empty or have been newly occupied by IT with varying degrees of laxity. Breaches of the
millionaires. Masquerade seem to be taken seriously. Making
new vampires seems to be okay, unless you make
Old Bobrikov never liked to deal with anyone too many. One has not gotten anyone destroyed.
except his closest advisors (and handsome young Making two in five years has, but not always.
Brujah, whom he adored), but the last anyone
had seen him was 20-years ago. Still, his laws live The only concrete proof of the existence of
on. Feeding in Helsinki is controlled extremely Prince Bobrikov is a phone number that
tightly. The areas of Ullanlinna, Kaivopuisto, ostensibly reaches his office. You send an SMS,
and Eira are reserved for the Prince only. The and sometimes you get a reply. Sometimes it is
rest of the city has been parceled for his oldest silent for months at a time.
friends and confidantes, none of whom is seen
on the streets today. Only small areas in the There is a story about what happens when the
center and the suburbs built after the 1990’s are Camarilla decides to execute a vampire who
free. does not follow the rules. They say that
Bobrikov has a right-hand man, a
Nothing prevents a young vampire from Nosferatu well-versed in the arts
breaking the law and feeding to their of supernatural concealment. If
heart’s content in the shadow of the someone breaks old Bobrikov’s
trees in Kaivopuisto. Sometimes commandments, the Unseen
when you do that, nothing happens. Assassin will find them, and
Other times, you disappear. they will never know what
ended them.

If a young Brujah Anarch feeds in


the correct place, the Camarilla
and its rules have only a
minimal impact on their unlife.
Unfortunately, the feeding
restrictions are pretty severe, and
the possibility of integrating into
the vampire elite of Helsinki seems
to have quietly disappeared. The
only prospect a young vampire has
is to eke out a meager existence in
fear of breaking an arbitrary rule
and being made to disappear.

84
Developments
The domain of Helsinki has been designed to be a tenuously controlled Camarilla city persisting solely
on inertia. All playable characters are neonates, most of them so young they have been vampires for less
than a decade. They are getting used to the world of the Kindred and scared of the monsters in the dark.
During a LARP chronicle, it is possible that the Camarilla domain of Helsinki becomes an Anarch
city instead, its vampire inhabitants finally casting off the fear of the Prince and fighting for their own
liberation
.
As the chronicle progresses, they unearth many of the secrets of the domain and have to deal with the
remnants of the Camarilla:

- Is the Prince still in the city or has he left for the Beckoning?

- Is the Unseen Assassin real, or is he just a legend meant to scare young Kindred?

- How will feeding territories be divided under the new rule?

- The remaining Ventrue try to hold onto their privileges but they are all young Kindred as well,
outnumbered by the Anarch underclass. Do they manage to adjust to the new regime or will they lose
their unlives?

- As the Anarchs develop a better understanding of the city and its history, they realize that some of the
disappeared elders and ancillae had ghouls who now operated independently. They kidnapped young
Kindred for their blood, trusting the others to ascribe the disappearances to the Unseen Assassin.

- One of the old vampires of the domain, perhaps Prince Bobrikov’s sire, wakes up from torpor. Can the
Kindred of the domain maintain the pretense that all is well and they are still a good Camarilla city or
does the situation escalate into a fight?

85
DOMAIN DESIGN AS LARP DESIGN

W hen you think about what kind of a


domain you are going to set the chronicle
in, you must think like a LARP designer. Not in
The setting of Vampire has much of this design
inherently in place. A standard Camarilla
LARP features vampires from different clans,
terms of what would be “realistic” or what are providing ready animosities and home groups
your favorite Vampire elements, but in terms of for players to hang around with. The standard
what kind of a domain will produce the LARP organizational unit among the Kindred is the
you want. coterie, a common group united by an idea or
a purpose. If your characters have both coteries
The parameters of the domain gently guide and clans, they already have two different axis
the action of the LARP. If you get this right, on which to relate to other characters.
your players will naturally gravitate towards
the desired kind of interactions and dynamics Make sure that this method of thinking about
without you ever having to push them. Such is characters and groups extends to every single
the magic of LARP design: players will have a character in the chronicle. No exceptions.
sense of freedom even as they fulfill the design
of the LARP as intended. Cases where it is easy to create characters who
end up lonely are mysterious envoys, traitors,
The core of domain design is to think of the and ghouls. If you have a strange visitor to the
LARP or chronicle in terms of character groups. domain, it works better if they come as a pair,
Ideally you should rarely think of individual or even a three-person group. That way, the
characters, instead focusing on groups. There mysterious envoys can always hang together
are two important reasons for this: if they find it difficult to penetrate the social
fabric of the local vampire scene.
1. Less work for you. If you come up with a great
concept for a group, it is easier to follow with A traitorous character is in danger of being
the internal breakdown of the group. Or let ostracized by their home group. If a Nosferatu
the players come up with their own character betrays their coterie, who are they going to hang
concepts within that wider group concept. around with? It is not impossible to come up
with answers; you just need to make sure there
2. Less lonely experiences for players. Ideally, is something. In this case, perhaps they divulged
every single player character belongs to a social clan secrets to an Anarch coterie, who now form
unit they can hang around with during the their social home base.
LARP. This way, there is less danger of players
being left out and feeling lonely.

86
Conflict
The domain should have a strong, fundamental Conflict can be thematic, ideological, material,
conflict baked into it straight from the start. cultural, supernatural, etc. Ideally something
Ideally, it should be something essentially where the issues at hand are hard to reconcile
irresolvable so that it will keep giving characters because there is no way everyone can have what
motivations to go at each other in perpetuity. they want.

The prime conflict of this type is naturally An example of a bad conflict would be that
the War of Ages. The old seek to retain their The Ministry and the Ventrue hate each other
power and privileges while the young chafe at because of an ancient grudge. It makes it too
the restrictions on their unlives and potential. easy for the players simply to bury the hatchet.
As individuals, young vampires will eventually
become elders but by then, new generations of If instead Ventrue and Ministry vampires both
neonates have taken their old roles as rebelling seek to control the drug trade in the domain,
firebrands. and the loser will suffer catastrophic loss of
income, then the conflict is based on something
Ideally, the core conflict of the domain can then material and much harder to resolve peacefully.
be extrapolated into all the individual conflicts Of course, it can still be initially presented as
that happen between characters. This way, you an ancient grudge so that player characters can
will have less work since you do not have to learn about what is really at stake during the
think up conflicts character by character. LARP.

87
Social Groups This way, a single character can go to a Ventrue
coterie meeting, then hang around with fellow
Camarilla neonates until it is time to slip away
Conflicts should break down along the lines of to the secret meeting of the Church of Caine.
social groups. That makes it easier for the players
to figure out the landscape of the LARP. That The choice of whether your domain needs one,
the local Toreador hate the Ventrue is simple two, or three levels of groups depends on how
but it also works and is easy to grasp. much other content there is. If the players are
expected to create their own action, it is good
All characters should belong to at least one to have three levels of groups. If there are plenty
social group. Especially in a longer LARP or of things happening all the time, they might be
chronicle where it is fun to shift between social better served with only one or two.
groups so you might want to come up with two
or even three layers of social contexts for every
character.
Roles
In practise, this could mean:

1. The clan. For some, such as the Nosferatu and Vampire’s domains tend to be replete with
sometimes the Tremere, the clan is the most characters holding office: Princes, Sheriffs,
obvious and visible social group. If there are Primogen, etc. These are a great way for you to
Caitiff in the LARP, there must be at least four set up conflicts, injustices, and other problems
so they can form their own group. that will then generate action.

2. Position on the War of Ages. A domain When you design how such roles are set up in
could be split four ways, with a hardcore the domain, your goal is to make the system
entrenched Camarilla power elite, younger dysfunctional on purpose. This will generate
more disadvantaged Camarilla Kindred, action in the LARP.
downtrodden Anarchs cruelly treated by the
Camarilla establishment, and secret Anarch For example, both the Prince and the
revolutionaries who seek a violent overthrow Primogen argue that they hold ultimate power
of the established order. Characters in all four in the city. Technically they rule together but
groups have reasons to trust each other and have in reality, they are constantly sniping at each
differing agendas regarding members of other other’s power base. Meanwhile, the Sheriff and
groups. the Scourge hate each other and sabotage each
other’s operations. On the Anarch side, two
3. The secret group. Everyone in the LARP Barons both claim domain over the whole city
belongs to a secret group, whether a conspiracy, while various would-be revolutionary leaders
a cult, a cell of Sabbat wannabes, or something cripple the movement’s efforts at change by
else. Belonging to a secret group is inherently attacking each other.
fun and you can make sure that everyone is in
one at the structural level. If official roles have overlapping functions and

88
the distribution of power is contested, player Or perhaps local Princes from neighboring
characters who are not directly involved can still domains hold a summit in the city, during which
try to play various officials against each other. it becomes apparent they are planning to take
over the domain and distribute its assets among
Another positive side effect of creating roles themselves. Can the old Prince escape, and do
with overlapping functions is that it reduces the the inhabitants of their domain want them to?
risk that the player playing an office-holder is
stuck playing the role instead of their character. The goal is to give the players the feeling that
After all, the player of the Sheriff might want to this is a dramatic, interesting time in the domain
deal with the personal issues of their character and the unlives of their characters. They should
instead of just doing Sheriff stuff the whole understand where they are coming from and
LARP. where they are going, as a community and as
individuals.

What’s Happening? This does not mean you cannot establish a


seemingly static domain if the goal is to then
break that status quo during the LARP. More
Big, important things must be happening right than one chronicle has started with the Prince
now as the LARP begins. If you have a chronicle, getting assassinated in the first LARP, thus
they must keep happening so it helps to think thrusting everything into turmoil.
in advance what kind of change the LARPs can
document. When thinking about the crisis engulfing the
domain, it is good to start with ideas that affect
What is the old status quo, and the direction it every single character. This way, you can be sure
is changing into? Perhaps a Camarilla city is on the drama of the LARP will catch all players.
the cusp of an Anarch revolution. Alternatively, After these elements are in place, you can then
perhaps it is an Anarch city in danger of a work towards smaller crises that affect only a
Camarilla counter-revolution. You could have portion of the characters.
a small domain surrounded by the Sabbat, in
danger of being subsumed both by the external
threat and young Kindred who start to emulate
Sabbat ways. An old guard of survivors of Second
Inquisition hunter attacks feel dismayed that
young neonates do not take the danger seriously.

These are all domain-level vectors of change. You


can also have events built around more specific
things and individuals. For example, a Justicar
will arrive in the city to root out infiltrators
once and for all, providing an opportunity for
everyone to frame their enemies and get them
destroyed.

89
INTERLUDE
Don’t Fuck With the Sabbat
Sebastian: Some of the other Anarchs at the to take down the Antediluvians. Find them, kill
bar were talking about something called the them and take their power.
Sabbat? I think? It sounded....
Sebastian: Aren’t the Antediluvians....
Agata Starek: No.
Agata Starek: Yes, the third generation. I’ve
Sebastian: What do you mean, no? The way heard it said that the Sabbat believe the
people were talking, I got the impression that Antediluvians still control us, their progeny.
the Sabbat could be a useful ally in our war
against the Camarilla. Sebastian: That doesn’t sound too implausible.
I mean, every other Anarch is telling me
Agata Starek: One more word about the Sabbat Camarilla elders secretly control everything
and I will punch you in the face. we do. This is just the same thing, but larger in
scale. And they’re doing something about it.
Sebastian: Okay, please don’t punch me. But
I just got to say, you can’t threaten me with Agata Starek: No. The Sabbat say they do it for
violence every time I ask a difficult question. freedom, to be liberated from the machinations
I mean, it worked the first few times but I’m of the Antediluvians. But they’re not free. They’re
starting to see that you do it just because you’re monsters shackled by their base impulses. We
not ready to.... have a lot more freedom than they do.

Agata Starek: No. If the choice is to talk about Sebastian: I’ve never seen you like this. It almost
the Sabbat or my feelings, I choose the Sabbat. feels like you’re scared. The mighty Agata Starek,
the Killer of Krakow or whatever title you made
Sebastian: So why shouldn’t we at least talk with up for yourself this week.
them? We have a common enemy!
Agata Starek: Are you making fun of me?
Agata Starek: Let me tell you about the Sabbat.
Sebastian: No... I’m not. Sorry.
Sebastian: Yes. Please!
Agata Starek: Haha, it’s okay! You should make
Agata Starek: Compared to us, they are as we fun of me more often. Anyway... just one thing
are to the kine. They’re killers of course, but you need to remember.
they don’t kill because they’re hungry or scared.
Or even so they could feel powerful. They kill Sebastian: What’s that?
because it’s as easy for them as faking human
breath is for us. They don’t have a conscience Agata Starek: Don’t fuck with the Sabbat.
to rein in their impulses. Some say they want

90
Chapter Six SABBAT
The Sabbat are antagonists. Their purpose is to give
your LARP an external enemy; someone to frighten,
threaten, and oppress player characters. The Sabbat
can be everywhere and nowhere. Its infiltrators can
subtly threaten the stability of a Camarilla domain
while its war parties decimate the ranks of the
Anarchs.

The Sabbat is a domain-level threat. The danger they


pose is not confined to individual Kindred but affects
everyone present in the city. If one Camarilla neonate
is kidnapped by the Sabbat, it is likely that others will
be too.

The Sabbat always escalates. This is why the war against them must be fought with everything the
characters have. The trouble is that the Kindred are a fractious lot. There are traitors in every domain.

The Sabbat
A common myth among vampires holds
that they are all descendants of the biblical
Caine and the bearers of his curse. The
Sabbat holds Caine to be their Dark Father;
a semi-divine figure who has directed his
Black Hand to free the world from his
traitorous grandchildren, the Antediluvian
third generation of vampires.

The Sabbat are organized into packs of


intense loyalty and dedication, with Priests
acting as commissars who keep members in
line. They follow Paths of Enlightenment,
various alien mindsets that shape Sabbat
culture much the same way the clans do in
the Camarilla and the Anarchs.

Because the Sabbat has abandoned Humanity and holds themselves to be superior to mortals in all
ways, they tend to come across as inhuman, cruel, and deranged—at best.

91
The Sabbat does not respect the Masquerade compared to the other sects. There are Sabbat
except as a practical necessity that should be elders who direct the war effort against the
discarded as soon as feasible. Most packs are Antediluvians and their pawns but they are
composed of recently Embraced Sabbat Cainites rarely glimpsed by outsiders. Sabbat ancillae are
because Sabbat casualty rates are astronomical quite rare.

Outside Perspectives
The Camarilla has had an extremely frustrating experience with the Sabbat. In recent years, great
gains have been made in terms of territory. Sabbat domains have fallen left and right, and the Second
Inquisition operations have mopped up the rest.

Once Camarilla Archons and Princes recovered from their smug celebrations of victory, they noticed
that somehow Sabbat-related violence only seemed to increase with each loss. Freed from the demands
of holding territory, the Sabbat could focus on what it did best: terrorizing those it deemed tools of
the Antediluvians.

In the Anarchs, knowledge of this new status quo came earlier, sped up by the Sabbat packs defecting
to the sect. They could tell their new comrades what was happening: experienced Sabbat crusaders
focusing on their holy war, leaving much of the less committed rank and file to fend for themselves.

Sabbat Characters
Sabbat present in your LARP should be supporting, organizer-directed characters. Their function is
to provide an antagonistic experience for the players. The Sabbat should be portrayed as inhumane,
something that is easier to do for effect in short bursts because you do not have to get into the head of
the character to do it. Possible organizer-controlled Sabbat characters are:

The envoy. The Sabbat sends a representative to communicate with the local Camarilla or Anarchs. The
envoy can make threats, demand concessions, or just propose immediate surrender. They present a great
opportunity to demonstrate the alien and strange nature of the Sabbat. Perhaps the envoy is a recently
Embraced brainwashed shovelhead with no greater conception of what being a vampire even means. Or
maybe they are an intellectual, lost in the labyrinthine twists of the Paths of Enlightenment.

A good rule of thumb with envoys is to introduce them in pairs or small groups so they can support
each other.

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Prisoners. The local Prince has managed to capture Sabbat
members and wants to display them at the event to shore up
the Prince’s personal authority. The local Camarilla
members come to gawk at the feral and violent
Sabbat. Does the Prince get what the Prince
wants? Does everyone marvel at the Prince’s
might after bringing such monsters as
trophies or does the Prince’s rival decide
to sabotage the display by freeing the
captives?

A war party. The Sabbat attacks. Sabbat


Cainites pour in to assault the gathered
Kindred. This can be very effective but
only do it if you are confident that your
combat mechanics will carry the day and
your players enjoy scenes of violence.

There are also exceptions to the organizer-


controlled Sabbat characters where the event has
a Sabbat player character or a player character
who is heavily involved with the Sabbat while
not actually a member.

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Examples are: The (Wannabe) Traitor. Both the Camarilla
and the Anarchs have their share of bitter
The infiltrator. The Sabbat has sent an agent to Kindred who dream of finding a way at getting
infiltrate the Camarilla or the Anarchs. They back at those who slighted them. What could
are in it for the long term, cultivating influence be better revenge than betraying their domain
and collecting information. Because the Sabbat to the Sabbat? Typically, these plots end badly
are so inhuman, it is hard for them to infiltrate for those who instigate them as either they are
groups of more humane Kindred without found out and executed by their comrades or
getting caught. Nevertheless, some exceptional they succeed and are destroyed by the Sabbat.
individuals manage it, playing the long game Nobody likes a traitor.
and waiting for the right moment to strike. A
perfect infiltrator is boring since their Sabbat Ex-Sabbat. In recent years the Sabbat has
plotline only really enters the game when it imploded with peripheral low-level packs who
is revealed. Because of this, even a talented weren’t really part of the Sabbat proper defecting
infiltrator should trip or reveal their hand at to the Anarchs. In Sabbat terms they may have
some point. been unusually humane but many have found
it difficult to adjust to their new unlives. Their
Victim of blackmail. The Sabbat found a fellow Anarchs are scared of them and they have
character’s Haven and threatened to murder trouble controlling their Beasts. Ex-Sabbat can
that character and all their loved ones if they wax nostalgic about the freedoms they enjoyed
did not cooperate. The character is terrified but in their former sect or thank the twists of fate
what can they do? With this character concept, for giving them a chance to escape its relentless
the Sabbat’s influence is there but the character brutality.
is not Sabbat per se. They can betray their
friends to the Sabbat or strive to break free, or
both.

Themes
Internally, the Sabbat is strongly connected to a common vampiric origin myth. Because of this, it
allows the exploration of big questions like “where did we come from” or “what is our purpose?”

For example, the Sabbat attacks the chronicle’s domain. Sabbat prisoners are present in a LARP
and player characters interrogate them. They learn about the Sabbat’s ideology and understanding
of vampire history. They do not have to believe everything these Cainites tell them but it serves to
introduce the topic.

Even if the Sabbat is lying or misinformed the original questions remain: do vampires have a grand
purpose? Is there an original sin that must be atoned for? After all, the Mark of Cain is often understood
to be a sign of divine disfavor but the Sabbat holds that the original sinners are the Antediluvians who
turned against the Dark Father.

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Modern Kindred might be tempted to dismiss such ancient fables but there is one incontrovertible
piece of evidence that something supernatural must exist: the Kindred themselves. Given that they are
here, what else could be true?

To develop these themes further in a LARP, it helps if there are other perspectives besides that of the
Sabbat. For example, worshippers of Lilith have an entirely different view of where vampires come
from and what it all means.

Repression in the Name of Safety


The Sabbat can affect your chronicle even if no Sabbat are ever seen in person.
Perhaps the Prince uses the threat of the Sabbat as justification for repressive
new measures. For example, the Prince decrees that each Camarilla vampire
must report to the Sheriff once a week and that feeding must be tightly
controlled to maintain the Masquerade. As the repression intensifies,
members of the Prince’s court start to wonder whether the Sabbat threat is
real at all. Maybe the Prince just made it up to justify more control.

In the Anarchs, an unscrupulous Baron faces a challenge to their


leadership, so they start accusing their rivals of being Sabbat moles.
The anti-Sabbat campaign gets out of hand as everybody with a
grievance starts accusing each other of being Sabbat members.

As demonstrated with these examples, the Sabbat does not actually


have to do anything to cause chaos in an enemy domain. Their
r e p u t a t i o n does the work for them, making Kindred of other sects
lose control and make decisions with terrible
consequences.

In the unlives of ordinary Anarchs and


Camarilla members, this is the most common
way the Sabbat affects them, by far.

When the Sabbat actually do attack a city torn


apart by paranoia and false accusations, it comes
as a relief. Finally, a real, physical enemy to fight!

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The Sabbat LARP
The Sabbat are antagonists but that does not Will they join the Sabbat or will they find a way
mean you can not build an unusual LARP for a counter-revolution?
experience explicitly around them. The Sabbat’s
communal ritae are highly evocative and In small games, the Sabbat LARP is difficult
function well in a LARP setting since you can to pull off because you need a lot of supporting
perform the ritual for real (or at least real-ish as Sabbat characters. However, it can be fun to play
it is better leave any actual blood-sacrifices to even if you are playing an organizer-controlled
the world of make-believe). character who is there to provide a concrete
spectacle of evil.
Inverting the earlier idea about prisoners of
war, the Sabbat has conquered the domain. They The main challenge with a Sabbat-focused event
have murdered many of its residents and taken is that they are inhuman to a degree that makes
the rest prisoner. Now the Sabbat is holding them hard to portray. This means that for those
a victory ceremony where the remaining who play the organizer-led Sabbat characters,
Camarilla or Anarch Kindred have a choice: will it is better to focus on making a spectacle of it
they hold true to their ideals and get executed? rather than story or character play.

FOR THE LOVE OF CRUELTY


Some experiences are so She was Korean I think,
terrible you can not talk here to study and then be
about them with your Embraced so she could
mortal friends because you never go back home. Or so
do not want to break the she thought at least. My job
Masquerade. You can not was to look after her because
talk about them to other the others were worried she
ghouls or the Kindred was too inexperienced to
because the greed in their know how to hunt or keep
hearts would propel them from being discovered by
towards the very same fate the Second Inquisition.
you only barely escaped.
Her name was Ji-a. They
So instead I will write here were right to worry about
and then I will burn this her. She couldn’t accept that
notebook. so much of her new vampiric
condition was unknown, so

96
she took to talking to some of those ex-Sabbat light. What they did to her body, changing it.
freaks who pretend that they’re now good, The killing, the blood, the sacrifices.
ordinary Anarchs. I’ve never trusted those fucks
and what happened proved me right. Somehow I’d assumed that she was a victim
and they were leading her on like a lamb to
I visited Ji-a’s Haven to see if she was alright the slaughter. Perhaps she was a victim. But
and she wasn’t there. She had a roomie whom she wasn’t the one being sacrificed. She was
she’d made into her ghoul (never make your initiated. They were practicing Sabbat, they’d
friends into ghouls... but I suppose everyone has used the laziest infiltration method imaginable,
to learn that lesson the hard way) who told me and they’d gotten their recruits.
that she’d slipped away at sundown, furtively,
like a teenager sneaking to a party without the I’ve known Anarchs who kill in anger and
knowledge of her parents. Camarilla who kill with cold, impersonal cruelty.
Following a premonition, I drove to where I These Sabbat fuckers made a celebration out of
knew the ex-Sabbat pack had their communal it. Just blood spraying everywhere and she was
Haven. They’d tried to keep it a secret but news right there, laughing and mutilating with the
travels. rest of them in a mad frenzy.

I suppose I imagined myself running in guns She didn’t really need answers and explanations.
blazing, saving the girl, killing the bad guys and She just needed someone to tell her that it was
making a triumphant exit. okay to heed the voices of cruelty and terror
whispering in her blood.
Well, no.
- A page from a half-burnt notebook in the Anarch
I saw some of it from a hiding place. The red ghoul Szymon the Sad’s home

THERE BUT FOR THE GRACE OF GOD....


The Sabbat has distinctive qualities that make element in a LARP, they can be used to show
it great for bringing certain setting elements in concretely what it means when vampires simply
Vampire to the fore. Trying to hold onto your let go.
humanity is a core concept and the Sabbat
embodies what it looks like if you give up on Another setting element that can be
that and choose to accept vampire supremacy. demonstrated through the Sabbat is the mythic
level of Vampire: Antediluvians, Methuselahs,
The temptation can make the sacrifices a vampire Gehenna, Caine, and so on. These concepts are
makes to stave off the Beast more meaningful. remote from the unlives of ordinary Anarchs
The Sabbat demonstrates that becoming an and Camarilla members but to the Sabbat they
absolute monster is a feasible choice. As an are forces that shape what they do every night.

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The average Kindred knows little about this side to the Anarchs. However, they are scarred from
of the Sabbat but they can learn about it from an earlier failed attempt at a revolution leaving
the mess the sect leaves behind. The tortured most of their leaders and ideologues dead or
ramblings and confused messages strewn around disillusioned. Because of this, newly Embraced
in a former Sabbat lair can paint a picture that Kindred do not really have anyone who could
makes little sense but hints at a lot. authoritatively explain what’s happening to
them.
These concepts are not the sole province of the
Sabbat, of course. Many in the Camarilla have The lack of stable power structures has
great faith in them and there are cults like fostered a chaotic undergrowth of cults and
the Church of Caine whose theology greatly idiosyncratic packs. The Church of Caine has
resembles Sabbat ideology. established itself in town but the ideas they
speak about sound exactly like Sabbat dogma.
An Anarch pack argues that the Sabbat has
Domains in Confusion some good ideas and the Masquerade was a
mistake anyway. Individual Kindred declare
In the nights of old, strong Princes ruled their themselves Cainites and make ignorant
domains fairly and justly, making sure everyone attempts to follow a Path of Enlightenment,
benefiting from their benevolence was safe and only to fall to the Beast because they have no
prosperous. Or at least this is what some nostalgic idea what they are really doing.
Camarilla Kindred say.
Maybe there is a real Sabbat presence in the city
Many modern domains are nothing like that. It but it is not necessary. Sometimes it is easier to
would be a mistake to even call them Anarch or explore Sabbat concepts when there is not an
Camarilla because the truth is much messier. In actual war party mass Embracing vampires left
such unstable conditions individual Sabbat packs and right.
can hide in plain sight but more importantly
Sabbat ideas and concepts spread even without
any real connection to the sect. LARP Concepts
Here is one idea of what such a domain could The Kids Are Not Alright - Local Camarilla
look like: and Anarch leaders become aware of the fact
that many of the younger Kindred in the
Technically, this is a Camarilla city, ruled by a domain start to adopt Sabbat ideas of vampire
Prince and their Primogen, and perhaps in the supremacy. It feels like the ambient humanity
fantasies of the Prince this is true. However, the of the young is dropping, instances of brutality
reality is that the Prince is pretty much holed up directed at mortals are increasing, and rhetoric
in their Haven with little influence over mortal becomes violence. The trouble is that past
matters in their domain and the Primogen failures have left local leaders with a crisis of
consists of a few fractious ancillae who hate each authority. The neonates do not listen to them
other and feed lies to their liege. anymore.

In other circumstances a city like this would fall

98
Worship the Dark Father - The local Church of Caine is gaining adherents. A Church ceremony makes
for a great LARP event. Perhaps they hold an open doors night for the purpose of finding new converts
among the local vampire population. The trouble is, the particular brand of faith preached at the Church
veers towards an apocalyptic interpretation that sounds like what the Sabbat believes in. The Church
of Caine has always been suspected of secret Sabbat loyalties but this time it might be true. Or not.
Perhaps local Church leaders have independently arrived at the same conclusions the Sabbat adopted
centuries ago.

Cargo Cult Cainites - Based on hearsay and rumors, a local Anarch pack has decided to “join the Sabbat”.
They have no actual connection to the sect but try to emulate Sabbat practices and rituals on their
own. It is all in good fun when it is only about sacrificing pets in ersatz rituals but trouble arises when
the Anarchs try to purposely extinguish their own humanity and follow the Paths of Enlightenment,
vague concepts they know almost nothing about beyond the promise of becoming somehow more true
vampires.

LARP CONCEPT: THE TRIAL


A Camarilla Prince feels threatened by the The Prince decides that instead of summarily
prospect of an Anarch insurrection in their executing the faux Sabbat pack there will be
city. Together with the Primogen they concoct a a trial at the Elysium. All the Kindred of the
plan to make it seem as if the city is under siege domain are invited to witness the Prince’s
from terrible forces with the Prince as the only power and wisdom. The Prince hopes that this
defense. will shore up their faltering authority.

What could be worse than the Sabbat? The trial is rigged against the accused, of course,
Fortunately for the Prince, an Anarch coterie and they do themselves no favors. The faux
has recently taken to calling themselves a Sabbat pack’s members do not understand that if they
pack and boasted of membership in the Black are found guilty they will be left to the sun.
Hand. They boast and brag of their nonexistent Sabbat
connections until slowly, as the proceedings
The truth is that the Anarchs are young idiots continue, they will start to figure out that they
who imagined that pretending to be in the are going to be destroyed.
Sabbat would give them a fearsome reputation.
For the Prince it is a blessing because it will
cause a fracture among the Anarchs.

99
Faction Breakdown
The domain’s characters belong to a number vampires has not improved their temperaments
of different factions who all have their own any. They are not particularly sympathetic,
perspectives and goals for the trial. boasting and bragging of things that will get
them destroyed. These characters provide an
The Prince and the Primogen - The leading opportunity to stay in the spotlight and have
lights of the domain have committed themselves fun with playing dumb fucks.
to the deception. Publicly they talk about the
threat of the Sabbat and the danger of allowing The Anarchs - For ordinary Anarch characters,
its influence to fester among the Anarchs. the trial is confusing and scary. This particular
Privately they know it is all bullshit. Some of domain is ruled by the Camarilla and they
them might even privately admit as much. These are subject to the Prince’s edicts despite their
characters provide an opportunity to play up Anarch affiliation. There has been a lot of talk of
the hypocrisy of the Camarilla. revolution and killing the Prince but the threat
of Sabbat assault is a great cause for concern. If
The Accused - A “Sabbat pack” consisting of the Sabbat are really coming, maybe everyone is
four to eight members. They were all dumb better off under the protection of the Camarilla?
violent assholes even when alive and becoming Some Anarch characters are on good terms with

100
the accused, others hate them. These characters provide the most humane perspective on the themes of
the LARP. The Anarchs have to figure out what is true and how they feel about it. Even if they realize
that the whole trial is a fake, it still pays to get rid of an annoying rival Anarch group. Or maybe the
revelation that everything is fake launches the long-awaited revolution.

Former Sabbat - Among the Anarchs is a coterie of former shovelheads who got a glimpse of the real
Sabbat before they were left behind to fend for themselves. This is a closely-held secret and none of
the other Anarchs know about it. These former Sabbat are alarmed at the idea that their original sect
might be coming after them but they also have the best chance to figure out that the accused are just
dumb braggarts and not real Sabbat at all. These characters provide the chance to explore choices that
place them into various kinds of danger. If the characters reveal what they know, they might also end
up revealing their own background.

Setup
The LARP works best if it is set up like the sort of trail we all know from tv. The Prince stands for the
judge of course. There is a prosecutor who is a Camarilla hardliner who lays out the case against the
accused. An Anarch representative defends them but it is clear that this is just a Camarilla stooge.

To make sure that the LARP plays out properly, it should last for a single evening with a number of
breaks to allow the characters to mingle, discuss and plot.

When possible, the traditional roles of the courtroom should be distributed so that more than one
character serves each function. Thus, the prosecutor has an assistant or two and so on. This connects
more characters into the courtroom drama.

Outcomes
There are several different outcomes possible within this framework.

In the most cynical, the accused are found guilty of being Sabbat and executed. The Prince’s power base
is strengthened and the Anarchs are cowed. This can come about as a result of Anarch characters taking
this opportunity to make individual private deals with the Camarilla, becoming turncoats or stoolies.

Another outcome is messier: The assembled Kindred realize the accused are just idiots, not Sabbat.
The Prince senses the changing attitudes and decides to showcase their infinite grace and wisdom by
giving the faux Sabbat over to the Anarchs with an exhortation to make sure they would not cause more
trouble.

In a third ending, the Anarchs become so incensed at what is happening that the situation devolves into
violence. If not immediately, then immediately after the LARP has ended.

101
Chapter Seven

GHOULS
Glorious Immortality
Sebastian fidgeted in his seat, looking out of the car windows without stopping to process anything he
saw. Suddenly he twisted around to look at the man driving the car.

“Szymon, you’re not a servant. I want you to know that. You’re my friend. I just asked you to drive
because I’m worried about what will happen. I broke into her Haven....” Sebastian’s voice had an edge
of anxiety. He had yet to fully acclimatize to the cruel hierarchies of vampire unlife.

“It’s alright. Don’t worry about it,” Szymon said wearily. He had served the Anarchs for three decades as
a ghoul. In that time, he had learned that some of them preferred to pretend that there was no power
imbalance between them, that Szymon did menial tasks for them out of friendship and not because he
needed their blood.
“Look, please don’t tell the others that I’m visiting Salomé Díaz. They wouldn’t understand. To them
she’s just a Camarilla Ventrue but she sent me an invitation and I had to accept. I felt guilty about
desecrating her Haven with Agata Starek.” Sebastian was babbling, his nervousness getting the better
of him.

“I know how to keep quiet,” Szymon said. It was one of the secrets of his long employment among the
Anarchs. He never took sides in their internal squabbles and he never snitched.

“Good, good…” Sebastian muttered; the reflection of his handsome face visible in the car’s window. They
emerged onto the driveway of the Ventrue Salomé Díaz’s mansion. “Can you wait here? It shouldn’t be
too long”, Sebastian said, stepped out and disappeared into the building.

Szymon parked the car and settled in to wait. It was not the first time he was outside while his undying
masters and mistresses were handling business.

Someone knocked on the car window. Szymon was startled, putting away his phone and looking up
to see a casually but expensively dressed girl in her twenties. At first he thought it was the mistress
of the house herself, Salomé Díaz, but then realized that while there was a strong resemblance, her
demeanor was completely different. When Szymon had glimpsed Salomé, she had been the very picture
of privileged wealth but this woman was more animated, knocking again when he did not react fast
enough.

Szymon unlocked the car door and the girl slipped inside to sit next to him. “You’re an Anarch ghoul,
right?” she asked and Szymon flinched. It was a rule in his usual circles that Kindred terminology was
never to be used in public.

102
“I came with Sebastian,” Szymon said, trying to “Yeah, it sucks,” Szymon said morosely. “They’re
see if the girl was a vampire. She was too lively all assholes no matter what they pretend.”
for him to be comfortable but that did not mean
she was alive. “They call you Szymon the Sad, right?” Valentina
said, looking at him. He realized that this was
“You’re his guard dog,” the girl said and nodded. not a random meeting between an Anarch and a
“I guess the Anarchs need servants too, right?” Camarilla ghoul. She had sought him out.

“Now, listen....” Szymon started, regretting “I don’t care for the nickname,” Szymon
letting the girl into the car. He should have grumbled. He had acquired it after losing too
stepped outside to talk with her. Whoever she many people, mortal and Kindred, who used to
was. be close to him. He was never sure whether it
was being used in sympathy or mockery.
“Don’t worry,” the girl said, placing her hand on
Szymon’s arm. “I’m just like you. A blood junkie. “I think it’s cute. Soulful.” Valentina sounded like
I know what it’s like.” many Kindred Szymon had known. Sympathetic
but only as a facade. She would go far in the
“You do?” Szymon had been played around by night. As she continued, Szymon had the
vampires more times than he could count but familiar feeling that he was being manipulated.
usually his fellow ghouls were easier to manage. “Salomé made me into a ghoul because she loved
With this one, he felt continuously out of depth. me. That’s what she said. She didn’t want me to
grow old so she gave me glorious immortality.”
“Yes I do. I’m Valentina Díaz. Salomé is my
sister. Mortal sister I mean. She’s a vampire and Being around Kindred and ghouls for so long
I’m just....” Her voice trailed off and suddenly had attuned Szymon to the tell-tale signs of
she seemed subdued and small. when someone was jonesing for blood. With the
Kindred it was because they were Hungry. With

103
ghouls, it was more about the addiction and the I’ll come calling sooner than later.”
fear of losing the privileges granted by vitae.
“Whatever. I don’t care. Yes, I accept,” Valentina
“Let me guess. Your sister has cut you off,” said, her mind already in the ecstasies of the
Szymon said. Blood.

“Don’t be mean!” Valentina replied, hitting him By the time Sebastian returned, Valentina was
lightly on the arm. “But yes. She did. She said I long gone and sunrise was teasing its appearance
couldn’t drink her blood every night. I needed in the horizon. The vampire looked drained and
discipline. Can you imagine that? Discipline! confused, a smaller man than when he went in.
My own sister said that!” They sat in silence as Szymon drove the car out
of the estate’s grounds and started making his
Szymon could not imagine it because his way towards Sebastian’s Haven. They would be
thoughts had gotten snared at an earlier part there in time, but only just.
of her confession. “You used to get blood every
night?” he blurted in amazement. How could Finally Szymon asked: “How did it go? What did
any ghoul be so privileged? she want?”

“Well, yeah,” Valentina said defensively. “I know “What? Oh yeah, Salomé...” Sebastian sounded
it’s a lot but I need it, you know?” unhappy, helpless in the face of the world’s
cruelties.
One of the downsides of being a ghoul in the For a fleeting second Szymon considered
Anarchs was that sometimes they simply forgot revealing that he had acquired a boon from the
to give Szymon blood for weeks. It was not rare Ventrue’s ghoul sister but decided against it.
for him to be only a few nights away from the That belonged to him and him alone, not to his
point where his body would go into withdrawal Kindred masters.
and start aging. Only once had he gone over that
point. “She saw right through us,” Sebastian continued
forlornly. “She saw right through Agata Starek’s
“What do you need?” Szymon asked. game. Maybe.... As a killer Agata is the best but
the Ventrue are manipulators. Salomé said that
“Blood. Their blood. I need it. Do you have any?” she forgave me for defacing her painting, that
Suddenly Valentina’s face was inches away, the it was not the original anyway. She said that I
need naked in her eyes. could make up for it by....”

Szymon’s rule was to never play the games of “By what?” Szymon asked after a moment of
the Kindred but something in Valentina’s raw silence.
desperation weakened his resolve. Maybe he
could make a play, get something. “Becoming her boyfriend,” Sebastian finished.
“She said I looked pretty. That I’d looked good
“Yes I do,” he said and Valentina almost stopped when I was dating Annika Wall.”
breathing. “You know the Kindred traffic in
boons? If I give you blood, you’ll owe me. And

104
Servants in a Palace of Blood

Ghouls do not have it so bad. They still get to breathe, eat, watch the sunrise.... Sure, they are addicted
to the Blood, but so are we. If a vampire gives them a taste of the good stuff every now and then, they
are good. We have to hunt every night!

I think we are all in this together, all trying to survive the night and hold onto our humanity. In the
Camarilla, we don’t abuse our ghouls. They’re essential parts of the machine that allows us to exist in
some comfort.

I have a few ghouls myself helping me with taking care of the city. They can go to places I can’t and I make
a point of telling them how valuable their contribution really is. One of them has a cancer diagnosis
and he’ll die without the Blood I give him. Not tomorrow or in a year but sooner than a mortal would.
What’s a few nights of service every now and then compared to the fact that you get to live?

— Henry Thomas, a Camarilla Sheriff

You should never stoop to having intimate relations with the help. Not even when they’re gorgeous
and you’re feeling nostalgic and long for a reminder of what it felt like to lust for something other than
blood. It makes them think they hold something over you and it’s awkward and tedious to disabuse
them of such notions.

Why, I once had a ghoul who believed he was my boyfriend! How absurd.

I admit I’ve made this mistake once or twice but that doesn’t mean you have to do it too. Learn from those
who came before you. If you have to fuck a mortal, choose someone who isn’t a ghoul and doesn’t know
you’re a vampire. Such mortals have a virginal innocence I find quite charming, especially compared to
the grasping greed of the ghouls.

I once knew a Ventrue who would only feed his ghouls vitae from a dog bowl. That might have been
extreme but he surely didn’t have the same kind of embarrassing problems I’ve suffered from.

— Victoria Ash, Toreador elder

I don’t like it when people talk about ghouls like we’re all servants. I for one am not and I think it’s
harmful to all of us to reduce everything to one stereotype. You know what I’m talking about, the ghoul
butler who loyally looks after his Camarilla mistress and silently deals with all the abuse heaped upon
him because he needs the Blood.

Of course, my sister Salomé has a ghoul like that, old Barnaby. That’s not the name he was born with but
Salomé wanted a British butler so she told him to change his name and fake an accent.

I don’t know how we’d ever survive without him! I think he just enjoys serving.

105
My role is different. I’m Salomé’s sister and she the Díaz family was that the vampires demand
keeps telling me nothing has changed between to be lied to. They detest the truth and savor
us, that we’re still the same. I know it’s not true falsehoods. They want to believe that you enjoy
and it breaks my heart but that doesn’t make serving them, that you love them, that this is
me into some kind of an awful Renfield-type what you were meant to do with your life.
creature.
When you feed them the lie they want to hear,
I have all the privilege and wealth I’m entitled they’re satisfied. Tell them the truth, that you
to, with just the small unfortunate fact of blood hate them with every fiber of your being, and
addiction. they become angry and hurt you. They’ll grab
your face, look you in the eyes and say: “You
— Valentina Díaz, a Ventrue ghoul don’t really hate me.”

Is this the life I would have chosen for myself? The Blood and their horrible abilities mess with
Of course not. I had hopes and dreams like your head. You don’t know which thoughts
everyone else and instead I was reduced to a belong to you and which to them. Maybe it
servant tending the needs of spoiled immortal doesn’t matter. I’ve been a butler so long, I don’t
brats. have any hope of another life.

One of the earliest lessons I learned in service of Sometimes I see younger ghouls who don’t

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understand what the Blood will do to them. you’ll do it because you don’t want to jeopardize
They think it’s a gift. Who doesn’t want to be your blood supply.
strong, healthy, and immortal? The trouble is
that no matter what the vampires say, in time From that moment onwards you’re a servant.
they will come to see you as a lesser creature.
Maybe not today or tomorrow but the night will — Old Barnaby, a Ventrue ghoul
come that they’ll tell you to do something and

Less Among Equals

Being a ghoul in the Anarchs is not so bad. Hell, They don’t always remember to give it to us and
sometimes I think I’d be happier as a ghoul! All the results can be terrible especially I’ve you’ve
the benefits of being a vampire with none of the been a ghoul for decades.
drawbacks. Immortality, strength, and you still
get to see the sun. They talk about equality but it’s always a lie.
Even if they don’t realize it themselves.
Sure, sometimes things can get a little rowdy
at a Brujah rave. I know sometimes ghouls can You can have a young Brujah or Toreador very
fall victim to roughhousing. But I’ve also seen earnestly telling you that they’re not like the
Brujah tough guys apologize afterwards and give other vampires, that they’re not seeking to
the poor ghoul some extra Blood to mend up. So subjugate you. You’ll be taken care of. That’s
you know, it’s all good. what the Anarchs are all about!

The important thing is that we’re all equal in the I’m here to tell you that there are no good
Anarchs, vampire and ghoul alike. Nobody is vampires. Even the most considerate vampire
better than any other. We all have our strengths will fail you when it’s convenient for them. They
and weaknesses and we should support each might apologize afterwards, but more likely
other. they’ll tell you no harm was done and give you a
bit more of their Blood.
This is why Blood Bonding ghouls is sometimes
frowned upon but really, what can you do? They Would I make the same choices I made before
need the Blood and eventually it’ll happen for if I’d known this was the price of immortality?
sure. The important thing is to treat them with
dignity. Yes. I would.

— Sebastian, a Brujah vampire Despite everything, all the petty humiliations of


being an Anarch ghoul, I don’t want to die.
Immortality sure sounds better in the abstract.
As a ghoul... all of us learn that we need to be — Szymon the Sad, a ghoul
able to secret a bit of vitae away if at all possible.

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It’s a game. If you play it successfully, you can they treat each other. Steal Blood from them
have everything the licks have, with none of the instead of having them give it to you. Never
drawbacks. If you fail, you become a servant drink twice in a row from the same vampire.
besotted with their master. Make them think you’re doing them a favor, not
the other way around.
I play poker for a living. I’m used to risks, mind
games, surviving against long odds. There’s a What are your odds?
thing that we do before we play, to desensitize
us to the money we win or lose. We flip a coin, I can’t tell. That’s up to you. I know I’m happy
with ten-thousand-dollars on the line. Do that with mine.
five or six times and you lose the fear of money.
That’s the only way to be an Anarch ghoul. You — Soo-jin Choi, poker pro and Anarch ghoul
can’t fear the licks. If you do, you start acting
desperate. Servile. You start to keep things
bottled up inside you and just hope they’ll give At the end of the day, a vampire is just a sack of
you what you need to survive another night. blood. If you get lucky, you can squeeze enough
vitae out of a single lick for all your buddies
No. before you kill them. The Blood Bond doesn’t
matter much if they’re dead.
Make them forget you’re a ghoul. Treat them like

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Sure, you can be careful. Take a vampire prisoner, avoid drinking straight from the vein. Make sure
the Blood becomes inert out in the air before ingesting. Only the thing is, you’ll eventually fuck up.
Vampires can be charming little fuckers. They’ll tell you a sob story, and promise to always give their
blood. Or you get sloppy and drink from the vein and then you’re bonded.

Squeeze them dry, kill them. It’s the only way to keep your head straight.

The Blood Bond is some fucked up shit. The vampires are not brooding lords of the night. They’re sordid
little pushers who want to chain you to the product they sell: their own Blood. With the Bond they do
just that.

I don’t pretend to kill vampires out of a sense of justice or duty although it’s probably a net good for the
vile world we live in. I do it because I want to live and live free.

You can do that too. The only thing you need to do is to let go of the fantasy of the vampire as a
romantic figure.

— Nayla, an independent ghoul

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ABOUT GHOULS
In Vampire: The Masquerade, ghouls represent Many vampires keep their ghouls in line by
a special niche of the setting where themes of promising that loyal service would be rewarded
addiction, dependence, and power imbalances with full vampiredom. Unfortunately, vampires
really come to the fore. Having to make do are inveterate liars and most ghouls end up dying
without the more extravagant Discipline powers abandoned by their masters and mistresses
or other advantages of the Kindred and being instead of being Embraced into the world of the
highly susceptible to the Blood Bond, or at the Kindred.
very least a crippling addiction, the ghouls get
the short end of the stick in the quest to cheat Indeed, some vampires actively avoid Embracing
death. ghouls. To them, it feels like the ghouls are
eternally tainted by their servile position.

The All Ghoul LARP There are different themes and metaphors
you can go for: if you want the LARP to be
relentlessly grim, play up the ghoul’s need for
If you want to make a World of Darkness LARP vampire Blood and the capricious cruelty of
with a more down to earth focus, where the the Kindred in doling it out. If you want the
desperate scramble for a few crumbs from the characters to feel more powerful, you can
tables of their betters, then the all ghoul LARP emphasize the cluelessness of older vampires
is your best bet. concerning the modern world. They rely on their
ghouls to maintain their networks of power and
If Kindred are present, they are supporting this means that the ghouls often know far more
characters. All the players characters are ghouls, about their business than their master does.
keeping the LARP’s focus squarely on the ghoul
experience. It also makes it possible to keep
the vampires under strict organizer direction,
making sure that they are suitably awful, high- The Social Landscape
handed, and vicious.
A ghoul LARP works best if the characters are
Whether Camarilla Kindred who have subtly
broken down into factions, opposing ideologies,
corrupted their mortal families by making them
and groups that have conflicting goals. The
into ghouls or Anarchs who preach equality
design of Vampire already breaks down the social
while subjecting their ghouls to a thousand
map of vampire characters along these lines
small indignities, the role of the vampires in a
with the clans, sects, and so on. How do you do
ghoul LARP is to represent the system that is
the same for ghouls?
keeping the player characters down.

110
The relationship of the ghoul to the Kindred they served an elder who was called away by the
creates a key distinction: Beckoning, leaving them to fend for themselves.
In such a situation, some fail and die but others
Friends and family. Sometimes vampires seek to manage to make themselves indispensable to
help their mortal friends and family with the Kindred society.
gift of blood. It keeps them in better health,
maybe even preventing life-threatening disease! Hunters. Being a ghoul does not mean that you
No matter how selfless the original impulse, have to wait for vampires to give you blood. You
the result is that from that point onwards, the can take it. Some of the ghouls in this category
ghoul is dependent on the vampire. In some started as servants, developed a hatred of their
ways, this is the easiest way to be a ghoul. You masters, and rebelled despite the blood bond.
can even pretend that you are truly equal with Others were hunters first, trying to improve
the vampire who is giving you their blood. their abilities with a little illicit ingestion of
vitae. Whatever their origins, these ghouls
Servants and staff. The traditional role of know that as long as you keep your blood
the ghoul in vampire society, and especially supply varied, there is no reason to bow down
Camarilla society, is that of a servant. The ghoul to vampires just because you need their blood.
is stronger than an ordinary person and loyal
to boot. The conditions of employment vary In an example all-ghoul LARP, a group of
wildly. Some of the luckier ghouls are basically hunters could be masquerading as unaffiliated
employees with extra perks. Their masters tend ghouls, all the better to find new sources of
to be younger, more modern Kindred who want blood. Perhaps some of them secretly yearn
to build a functional organization. At the other for the life of a kept ghoul, hoping it would be
end of the spectrum are ancient Tzimisce who easier than being constantly on the hunt.
consider it entirely reasonable to fleshcraft
their servants into identical doppelgangers just
for the aesthetic effect. Serving such masters is
miserable, with little chance of rebellion.

Unaffiliated ghouls. Especially


common among the Anarchs,
some ghouls manage to navigate
Kindred society without
becoming chained to any
single vampire. They often
fulfill a useful purpose and
get their blood from many
different sources. A typical
origin for such ghouls is that

111
Ghoul LARPs revel in their power, intimidating the vampires,
making threats and having fun, their internal
dynamics complicated by the fact that some of
Here are a few example concepts for an all- them are blood bound to the Kindred present. If
ghoul LARP: they reveal themselves, they risk being destroyed
by their compatriots but they still want to keep
The staff party. The city’s ghouls have a traditional their masters safe in some way.
get-together where they complain about their
masters, share tips, and just generally support Upstairs, downstairs. This concept combines
and backstab each other with others who a stately Camarilla LARP with a ghoul LARP
share their unique predicament. The evening’s by keeping them largely separate. The Kindred
atmosphere is relaxed until a group of young have their intrigues in the salons and the
Camarilla vampires crashes the party, amusing dining rooms while the ghouls interact among
themselves by humiliating the ghouls. Can the themselves downstairs in the kitchens and other
Kindred have their fun and then leave or does servant’s spaces. The fact that the ghouls serve
one of the ghouls lose their temper, causing an vampires makes this easier because they are
incident in which one or all of the vampires get spared the logistics of making and serving food.
destroyed? For a less confrontational version
of the same idea, perhaps a couple of Anarchs Victory party. A group of ghoul hunters have
join the party, figuring that surely the ghouls managed to find, exsanguinate, and kill three
think they are okay! Awkwardness ensues as the young Kindred. They are flush with their success,
ghouls pretend to like the vampires. roaring with blood and glory. Servant ghouls
end up at the party and the hunters do their
Tables turned. A small group of young vampires best to convince them to turn on their masters.
are having a get-together which gets attacked After all, the servants of the Kindred get treated
by a group of bloodthirsty independent ghouls. terribly. The trouble is that no city can sustain
In this setup, the vampires are all supporting too many independent ghouls. There is only a
characters, technically superior but in reality limited number of vampires and the older ones
victims to the ghouls’ whims because of their tend to be too wily to trap.
small numbers. The ghoul player characters

112
Chapter Eight

ASHIRRA

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Remembrance of the Ancients
From the diary of Salman Hariri, a Lasombra without the comforting remembrances of her
traveler: past.

It must feel peaceful to know that monsters Will their recovery keep her at peace, perhaps
millennia old are unlikely to slumber under the willing to return to her deathless slumber?
tarmac of a shopping mall parking lot. Sure, Perhaps. Perhaps not. It’s a vain hope but it’s the
there are rumors of Methuselahs who have one I cling to.
traveled to America and made this their home.
Perhaps one or two can be found somewhere, One of our local Ventrue, Salomé Diaz, has
sleeping or pretending to be hapless neonates. acquired a small child’s toy carved from rock;
a little toy elephant from three-thousand-
Still.... the U.S. is huge. The ancients are rare. years ago. I don’t know its significance to the
Few here have ever witnessed one face-to-face. methuselah but I do know she likes it. Diaz
seems entirely unaware of the connection. To
I have. I suppose that’s why I returned. There are her, it’s just an ancient bauble.
many monsters still sleeping under the sands of
Egypt. I didn’t believe in them at first. I lived I was there the last time the methuselah woke
my mortal life in Pittsburgh but I wanted to and asked for it. I didn’t understand her words
get in touch with my heritage. I had become but her will pierced my mind and I knew her
one of the undead and I needed to know what desires. Blood and comfort, something from the
it all meant. I traveled to Cairo seeking for time when things still made sense to her. She
something, anything that would let me know had a sadness to her, even if I failed to appreciate
why I was here. Now I’m just a scared dead it because she was covered in the blood of my
man, escaping back across the ocean, to try to friends and compatriots, having drunk them
alleviate the destruction our forefathers will dry to slake her own thirst.
cause when they wake.
I understood why the Ashirra preferred me to
I thought both my mortal and undying ancestors be the one to deal with the methuselah instead
came from Egypt. I was right on both counts. of themselves. They had been dealing with the
My mortal family was perfectly happy to see monsters sleeping in the ruins of other times
me. Unfortunately, so were my Kindred among and other ages for decades, centuries. They
the Ashirra. figured they could always throw a dumb traveler
to the wolves.
The Englishman who started all this had no idea
of the repercussions of his act of thievery. Of The methuselah was beautiful in the way of the
course, he thought himself an archeologist, a ancients. The memory still makes me weep as
researcher digging through layers of history. An I settle to sleep for the day, unable to escape
excavation in 1877, a looted tomb the contents yearning for something I know will kill me.
of which now grace private collections all over Even if I manage to steal the toy from Diaz and
the world... and a methuselah who will wake return it to Cairo.

114
THE FIRST AND THE LAST
Most Kindred in North America and Europe know two of the great sects: The Anarchs and the
Camarilla. If they’re unlucky, they might have had personal experience with a third, the Sabbat. Yet
there is a fourth sect, the Ashirra, with whom the Princes of the Camarilla have recently joined in a
grand alliance sealed with the Vermilion Wedding.

A Camarilla Kindred knowledgeable in the matters of the great sects might believe the following:

The Ashirra consider themselves the first Kindred sect, rooted in the Arabian and North African
homelands where all vampires originate, at least if the stories of Caine and Enoch are to be believed.
According to legend, the Ashirra was founded in 622 by an Arabian Lasombra called Suleiman bin
Abdullah who envisioned it to be a vehicle for bringing Islam to his fellow Cainites. Such religious
fervor is long in the past for the Ashirra of modern nights, a conservative sect that sees itself as a
precursor and a model for the European Camarilla that was to be founded much later.

Of all the sects, the Ashirra is most defined by the weight of history. Its origins resemble those of the
Sabbat and the Anarchs in that it started as a revolutionary movement among the Kindred with the
goal of bringing the word of the Prophet to the undead. Before the Ashirra was established, North
African domains were organized much like those in Europe and elsewhere, as individual cities and
territories controlled by powerful vampires who often warred among each other.

With the establishment of the Ashirra, a modicum of cooperation, tradition, and organized culture was
established.

Perhaps because of this, Ashirra domains managed to escape some of the worst depredations of the
Inquisition and other vampire hunters that decimated the ranks of European Kindred.

Of course, verifying any of this would require traveling to the Ashirra homelands, a perilous prospect
for most Kindred. This is why knowledge of the Ashirra is mostly in the hands of the elders and travelers
of various levels of trustworthiness.

The Weight of History


For the Kindred of the Camarilla and the by the mortal and vampiric history of their
Anarchs who know the Noddist legends of homelands at least as much as it is by faith.
vampire mythology, it is difficult to separate The Ashirra established itself on lands where
the stories about the Ashirra from the tales vampires had prowled for ten-thousand-years,
taken from the Book of Nod. from the earliest nights of recorded history and
before.
From this perspective, the Ashirra are defined

115
The rare vampire traveler who manages to meet immediate and relevant when you can meet
the Ashirra in their own domains talks about someone with memories that span millennia,
how they feel like they exist on borrowed time, although it is unlikely that you will survive such
their unlives always in danger of being cut short an encounter.
by a ravenous Methuselah who emerges from the
sleep of the centuries. This history may also explain why real knowledge
of the modern Ashirra is still so spotty among
Vampire legends from the time when the Kindred of other sects. When faced with a
Antediluvians walked the earth feel more legend and a fact, they choose the legend.

Ashirra Across the World

Like the Camarilla, the Ashirra has spread its closer relations with the Camarilla, symbolized
influence across the world from its original especially by the aforementioned Vermilion
North African and Middle Eastern domains. Wedding between the Toreador elder Victoria
Unlike the Camarilla, vampires of the Ashirra Ash and the Banu Haqim ancient Tegyrius.
have not been focused on claiming new
domains or fighting the Anarchs for territory. This also means that the Ashirra have been a
Rather, they have seemed content with subtle topic of conversation in Camarilla and Anarch
influence and advantageous alliances, allowing domains to a greater extent than in centuries
them to remain discreet and unobtrusive. past. Sometimes you may even meet an Ashirra
emissary, or more likely someone pretending
This position of studied neutrality has been to be one.
challenged in the last two decades as
Sabbat packs have significantly ramped
up their war efforts in the Middle East,
the countries where they believe many
of the Antediluvians to sleep. The
Sabbat’s holy crusade is understood
to have been deeply unwelcome to the
Ashirra making their havens in these
domains. They see the actions of these
Sabbat packs as an unwarranted,
violent, and destructive incursion
into their territories by a fanatical
foreign enemy.

To combat the Sabbat, the leaders of


many Ashirra domains have sought

116
The Final Witness
If the stories are to be believed, the Ashirra are know that they can always just wait until their
the oldest of the four sects. Some of the more enemies are no more.
mystically minded among the Noddists of the
Camarilla and the Anarchs assume that they After all, it seems to work for the monstrosities
will also be the last sect, still here after the who slumber under the sands of Egypt, Libya,
upstarts in the Camarilla, the Sabbat, and the Saudi-Arabia, and elsewhere. The only trouble
Anarchs are long gone. is that the creature who will one night rise from
their grave and wreak vengeance does not seem
It’s unclear whether this focus on the vast to bear much resemblance to Kindred who still
gulfs of time is an actual Ashirra quality or seeks to hold onto their humanity.
something projected onto them by members of
the other sects. It is said that vampires of the It is rumored that the Ashirra have managed to
Ashirra are prone to an expansive historical hold onto their humanity better than members
perspective, a view that extends thousands of of other sects thanks to the community of faith
years into the past and projects a millenia into provided by Islam but this may just be wishful
the future. They have witnessed the rise and thinking.
fall of empires both mortal and Kindred and

FAKES AND FRAUDS


How to use Ashirra vampires in a LARP? In most cases, characters presenting themselves as Ashirra
will be fakes and frauds, liars who have no real connection to the sect. They merely wish to assume its
aura of strength and wisdom for their own short-term benefit.

This means that the present Ashirra, whether real or fake, will be a minority in a principally Camarilla
and Anarch event. Their role can be compared to that of the Sabbat in that they are often best used
as a setting element giving context to the events in your domain.

The Sabbat are adversaries and enemies; nightmares who haunt the unlives of ordinary Camarilla
and Anarch characters. In contrast, ostensible Ashirra are potential allies who might provide a refuge
to those in need or act as neutral arbitrators in a conflict when there is nobody else to trust. Of
course, when the presumed Ashirra turns out to be a con artist, their arbitrations will lose whatever
legitimacy they might have had.

117
Ashirra Characters There are a few rules of thumb to remember in
how to make this work at your event.
Traditionally, the Ashirra are a North African
and Middle Eastern sect. However, like all
1. Usually it is always better to have a small group
vampire sects, they too Embrace people of all
of Ashirra instead of a single representative, if
races and ethnicities, according to the needs
the size of the event allows it. It can be lonely
and whims of individual sires. Although the
to play an outsider and it is easier if you have
majority of Ashirra are Arab Muslims, there
friends.
are plenty of exceptions, especially outside
their traditional homelands.
2. There should be points of contact with the
local Kindred. The Ashirra elders who sent their
This means that if you decide to feature actual
childer to the city may be old friends with local
Ashirra characters in your event, they may be
eminences, seeing the Camarilla and their own
of any ethnic background.
sect as siblings in the war against the Sabbat, or
the Ashirra may sympathize with the Anarchs
As a sect, the Ashirra place a lot of importance
finding common ground in the closeness they
on the Islamic faith, or at least their vampiric
have with mortals.
interpretation of it, and sometimes Muslims
Embraced originally to the Camarilla or the
3. Neutrality gives the Ashirra their distinctive
Anarchs decide to seek out the sect as they see
quality but it should not hamper stories. Some
it as their own. These individuals form another
Ashirra may take their neutral role seriously
category of extraterritorial Ashirra: they have
while others may use it to cover for their self-
decided they are part of the sect despite having
serving activities, cheerfully taking sides while
little real communication with old Ashirra
pretending not to.
domains.
Finally, envoys and emissaries should have
Of course, there are non-Muslim Ashirra
a concrete purpose. They should not just
too. A secular Lasombra Embraced in Egypt
represent the Ashirra, but a specific interest
is a member of the Ashirra the same way the
of an individual or a smaller group, ideally
majority of European and North American
something that causes controversy among
Kindred default to the Anarchs and the
the other characters. For example, an Ashirra
Camarilla whether they believe the stories of
domain may seek the rendition of a Camarilla
Caine or not.
elder for crimes committed centuries ago, on
another continent.
Envoys and Envoys Of course, if the Ashirra characters are actually
charlatans, they can pretend to have a mission
A common role for both actual and fake Ashirra
and powerful backing when in reality it is all
characters is to act as envoys or emissaries for
made up.
their sect, representing the interests of their
elders and domains. They become almost like
an embassy; a purportedly neutral force in a
city where everybody is at each other’s throats.

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Refuge
The Ashirra can provide refuge to Kindred persecuted by other sects. This can lead to interesting
situations. For example, the Prince declares a blood hunt on a local Anarch leader who subsequently
petitions the local Ashirra representative for safety. The local Ashirra take the Anarch in, refusing to
give them over to the Prince.

What does the Prince do? Do they want to aggravate the local Ashirra? Do they attempt a trade, finding
something the Ashirra vampires want in exchange for the Anarch?

And what about the other Anarchs? They may discover a sudden love for the Ashirra, romanticizing
their commitment to humanity through religious practice because they so clearly stood behind their
values.

What happens when local Kindred discover that the “Ashirra” giving shelter to fugitives are not Ashirra
at all?

Like Hecata, the Clan of Death, the Ashirra are often understood to maintain a position of neutrality
in domains far from their own, and that can create interesting story opportunities. Another possibility
is that local Kindred ask the local Ashirra for arbitration on an important issue because they are seen
as powerful, yet disinvested in local conflicts.

For example, the Camarilla Court argues that the nightlife district is their territory while the Anarchs
say that they do all the work of actually cleaning up Masquerade breaches resulting from hunting
accidents. Because the sects of the city are equal in power, a local Ashirra is called in to hear both sides.

Of course, both the Camarilla and the Anarchs resent such outside interference in their business so the
situation can be delicate for the Ashirra vampire in question, especially if they are not actually Ashirra
at all. Being the center of attention often means that powerful members of other sects make it their
business to find out all they can about you.

119
INTERLUDE: ENOUGH WITH THE FILTH
A letter from Sebastian to the Anarchs:

Hey,

I’m telling you all this in a letter for a reason. Remember when that Gangrel started
badmouthing the Anarchs and telling everyone she’d join the Camarilla? She was
young, much like me.

You beat her up and staked her. Maybe you even ended her. I don’t know.

Point is, I’m not going to have that happen to me. I’m joining the Camarilla and you
will have to deal with it. Next time you see me, I’ll have protection.

I don’t want to be an asshole about this. If everything was up to me, we’d remain friends
and all would be good. There’s no reason for you to hold a grudge just because I didn’t
fit in and made a different choice.

Okay, cards on the table. I was offered a choice. The Ventrue Salomé Diaz offered me
membership in the Camarilla. I’m not going to lie to you, or to myself. She said it was
because she thought I had a pretty face and she wanted to bring her lover to Elysium.
It’s not more than that.

I know it won’t last but once she gets tired of me, I’ll still be a member of the Camarilla.
I wasn’t born rich, back when I still breathed. I guess I was good at pretending to be
richer, better educated, more sophisticated than I really was but the truth is that for
most of my life I had nothing.

Then, the Embrace! Once I got over the shock I became aware of the possibilities. I saw
the Kindred of the Camarilla carve out vast empires of wealth for themselves.

Only I wasn’t Camarilla. I was a poor Anarch Brujah, expected to exist discreetly among
the kine and pretend to be one of them.

Seriously, what are we doing? What is immortality if you can’t even make yourself
comfortable? Among the Anarchs who make this city their home, I know a guy whose
Haven is the back room of a bar. Auntie Juniper hunts out of a camper van! And don’t
even get me started on the Nosferatu. A sewer? That’s just nasty.

Being one of the Kindred is hard. Not to see the sun, not to see daylight, to be a danger
to everyone you ever knew in life. Some nights I wasn’t sure how I’d be able to exist like

120
this. I miss so many people but I don’t want to get them killed. I know that every Kindred
is a poisonous presence. I’ve seen that enough times already. The Anarchs are good for
learning that lesson because so many of us choose to continue our old lives as if we
hadn’t become undead parasites. You know as well as I do how that tends to work out.

Maybe, just maybe, we could accept that the Camarilla is right on this one. Let’s make a
clean break with our mortal lives, accept that we’re undead creatures and make some
money to allay all the angst and suffering. I don’t know about you but I find it easier to
wrestle with my demons in the suite of a five star hotel.

You know what made me do this? It’s been simmering for a while but I admit there was
an incident. Something happened.

I was at the usual hangout, doing what we do every night. Griping about the Camarilla,
sitting on our asses, doing nothing. Some of the older Anarchs were there, Agata Starek
and Auntie Juniper. They said we should all go hunting together.

Sure, I said yes. I was bored. I figured maybe I could learn from them because they’re so
much more experienced than I am.

During that night, I saw Starek murder some poor bastard because she said he was a
Ventrue ghoul. Was he really? I have no idea. Did he deserve to die? Maybe. But I don’t
think so.

Auntie Juniper stopped a young man at a gas station and decided to take him on the
spot. He was her type, young, dumb and hot. The way her ghouls always look like, as if she
had a gym in her camper van.

I suppose he had a life. Maybe he had ambitions, loved ones, desires.... None of that
mattered. Now he’s just a servant to Auntie Juniper, another toy in her collection of
Blood Bound, Presence-addled pretty boy dimwits. He’ll die in a few years in some violent
incident down the road, just like they always do.

We’re not more moral than the Camarilla. We’re not the good guys. We’re monsters just as
they are, only our crimes are small and petty. We sell our souls for nothing, table scraps
when we could live like kings.

You’ll hate me. I know you will. Still, I hope that once I get established in the Camarilla,
I’ll be able to pull some of you along with me.

Your friend,
— Sebastian

121
BIG
Chapter Nine EVENTS
A HOUSE
FULL OF DEVILS
There’s no upper limit on how big a Vampire LARP can be, at least
in theory. Experience shows that LARPs for 10 to 40 players are
fairly easy to produce. Beyond that, scale generates new issues.
Here are some of them:

122
- The size of the player base. How many participants do you believe the LARP can attract? If you have
a potentially small player base, you may struggle to fill your LARP. If you have a big player base, you
may end up with more people who want to play your LARP than you can accommodate.

- The venue. How many people can your venue accommodate? If the venue is too small, your players
will feel cramped and out of options. If too big, your LARP will feel empty. Fortunately LARPs are no
different from other events such as weddings in terms of figuring out how many people fit into a venue.

(When choosing a venue, the best ones have a number of separate spaces like side rooms, nooks, and
crannies. They also have a few bigger common spaces. This makes it possible to have big scenes and for
players to hold secret meetings, unexpectedly stumble into one another in the side rooms, and for the
social map of the LARP to become more nuanced.)

- Sleeping arrangements. If the LARP runs for multiple days and the players are expected to sleep on
site, does the venue have enough beds for the participants? If players take care of their own sleeping
arrangements, are there enough hotels in the area?

- Food. If you plan to have food at the event, can the venue itself feed your players? If not, are there
restaurants in the area?

- Bathrooms. Vampires might not need them but your players do. Make sure there are spaces where
players can put on their make-up and costumes and answer the call of nature if necessary.

As can be seen from this list, a lot of the issues that affect the maximum size of a LARP are practical
production questions. When you bring a lot of humans together, you need to see to their basic needs.
Once those are satisfied, they are ready to LARP. Not before.

Big Ideas
A big LARP needs a big idea that can govern a very large group of characters through a unified concept.
You can design a LARP of ten players through interesting bespoke character concepts that intersect in
a fun way. As the number of players goes up, the complexity of the social map increases and it becomes
more labor intensive to handcraft every character and interaction. As your writing and design team
grows, there is a danger that the production becomes unwieldy and stressful for the organizers.

You can avoid a lot of this labor by using three methods that reduce the workload. They are: (i) carefully
chosen big ideas; (ii) group-based design; and (ii) interaction engines.

“Carefully chosen big ideas” means that some LARP concepts inherently generate action. In the official

123
Vampire: The Masquerade LARP Enlightenment action for all of your characters in those two
in Blood played in Berlin in 2017, action flowed clans.
from the core concept of revolution. This word
immediately tells you what to do. If you’re a An interaction engine is a mechanism set in
member of the establishment, you’re trying to the game that automatically generates action
survive; if you’re a nobody, you join the joyous as the characters encounter it. A good engine is
destruction of the old order. a simple mechanism that allows the players to
generate ideas and actions themselves without
Because the concept inherently suggests action, organizer input.
the LARP does not require quite so much pre-
created individual content. Here are a few simple examples of interaction
engines:
The opposite of this would be a LARP that’s a big
get-together of the Camarilla of a few different - The timetable. If the players have an in-game
cities with no specific overarching goal. Such a timetable available to them, they can structure
LARP is inert until animated by individually their play around it. This works whether there
created plots and character motivations. are ten players or 200.

The possible pool of big concepts can be limited - The magic item. A cursed item travels the
but these concepts can be recycled to make LARP, causing the bearer to act erratically and
very different LARPs. Other similar organizing then pass the item on causing the next person
concepts are war, exodus, and festival. to suffer similar effects and then pass the item
on, and so on.
These are big events that affect an entire
community. - The tournament. The Prince declares that
in honor of the centenary of their rule, any
Kindred who wins ten duels against their peers
will gain a spot on the Primogen Council. As a
catch, you can only challenge those of similar
Groups and Engines age as yourself or older. Neonates can challenge
elders but elders cannot challenge neonates or
Group-based design means that instead of ancillae.
crafting individual characters, you should
conceptualize the LARP on the level of groups
Fortunately, Vampire: The Masquerade does a lot
of the heavy lifting for you because the game
already has numerous factions. When you think
of in-game events in terms of the Toreador and
the Brujah or the Camarilla and the Anarchs,
you are already doing group-based design.

If you say that the local Toreador and the Brujah


are at war, you have created a motivation for

124
THE VENEER OF SOPHISTICATION
A memo from the Ventrue Salomé Diaz to her staff concerning a planned soirée at the Elysium:

Servants gossip. That’s unavoidable so I know that the emerging unrest hasn’t passed you by. You know
that some among the Kindred are making moves, that the Anarchs are restless and our elders increasingly
distant.

In a situation like this, it’s more necessary than ever to show that we are not afraid. They have not rattled
us. The power of the Camarilla holds, and Elysium is as sacred as ever.

We will hold Elysium and we will do it as expansively, generously, and openly as we can. Our doors will
be open to all Kindred, barring those who have violated the Traditions. We will see whether our would-
be opponents will make the mistake of violating the peace of the Elysium.

Perhaps they will, but I suspect not.

Many Kindred like to talk about the revolution, fighting in the streets and assassinating their enemies.
Still, even among the Anarchs, when things get serious many of them don’t actually have what it takes
to thrive in open war. They talk big and then slink back into their holes.

As we hold Elysium, we call their bluff. We invite them to walk up to us and look us in the eyes and see
who blinks first.

Everything must be perfect. Some of you have been serving the Camarilla as ghouls since before I was
Embraced. You know how this is done properly. Even the mangiest Gangrel must be welcomed into the
Elysium, the grand stage on which the greatest political moves of our kind are played out in a genteel,
civilized atmosphere only possible thanks to centuries–no–millenia of tradition.

After all, tradition and the weight of ages is on our side.

The Elysium is neutral ground. From a LARP


The Concept perspective, this is highly convenient because
it makes it possible to organize a large social
The Elysium is the most common, traditional event in which there are characters and groups
setting for a Vampire LARP. It is the baseline who are violently opposed to each other.
against which all other Vampire LARP concepts
set themselves. The exact rules in force at the This is why it is a good idea to communicate
Elysium vary domain by domain but the most this Kindred culture so that everyone respects
commonly understood one is that Kindred are the sanctity of the Elysium, even the most
prohibited from attacking each other while there. hardened Anarchs and high-handed elders. The

125
in-game idea of Elysium as a neutral space makes the usual venue for Elysium was raided by the
the LARP itself possible. Second Inquisition, forcing the Kindred into
making alternate arrangements.
The traditional Elysium LARP is an event hosted
by the Camarilla, often the Prince and their court.
There can also be a separate official, the Keeper of The Characters
the Elysium, who is in charge of making sure that
the rules are followed and no conflict escalates
into violence. Every vampire in the domain can feature in the
Elysium LARP. Indeed, it is often fun to have
The Elysium is essentially a party or a reception, wildly disparate groups of characters present.
a chance for all Kindred in the domain to meet. The Ventrue and Toreador in their sophisticated
finery, the Brujah and the Gangrel feeling out
of place and alienated.
The Venue You can take advantage of the rules of the
Elysium by introducing characters who want
The classic Elysium venue is fancy, befitting the to murder each other. This can play out on the
Ventrue and Toreador who often organize these individual level: perhaps the Tremere Primogen
events. If you have the production capacity just had the mortal boyfriend of a Ventrue
and budget for it, you can rent a mansion or a Harpy killed “to protect the Masquerade”. From
similarly striking space. a higher vantage point, the mutual hatreds of
the clans and other Kindred social groups can
Sometimes it is possible to rent museums for fester and boil because the LARP would not
private events, or art galleries. These also make descend into all-out physical combat.
for fine Elysiums.
It’s a good idea to avoid overplaying how strange
In a sense, the task of a LARP organizer who is it is for the Anarchs and similar outsiders to be
looking for a venue is very similar to that of a among the Camarilla. Stressed too much, it is
ghoul servant told by their Toreador domitors to possible to create the feeling that they should
find a good place. In both cases, you need to check not be here at all, and it would make sense
out what is available within your budget range, for their characters to leave the LARP. Such
subject to the limitations and requirements of a situation points their characters in a useless
event design. direction.

Since budgets are often limited, you can also It is better if the assumption among local
get creative with what is an Elysium. Vampires Kindred is that the Anarchs, the Brujah, or
have eclectic tastes and a Prince or a Keeper can other outsiders are always there. They can gripe
designate anything from a city park to a parking about it and feel unwanted but next month,
garage as Elysium if they so choose. they will be there again.

An unusual choice of venue can be connected


to an ongoing story in the chronicle. Perhaps

126
The Stories
The Elysium is a great place for traditional - A forum for personal stories. You will have
Vampire LARP stories. Here are a few examples: as many personal stories as you have player
characters. Each has their own motivations,
- Deposing the Prince. You decide that the dreams and hopes. Elysium is a good place for
Prince should be replaced, preferably by you. the players and their characters to further their
Get together a coalition of other Kindred, line personal goals because all relevant characters
up powerful backers and organize a palace are there. A Camarilla vampire is considering
coup. In some domains, a powerful Prince rules defecting to the Anarchs? They can talk to a few
for decades while in others the office changes Anarchs about it at the Elysium. Kindred who
hands all the time. are normally difficult to reach are there if you
need them.
- The veneer of sophistication. Camarilla
Kindred are good at maintaining a civilized - Social games. The Elysium is the domain of
aura even when their actions are horrifying and the Heralds and the Toreador, the pettiest and
barbaric. The Elysium is where they uphold the most cliquish tastemakers among the Kindred.
facade and you can play on this contrast. Perhaps The Elysium is the place where the social
local Kindred must discuss which mortal assets butterflies execute their plans and hunt their
to use as cannon fodder in the war against the prey, playing games out of boredom or because
Sabbat or snipe at each other by assassinating they know that under the trivial veneer, their
mortal relations of members of rival clans. actions have real consequences.

127
THE TUNNELS
UNDERNEATH
“I’m new to this!” Deja said,
instinctively touching the wall
to steady herself. It felt cold
and chalky. She looked at
her hand. It was stained
with a black residue.
She considered
wiping it off but
she didn’t want
sewer filth on her
clothes either.

“You’ll
get
used to

it,” her guide said in his bubbling, strained bring in a ratty sofa and a surprisingly new
voice. “There are advantages to living like television. Two other Nosferatu were watching
this.” a reality show. Like Qiao, they were grotesque to
look at, their flaking flesh somehow seemingly
Deja was about to make a biting remark but more alive than you would expect from one of
held her tongue. She was the one looking for the living dead.
sanctuary. Qiao and the other Nosferatu were
providing it for her. “Is this where you hang out?” Deja asked,
looking around. It was not as bad as the tunnels
The sewer tunnels were not all filth and but there was brown dirt flaking on the floor.
grime but the deeper they went, the older “Where do you sleep?”
the tunnels got, and with age came repellent
encrustations of moldering, indecipherable “Oh, we’re not so formal around here. Just
substances. anywhere you want, basically. This space has
been decommissioned and it’s not on the sewer
Eventually they emerged into a maintenance plans. This is one of the safer havens in this
room with a low ceiling and white, glaring town,” Qiao said and leaned against the sofa,
halogen lights. Someone had managed to the other Nosfertau glancing curiously at Deja.

128
“There’s a lot of space here,” Qiao continued. “You’d be surprised how many people forget basements,
sewers, access tunnels, even whole metro stations. We claim them and make them disappear from city
plans. There’s a lot of us living here, mortals too.... Once you’re settled in, I’ll take you to meet some
folks.”

Deja was still standing in the doorway. She realized she was being rude and forced herself to walk into
the room. “Thank you. So during the day, I’d sleep....”

Qiao laughed, an unpleasant sound like his throat was not meant for it but was trying to mimic genuine
emotion. “I know it’s a lot. We’re not so glamorous down here. But just remember, your pursuers will not
find you. To make it easier, you can take the sofa. Me and the boys will sleep on the floor. What does it
matter anyway? We’re all corpses here.”

The Concept
The Nosferatu tend to have their havens in the tunnels underneath
the city. It is difficult for them to move among mortals because of
their appearance so they favor abandoned spaces. In vampire
society, the Nosferatu tend to be outsiders, apart from the
Elysiums of the Camarilla and the hangouts of the Anarchs.
Even a Nosferatu who belongs to one of the sects can find
themselves on the periphery.

This LARP is set in the underground world of the


Nosferatu. It can feature characters of all clans but the
Nosferatu are at the center of it, the characters with the
highest status and most power. In other places, the rest of
the clans dominate. Underground, it is the Sewer Rats.

In a chronicle, this concept works best if it is not the first


event. Once the players have gotten used to a status quo
where most events are held at Elysium at the pleasure of
the Ventrue and the Toreador, you can shake it up with
a game set underground or in an industrial wasteland.

129
The Venue
The venue has to sell the concept. To make culture. Sometimes you can find an abandoned
the LARP work, you need an industrial space, factory that is available very cheaply and has
an underground space, or something equally the right atmosphere but will also cover all
gritty. You may get lucky with sewer museums, participants in actual grime.
decommissioned metro stations or the like. In
some cities, there are such spaces available for The main things to look for is whether the
rent. venue has bathrooms, places where people
can sit, and whether it is physically safe. Some
Sometimes disused factories or other industrial decommissioned buildings are hazardous
spaces are available for parties or other events because of neglect. The liability you have in
and that should work for LARP too. There is a such situations as an organizer changes from
balance there with how much filth is too much. country to country.
This also depends on your players and play

The Characters
You can make this into a big LARP by including all sorts of outsiders inhabiting the World of Darkness;
all the recluses who might share an underground habitat with the Nosferatu. Exiled vampires might
have found refuge in the sewers, the Prince’s bloodhounds unwilling to brave the
filth and unknown darkness. Some characters might not even be vampires at all,
but instead Ratkin or Bone Gnawers.

There are surprising alliances to be made among the outcasts and


traditional hostilities might not necessarily break down along
their usual lines.

The most important division between character types is


those who live here and those who are just visiting. For the
Nosferatu, this is home. For the Toreador, it’s a disquieting
adventure into a thrilling and scary new environment. What do the
locals think of Camarilla ancillae who think they are slumming?

The Stories
The local characters in this LARP know they The LARP works well if there is a twist in
are at the bottom of the totem pole. Some ordinary power relations giving the sewer
might resent those who live among humanity dwellers the edge. Perhaps the Sabbat has
indistinguishable from them, while others are attacked the city, forcing the Camarilla elite to
resigned to it. For a few, this could even be the seek refuge underground. The Nosferatu relish
superior way to exist as a vampire. the opportunity this provides, as the Kindred

130
who usually snub their noses at them suddenly can figure out how their characters actually deal
have to bow and scrape. with things among themselves. For characters
among the other clans, it is a chance to step into
Another possibility is to use the LARP to a world they did not really know even existed,
flesh out the culture and milieu of the city’s or which they steadfastly ignored.
downtrodden. The Camarilla resides in wealth
and luxury while the Anarchs integrate From a more personal perspective, this LARP
themselves into the lives of the mortal concept heightens the differences between the
population. Both ignore the fact that many haves and have nots. Individual Toreador and
cities effectively have a third sect, a nameless Nosferatu see their different privileges and
group of Kindred unable to exist unnoticed if advantages in stark relief as the action moves
they are surrounded by mortals. away from its usual genteel context. It is a chance
for Anarch characters to realize that perhaps
If this is the basis of the LARP, then for they are not at the bottom after all. There are
Nosferatu, and perhaps Malkavian and Gangrel others more unfortunate than them.
characters, this is their moment to shine. They

THE POWER AND THE BLOOD


SEBASTIAN: Wow. It’s so quiet here. It’s like SALOMÉ DIAZ: Did you bother to look out of
the walls just absorb all sound. the windows of our limo when we arrived?

SALOMÉ DIAZ: Stop gawking like a yokel. SEBASTIAN: No, I guess not.
You’re my lover now. Act like it.
SALOMÉ DIAZ: This is the university library,
SEBASTIAN: Okay, okay.... It’s just that I’ve or the oldest of the several library buildings.
never been to the Tremere Chantry before. I We’re at the campus. The Tremere have a lot
didn’t know Kindred had places like this in the of influence here and they’ve secreted their
city. Chantry in a building that’s visited by hundreds
of students every day.
SALOMÉ DIAZ: I can see that. Now, be a good
boy and follow my lead. SEBASTIAN: Oh. That’s clever.

SEBASTIAN: Before we go in, I have a question. SALOMÉ DIAZ: The Tremere may be
desperately unfashionable but they’re not dumb.
SALOMÉ DIAZ: What? Now, your job is to look pretty and not embarrass
me. Do you think you can do that?
SEBASTIAN: How come this is safe? What if
Second Inquisition hunters find this place? It’s a SEBASTIAN: Sure. I guess.
big neoclassical building with occult runes and
everything. Not exactly discreet. SALOMÉ DIAZ: Good. Let’s go.

131
The Concept
Many domains boast a Tremere Chantry; a
building occupied by the Tremere, used as a
central repository of knowledge and often also
a communal Haven by some or all of the clan
members. The building is a landmark on the
mental map of local Kindred because few clans or
other Kindred organizations have such a clearly
defined headquarters.

This means that a LARP can easily be set in the


Tremere Chantry. Perhaps once a month, the
Tremere host a reception for members of other
clans. Or maybe the event is more unusual,
prompted by recent events in a chronicle.

The focus in a Chantry LARP is obviously on the


Tremere, their plans, culture, and practices. It
works best if characters in other clans are curious
about the Tremere so if you insert this concept
into a chronicle, you may want to build up the
mystery of the Tremere a few events in advance.

Who knows what is happening behind the walls


of the Chantry? Now is your chance to find out!

The Venue
If you want a venue that fits the traditional Tremere
This is a LARP concept that requires due atmosphere of erudition, scout local universities,
consideration to find the right venue. Since it is libraries, or other places of knowledge. Sometimes
supposed to be the Tremere Chantry, it should they will have spaces that you can rent with the
be a building where the Tremere could plausibly appropriate atmosphere of history. Then you can
have their libraries and Havens. make it so that the Tremere do not want to let
outsiders into their inner chambers and limit
In ideal circumstances, you would have an their visitors to these more public spaces.
occult library; a ritual space and the private
chambers of clan members, decorated in dark In modern nights, the Tremere have fragmented.
wood and perfected by a cabinet of curiosities. They are no longer a monolithic organization
Unfortunately, such ready-made venues are not dedicated to the aesthetic of Hermetic wizardry.
easy to find! This means that if the majority Tremere faction

132
in your city is the followers of Carna or some honor to show their loyalty and commitment to
other splinter group, the Chantry can also have the new rule.
a different vibe.
Other characters can be anyone the Tremere
The clan has traditionally spent a lot of resources have invited. It is not strange to be curious
on maintaining imposing and impressive about what is happening behind the walls of the
Chantries. In the age of the Second Inquisition Chantry so even characters antagonistic to the
it is possible that the old Chantry has been lost Tremere have a simple motivation for visiting.
and suddenly the clan has had to adapt to new
circumstances. Outside visitors to the Chantry should have a
variety of motivations regarding the Tremere. A
All this means that you can decide whether you Caitiff wants to ask for their help to determine
want to create the traditional Tremere Chantry their true lineage while Anarchs wonder how
experience (limited by practical realities) or committed the Tremere really are to the rule of
if it feels more interesting to look at other the Ventrue Prince.
options provided by changes in the clan and
the threat of hunters. In an ongoing chronicle,
an event held at the new, improvised Chantry The Stories
of Tremere who have just been forced to leave
their traditional home can be interesting.
The most dramatic story you can implement
through a Tremere event is the further
splintering of the clan. Perhaps there are rumors
The Characters of internal division among the Tremere and the
Regent decides to fight them by hosting a public
This concept works best if there are enough event that is meant to show the clan’s unity and
Tremere in the city for the clan to have internal purpose.
politics. Since the Tremere will be hosting the
event, it is more interesting if there are visible Instead, the internal divisions among the clans
cracks in the unified front presented by the clan. flare up and followers of Carna or even a new
splinter faction destroy the seeming hegemonic
The Tremere must have a reason to open their unity of the Pyramid by declaring independence.
doors to members of other clans. Perhaps they
are looking for allies, or maybe they are worried What does this mean for the remaining loyalists
about recent negative rumors swirling around among the clan? They find themselves suddenly
the clan. After all, everyone knows the Usurpers weakened, in sore need of allies. As for the newly
are devious blood magicians seeking to control independent Tremere, they too find themselves
you through the very vitae that makes you into alone in a hostile world. Do they go with the
a vampire. Anarchs or seek protection from the Prince?

In an ongoing chronicle, the reason for the event The Tremere are famous for blood sorcery and
can be more specific and related to ongoing this makes for a good subject for smaller stories
storylines. For example, if the city has acquired a in a Chantry LARP. Here are a few ideas:
new Prince, the clan can host a reception in their

133
- The Prince says they are a Ventrue, but are they really? Perhaps the Tremere can find out if someone
manages to acquire a drop of the Prince’s blood.

- The Anarchs have heard rumors that the Tremere Chantry features a “library of blood”, where samples
of vitae from all kinds of Kindred are stored. Some Anarchs want to steal them for their own uses, while
others just want to taste them. There could be blood from a Methuselah! How often do you get to drink
that?

- The Tremere have been developing a new ritual that sounds suspiciously like the Vaulderie of the
Sabbat. The Sheriff tries to discreetly get to the bottom of the matter while pretending to be an ally of
the Tremere.

THE FLOWER OF HUMANITY


From a police interview tape: Detective Fakhoury: What’s their relationship
to you?
Detective Fakhoury: Can you describe what
happened at the nightclub? Lloyd-Atkinson: They’re just friends from the
uni. They invited me along.
Lloyd-Atkinson: I’ve lived here for a few months.
I’m an exchange student from Leeds. It’s in the Detective Fakhoury: You arrived at the club at
U.K. eleven, right?

Detective Fakhoury: Yes. Lloyd-Atkinson: Yes. Roy got us drinks while I


went dancing with Emma.
Lloyd-Atkinson: I just wanted to go out. I
haven’t had a chance to do that while I’ve been Detective Fakhoury: Were illegal substances
here. involved?

Detective Fakhoury: It’s okay. Did you go alone? Lloyd-Atkinson: No... I mean....

Lloyd-Atkinson: No, I went with friends. They Detective Fakhoury: Your friends have
asked me along. disappeared. It’s best if you tell me the truth.

Detective Fakhoury: Would that be... one Lloyd-Atkinson: Roy and Emma were using
moment.... (Papers shuffling.) Emma Martinez something, they were high.... But I don’t know a
and Roy Bryant? lot about that stuff.

Lloyd-Atkinson: Yes. Both. Detective Fakhoury: You didn’t use anything?


Please, it’s important.

134
Lloyd-Atkinson: Maybe a little LSD. Detective Fakhoury: Vague but strong?

Detective Fakhoury: Considering the timeline Lloyd-Atkinson: I can’t explain it.


of events, would it be fair to say you’re still
under the effects of the substance at the present Detective Fakhoury: At which point did you
moment? realize you had lost your friends?

Lloyd-Atkinson: ...yes. Lloyd-Atkinson: Back at the dorm. I don’t even


know how I got there. Everyone was feeling so
Detective Fakhoury: Okay. Time may be of the good....
essence so we will continue with the interview
despite your current state. Can you describe Detective Fakhoury: At the dorm?
the first moment when you felt something was
wrong? Lloyd-Atkinson: No, at the club. People were
making out all around me, dancing, moving, and
Lloyd-Atkinson: Roy and Emma are a couple I felt so loved.... I lost all sense of time.
and they’re pretty monogamous. But I saw
them dancing and they were making out with Detective Fakhoury: You realize this is serious,
strangers. A girl was kissing Emma’s neck and right? We’re investigating the disappearance
she was really into it. of your friends. Anything you might give us is
helpful.
Detective Fakhoury: Can you describe the girl?
Lloyd-Atkinson: I understand.
Lloyd-Atkinson: I don’t know... I don’t remember
it so well. She was Black. Older than us. Detective Fakhoury: So....

Detective Fakhoury: That’s not much to go on. Lloyd-Atkinson: One guy was a monster but he
was also human, like both at the same time, and
Lloyd-Atkinson: I’m sorry. I was so confused. he bit me I think.

Detective Fakhoury: Did you engage in intimate Detective Fakhoury: A monster bit you…?
activities while dancing?
Lloyd-Atkinson: Yes. But it felt good. So good....
Lloyd-Atkinson: Yes. Yes I did. I don’t even know
who it was. It felt so good. I was so... Detective Fakhoury: Okay. I think we’re done
here. This is going nowhere.
Detective Fakhoury: Please, Ms. Lloyd-Atkinson.
Collect yourself.

Lloyd-Atkinson: I’m sorry. It’s just that the


memory is very strong. Vague but strong.

135
The Concept
Vampires are defined by their need for blood. A vampire hunts. To make that possible in a vampire
LARP, you need a lot of mortal characters and a setting where the Masquerade is in force. A nightclub,
a rave, or a party are all good settings for this kind of LARP. For mortal characters, it is an ordinary
night out. For vampire characters, it is a chance to go on the prowl and satisfy their need for sustenance.

This concept goes to the core of what vampires are all about. Hunting and being hunted. Both can be
a fun experience. From the standpoint of a mortal character, it means being seduced by a mysterious
stranger and perhaps even accidentally turned into a vampire in the middle of the party.

The LARP works best if the vampire characters are young Anarchs, not too good at controlling their
impulses or maintaining the Masquerade. Of course, the Masquerade is more robust when everyone is
drunk and high, prone to ignoring troubling signs all around them.

The Venue
Organizing a LARP like this is very similar to organizing an actual party, with the added work of
creating characters and stories for them to play out. That means that you can exploit existing nightlife
infrastructure. Rent a nightclub or some other venue that is regularly used for parties anyway and you
are good to go. The same goes for DJs and other requirements.

The choice of venue affects the atmosphere of the event. A nightclub has a different vibe than a
warehouse party. You can explore the options for partnering with professional party organizers since
they already have the expertise for this sort of an event, sans the LARP parts.

A good goal to consider is whether this would be a good party if it did not have any of the LARP
elements. If the answer is yes, you are going in the right direction.

The Characters
The majority of the characters should be mortals who do not know anything about vampires. This
means that you should consider the experience of the players of those mortal characters first, before
you think about how the LARP is to play as a vampire. What is it like to go out in the World of
Darkness, into the sordid nightlife of a decaying city where everyone knows they have no future?

What is it like to be hunted by bloodsucking monstrosities?

136
Mortal characters should have their own cliques and rivalries, motivations and goals that keep their
LARP running whether there is vampire contact or not.

The Kindred should represent a minority of the characters, perhaps only 10%, and they should be only
marginally removed from the human experience. They can be neonates with only a few years as Kindred,
a motley bunch who do not have all that much trouble blending in among the mortal characters.

The Stories
This concept is best suited for doing the kind of stories about hunting and being hunted that are
difficult when most characters are Kindred. Ideally the fact that the Kindred need blood and are here
to hunt will in itself generate interesting interactions and dynamic action. How do they hunt while
maintaining the Masquerade? It is fun if the vampire characters are less experienced, forcing them and
their players to come up with new hunting tactics that fit their circumstances.

You can complicate the scenario by giving some of the mortal characters the opportunity to hunt
vampires, turning predators into prey. Perhaps there are disgruntled ghouls or even actual Second
Inquisition agents among the partying throng.

That could be a funny scenario in itself: a team of Second Inquisition agents have a night off and decide
to go out. At the party, they start to suspect that the undead might be preying among the crowd. Are
they just imagining it–the pressures of the job getting to them–or is it real?

You should consider what to do if the Masquerade is truly broken during the LARP. This could be how
it ends, with inexperienced vampires making a mess of it, leading to panic. Or maybe everyone is too
high to really trust their own sense of reality.

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BLOOD RAVE
Deja: Okay, I got to ask. What’s with all the Dee: You sound like a schoolteacher. It’s that
parties? I understand that sometimes you want patiently exasperated note in your voice.
to have fun. That’s fine. But you spend so much
time organizing these things. Deja: Dee...

Dee: Me? You know, I’m not really an organizer Dee: Okay, fine. It’s because of the Blood. We
type... I’m all about the vibes. want to have fun with our prey, drink when we
like and forget the Masquerade for a few hours.
Deja: Not you personally. The Anarchs! It’s here out of town because the Camarilla hogs
all the best feeding territories and because there
Dee: You’re an Anarch too. Didn’t you defect? are no bystanders to see us drink blood on the
dancefloor.
Deja: Yes. I did. Let’s stick to the point.
Deja: We’re breaking the Masquerade?
Dee: Yeah, so…. Look at that guy! I bet he tastes
good. Dee: No. This is an Anarch party. Vampires,
ghouls and blood dolls only.
Deja: You mean that guy who looks like a
lecherous creep? I mean... he doesn’t look very Deja: If the Camarilla knew about this, they’d
appealing to me. claim these feeding areas too.

Dee: You got to look inside his veins. Feel the Dee: They sure would. But it’s useless. It’s not
taste of his blood. I promise, it’ll be good. about the territory. It’s about cultivating a herd
and bringing them together so we can have a bit
Deja: How can you tell? of fun.

Dee: You develop an instinct for these things. Deja: This is... actually very smart.
Look at those veins on his neck.
Dee: Hey, look at that guy!
Deja: That’s one advantage of pale skin, sure.
Brings out the veins. Deja: Is he vomiting blood?

Dee: Yeah! Anyway, I call dibs. Dee: Yeah! What a waste of good blood. Although
if you’re desperately hungry…
Deja: Feel free. I’m not touching that guy. But
you didn’t answer my question. We’re at a Deja: You know what? Let’s just drop this subject
warehouse rave in the middle of nowhere. Why right now.
do we, the Anarchs, spend so much time on
party organizing?

138
and try to find a warehouse or industrial space
The Concept similar to the kind that gets used for real raves
on which the event is modeled.
The Anarch rave is big, chaotic, and bloody. This
is where the Kindred can let go without having Considering that the Anarchs’ need to uphold
to worry about being seen or making mistakes in the Masquerade coincides with your need to
front of their compatriots. Even the undead can make sure the owners of the venue and their
feel the beat in their bodies as the Kindred revel neighbors are happy, this is a loud LARP that is
in their unageing resilience, surrounded by their best organized somewhere people do not mind
adoring herds and resentful ghouls. a bit of noise late at night.

Where the Camarilla’s events tend to be genteel


and sophisticated, an Anarch party is loud, crass, The Characters
and energetic. You can dance, feed, and brawl
to your heart’s content, knowing that everyone You can break down the characters in this
around you is there for the same reason. LARP into four broad groups:
The strength of the rave is in the tenacity of the 1. The Anarchs. This is their home tuft and
Anarchs themselves. More than a few raves have they know it. They are relaxed and having fun
been raided by Second Inquisition hunters or among their own kind. They are mostly Brujah,
shut down by the Camarilla for threatening to Toreador, Gangrel, Malkavian and Nosferatu,
breach the Masquerade but new ones will always with a smattering of other clans present as well.
pop up. There are plenty of young Anarchs with
the skills and connections to make them happen. 2. The Camarilla. Many Anarch raves are open
to all Kindred but when a Camarilla vampire
As a LARP concept, the rave works best when shows up, it is clear they are outsiders and
you really stress the contrast from other, more certainly get treated as such. For a Camarilla
Camarilla focused events. Here the Anarchs do neonate, an Anarch rave can be a disorienting,
not have to be outsiders that are barely tolerated threatening, and exhilarating event. Older
as young ingrates who do not know how to act Camarilla members remember their youth,
or behave. This is their element, their party, and when they were not quite as jaded as they are
it is here that they make the rules. now.

3. Ghouls. The Anarchs have plenty of ghouls,


The Venue often the friends and acquaintances of
individual Kindred who have become part of
You can use any venue where there is a dancefloor the Anarch Movement through osmosis. Your
and where you can get loud music pumping. It friend gets sick and you decide to help them get
is best if the dancefloor is slightly too small for better by supplying them with your blood. The
the crowd so that it looks packed. next thing you know, they are blood addicted
servants. Many Anarchs maintain romantic
If you have a big LARP with a hundred or more views about their ghouls that are not exactly
players, you can go for maximum authenticity mirrored by their mortal lackeys.

139
4. Blood dolls. It is a dirty secret among the domain; the area where the dramas of the sect
Anarchs that the Masquerade is leaking at the are played out. Relationships between Anarch
bottom of the hierarchy. Individual Anarchs gangs, disagreements about who gets to
accumulate herds of blood dolls so that hunting Embrace and who does not, and debates about
becomes easier. The mortals often become the tactics of the entire Anarch Movement all
essentially vampire groupies, hanging around play out to the steady beat of the music.
Anarch haunts in the hope of experiencing the
Kiss and its pleasures. They come to Anarch If you can imagine an Anarch story, you can
raves in droves and it is then that you see how put it here.
many of them really are out there, and how
loosely they are controlled. If the LARP is part of a chronicle, this is where
you can draw out the map of local Anarch
For the LARP to succeed it is important that society. What are the power structures? Is there
all four character types have an equally fun a Baron who is respected or reviled? You can
experience. They do different things from also look at it from the perspective of a visiting
different standpoints but there must be outsider. What would they see? What kind of
something interesting for everybody. Ideally, conflicts could they observe?
the Anarchs get to party, the Camarilla get
to be scandalized and tantalized, the ghouls The biggest difference from a Camarilla event
get to hatch and execute plots against their is the presence of so many mortals. From their
supposed betters, and the blood dolls get to perspective, the Kindred are painfully cool,
lose themselves in the debauchery. and hold the secret of immortality in their
desiccated veins. Some mortals may go quite
far to get their hands on that secret.
The Stories
The Anarch rave is the best arena for stories
about Anarch characters. This is their home

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KNEEL IN PRAYER
The Blood of Caine is within all of us. Each of us can trace our
lineage all the way through the centuries until we reach the Dark
Father himself. His blood–his sacred vitae–makes us what we
are!

His blessing!

Elevating us from mere


mortals to a higher level.
We’ve been chosen to
wrestle with the Blood, with
the urges constantly tempting us
to destroy, defile, and consume.

I won’t lie to you. All those things are a result of the Dark Father’s blessing and how could I hide
them? You experience them every night, same as me.

We are being tested! The Blood’s blessings carry a price that we must be able to pay. Sacrifice is
not easy but when we have been chosen for a divine purpose, we know we must give everything
we have.

You and I.

All Kindred are one, united in the purpose given to us by our Dark Father!

— A priest addressing a congregation at the Church of Caine

141
Temples, wedding chapels, etc.; really anything
The Concept that has the right layout to suggest worship and
devotion.
The role of the Church of Caine varies from
domain to domain. Sometimes the Church is
Experience has shown that churches have
a major force of the establishment, backing
widely varying attitudes towards the idea of
the Prince and enjoying the full privileges of
Vampire LARP on their premises. While many
a quasi-official religion. In other domains the
expect churches to react negatively, you might
Church stands apart from local hierarchies
be surprised at what is possible if you just ask.
or even faces persecution from authorities
Just be honest with what you are going to be
uncomfortable with a challenge to their rule.
doing to avoid problems later.
The role of the Church in the domain strongly
If an actual church is not possible, you can
influences the nature of LARPs built around it.
have the same effect by copying the layout
Here are two options:
with chairs facing the altar in the front. If you
do this, make sure you also have spaces where
The Prince is Caine incarnate. The Church
characters can mingle and interact. The front-
supports the local Prince, arguing that each
facing traditional church layout is great for
Camarilla ruler is a representation of Caine on
ceremonies but bad for more interactive play.
earth, imbued with a divine mandate. Going
to Church means bowing at the feet of the
If you can swing it, religious paraphernalia
local establishment, making religious services
invoking Caine goes a long way. Candles and
fraught for Anarchs and other malcontents.
eldritch books in Latin are always great. You
can even make a cloth backdrop with the
The Church is a refuge for the dispossessed.
Cainite symbol or a big physical version out of
For whatever reason, the Church is not popular
wood.
among local elites. Perhaps the majority of the
domain is Bahari or its ruler’s distrust religious
authority. The result is that the Church
is popular among Anarchs, thin-bloods, The Characters
Nosferatu, and others who tend to get a raw
deal in Kindred society. The most important distinction among
different character groups is in terms of their
In any case, the LARP is built around a religious relationship with the faith.
service conducted by the Church. It explores
themes of faith, redemption, and divinity in The inner circle is the core of the local Church
the context of vampires doomed to exist as of Caine, consisting of the officials and the
parasites subsisting off the blood of others. most devout followers who do not have to
prove their dedication to the cause. They are
The Venue privy to the innermost secrets of the Church,
its clandestine connections, and its malignant
The most obvious venue for a Church of Caine agenda. If the Church is really allied with the
ceremony is a church, whether deconsecrated Sabbat or planning to resuscitate a Methuselah,
or not. Other options include Masonic these are the Kindred in the loop.

142
The faithful are the ordinary members of the faithful are mostly Ventrue and Brujah, the
Church. They are Kindred who find meaning Church will have a different vibe than a typical
and community in its tenets but have other Elysium event.
interests as well. This is probably the biggest
character group. They look up to the inner
circle as religious authorities and seek to find The Stories
their own meaning in the teachings of the
faith. Their stories connect to the Church On an individual level, the Church is a great
but also usually relate to secular matters from setting for stories of faith, doubt, the search for
their nightly unlives. meaning, and the importance of community.
Being in the Church means something for
The seekers are new to the Church. They everyone there and the LARP works best if all
might be skeptics who have come to see what characters take it seriously. After all, why else
the Church is all about or pilgrims who are would they be here?
dissatisfied with their vampiric existence and
hope that the Church can give them answers. The Church as a whole provides ideas for
They often have strange ideas that may not be different stories:
entirely compatible with the teachings of the
Church. They bring baggage that can cause The Schism. Two (or more!) rival factions in the
trouble for the congregation but they are also Church each espouse their own interpretations
necessary if the faith is to prosper and grow. of the faith. Their followers start to get into
fights with each other and the acrimony
The role of the Church in the city has a threatens to tear apart the congregation. Is there
huge impact on who the characters are. If any hope for religious unity? Typically, this sort
the Church is a staunch supporter of the of schism is ostensibly about a theological issue
Prince and their regime, the congregation but in reality has to do with material questions.
is composed of Ventrue loyalists. If it is a For example, one faction says that Caine still
refuge for the dispossessed, there are plenty of walks the night while another claims Caine
Nosferatu, Brujah, and Malkavians. You can has ascended to a higher plane, perhaps even
create interesting hierarchies by playing on Heaven. Behind the scenes, the real fight is
the compositions of the different categories about whether the Church opposes or supports
of Church members. For example, if the inner a new claimant to praxis.
circle consists of Nosferatu
and Malkavians but the Holy War. The Church of Caine and the Bahari
cannot exist in the same city. They hate each
other’s guts. Because the Bahari are nevertheless
there, the Church is becoming increasingly
shrill, dogmatic and militant. Some characters
want to save it from itself. Others want to use
it to destroy their enemies by claiming they are
Bahari. And of course, there might be a few
among the faithful who have secretly become
converts to the Bahari cause.

143
The Prophet. A mysterious new vampire arrives in the city, claiming to be an ancient from the
time of Caine. They have just recently risen from torpor, having slept for millenia. Most among the
Church think the prophet is a fraud but some wonder if they might learn true wisdom from someone
who actually met Caine himself. To make things more complicated, the Prophet appears genuinely
unworldly, unaware of modern developments or struggles.

144
INTERLUDE: SIEGE WARFARE
As per your request, here’s my report on the first six months of the Ventrue Deja’s joining the Anarchs. I
expect payment in blood and money through the usual method. The Anarchs are not good at maintaining
their ghouls. That makes tasks of infiltration taxing, although it certainly helps to avoid any unpleasant
blood bonds.

— Yours, X

Initial Impressions up and residing in the Nosferatu tunnels,


an unpleasant prospect even for an uncouth
Brujah. Next time she participated in Anarch
Deja did not make a good initial impression social activities, she had numerous contentious
among the Anarchs. She evidently believed that exchanges with Anarch ghouls and the Brujah
she had a lot in common with them because but these didn’t lead to violence.
she’d felt like an outsider in the Camarilla and
because she was young enough to maintain an Instead, they seemed to be part of the usual
easy connection to mortal life. Some of her flow of Anarch interactions.
mortal relations are still alive and she keeps
tabs on them. The basis of Deja’s relationship with the
Nosferatu remains something of a mystery
After she was initially sponsored by the because infiltrating their havens is not possible.
Nosferatu Qiao, she visited an Anarch party Or, I suppose I could try but chances are they’d
with the goal of introducing herself, with catch me before I got very far.
disastrous results. I’m speculating but it’s my
belief that the Nosferatu intentionally set her
up to fail so that they could take the credit for
helping her when nobody else would. This was The Incident
a good gamble in light of future events.
One night, many Anarchs were hunting at a
After being physically attacked at the Anarch mortal party held outside on the outskirts of
party, Deja again sought sanctuary among the town. They had punk bands playing, barrel
Nosferatu. fires, and a lot of drugs that also inevitably
affected the Kindred feeding from the mortals.

Deja was there too when she was spotted by the


Gaining Trust Brujah Agata Starek. She started goading Deja,
talking about the taste of Ventrue blood.
I’m not entirely sure why, but in the weeks
after that first introduction, the perception of (I agree with Starek’s assessment of Ventrue
Deja among the Anarchs shifted. Perhaps they blood, if not with her methods of obtaining it.)
felt like she had paid her dues by being beaten Eventually other Anarchs were able to guide

145
them away from the party and mortal witnesses She talked about Camarilla weakness and how
because the discussion was obviously escalating many elders had left, leaving a lot of Camarilla
fast. Deja argued that Starek was doing the assets unprotected, tended to by ghouls who
Camarilla’s work by fracturing the Anarchs. were starving for blood. She suggested that
Starek didn’t like that and throat-slammed Anarchs should take over these assets in secret
Deja to the ground with the obvious intent of and starve the Camarilla of the influence it has
draining her dry. enjoyed so far.

Starek’s clear physical superiority may have The strategy she proposed was one of siege
played a part in what happened next. It didn’t warfare, where the Anarchs don’t necessarily
look like a fair fight and the Anarchs are always seek to destroy Camarilla Kindred but rather
suspicious of anyone who’s too old. And Starek corral them into increasingly narrow domains
is not quite young anymore. while they themselves enjoy everything the city
has to offer. In the end, the Camarilla may still
The gathered Anarchs, most of them Brujah, have its Elysium but it would be functionally
started jeering and insulting Starek. It’s the irrelevant in mortal affairs.
first time I’ve seen this happen because Starek
is both feared and respected due to her ability This strategy is in direct opposition to
to inspire terror in the Camarilla. the methods older Anarchs such as Starek
have proposed, where the goal is to start
As a result, Starek started arguing with the by murdering Camarilla Kindred and then
crowd and Deja was able to slip away. proceed from there.

Subsequent Developments Recommendations


Surviving an encounter with Starek significantly In her short time among the Camarilla, Deja
boosted Deja’s popularity among the Anarchs. was able to learn a lot. This may be because of
It was at this time that Deja started talking her professional training as a journalist and the
about change. How the feeding grounds in observational abilities she has developed. Her
the city were distributed unequally with the ability to gain significant influence among the
Anarchs forced to hunt in suburbs while stodgy Anarchs makes her a threat to the Camarilla.
Camarilla relics hoarded the nightlife district
for themselves. I recommend her to be terminated. She is
young and without a Camarilla sponsor so this
solution should be possible without stepping
on the toes of anyone who matters.

146
Chapter Ten

SECOND INQUISITION

147
Making Things Up

INTERROGATION TRANSCRIPT 22TH OF INTERROGATOR: Blood?


OCTOBER 2020 SITE [REDACTED]
SUBJECT: Yes. I’ve been here for a few weeks.
INTERROGATOR: Before we start, do you Bad things will happen if I don’t get my fix.
need something? I know you’ve been here for a
while. INTERROGATOR: I’m not sure I can arrange
that.
SUBJECT: Fuck you. Your goons have been
beating me for days. SUBJECT: I won’t be much use to you while I’m
dead.
INTERROGATOR: I’m sorry about that.
They’re not from my department. Interagency INTERROGATOR: I’ll see what I can do. It
problems.... But that’s not your concern. Point helps if you can give me something. I’m not
is, I can help you. your enemy here. The more I can show to my
superiors the better it will be for you.
SUBJECT: How?
SUBJECT: Okay. Fuck. I used to have one
INTERROGATOR: If I can show results, I can boss but he died so now I’m a sort of general
make sure they won’t get to you. busybody. Just hustling to stay alive, the same as
anyone else....
SUBJECT: What is this, good cop bad cop?
INTERROGATOR: What kind of things did
INTERROGATOR: Does it matter if it’s true? you do for them?

SUBJECT: Maybe it doesn’t.... I could have a SUBJECT: I was a driver, mostly. Cleaning their
cup of coffee if you don’t mind. messes. Disposing bodies. Just organizing things.

INTERROGATOR: Sure! INTERROGATOR: Organizing what sort of


(Sounds of coffee being served.) things?

SUBJECT: You want to hear about the.... SUBJECT: Someone needs to clean up the
clubhouse.
INTERROGATOR: Blankbodies. Yes. Can you
explain your relationship with them? INTERROGATOR: Because there are dead
bodies there?
SUBJECT: Blank Bodies.... Okay. I’m what you
might call a retainer. I help them and they give SUBJECT: That too. But mostly because these
me blood in return. What I really want to know vampires don’t pick up after themselves.
is: can you get me some of that blood?

148
INTERROGATOR: Are you trying to be INTERROGATOR: Tell me more.
funny? It doesn’t help your case.
SUBJECT: They’re vampire blood wizards.
SUBJECT: Okay. Fine. It’s because of all the
crimes. Murder. Drugs. Taking the Lord’s name INTERROGATOR: Okay. If this is going to
in vain. work, you have to stop lying to me.

INTERROGATOR: You’ll be here many SUBJECT: I’m not lying!


months more if you don’t change your attitude.
INTERROGATOR: Vampires who are also
SUBJECT: Fine, fine.... It’s just that after wizards? Come on. You’re making this up.
you’ve been brutalized by undying predators for
decades, this setup you have here doesn’t feel so SUBJECT: No I’m not!
bad.
INTERROGATOR: This is useless. I’m tired of
INTERROGATOR: We can easily make this you giving me the runaround.
worse. So far, you’ve been given the friendly (Sound of a fist hitting a table and a coffee cup
treatment. crashing to the floor.)

SUBJECT: Like when those goons...? Whatever. SUBJECT: No, please...


It doesn’t matter. So, there are a few of these
clans. The Anarchs, the Tremere... INTERROGATOR: We’re done. Let’s see if this
is going to get better in a few days.
INTERROGATOR: The Tremere?
SUBJECT: Fuck....
SUBJECT: You haven’t heard of them?

AN EXISTENTIAL THREAT
I find it funny sometimes... when they say that vampires are susceptible to fire. So is every other creature!
Mortals are quite vulnerable to fire too!

That’s one of the things I remember from the Burning Times. We burned. So did the mortals. Many,
many more of them than us. I was young then, traveling in Europe as a neonate. Perhaps that’s what
saved me. I was an outlander, but I was young enough to blend in as people were burned all around us
by the witch hunters: The Inquisition.

Mortals smell different when they burn. A vampire is more acrid. Don’t know if you knew that.

Now it’s the time of the Second Inquisition and the Burning Times are here again. Only it’s global

149
and not just a European problem. Havens get raided during the day all over the world. It helps to be
a nomadic soul like me. It’s not good to get attached to things the modern-night Inquisitors can take
away from you.

— Aisha az-Zahra, an Ashirra elder

The Second Inquisition is what vampires call the realization that intelligence agencies around the
world have become aware of their existence and are moving to destroy them. The expression refers to
the first Inquisition; the conflagration that gave birth to the Masquerade and caused the destruction of
an untold number of Kindred in the late Middle Ages.

Of course, the world has changed a great deal from those times. In some ways, it is much easier for a
vampire to hide now that the mortal population numbers in the billions. You can just blend into the
crowd, disappear among the teeming multitudes. A vampire hunter can no longer simply head to the
most menacing looking old castle to find their prey.

On the other hand, modern times have brought modern surveillance. Intelligence agencies are able to
leverage all the tools of the modern state to track vampires, from algorithmic analysis of data patterns
to straight up electronic spying. This creates enormous difficulties for those wishing to hide when one
can be caught by someone sitting in a cubicle half the world away.

In this day and age, a Second Inquisition analyst can flag a suspected vampire Haven and ask local law
enforcement to raid it without even telling them that there might be vampires inside. An unwitting
SWAT team bursts through the doors and the sunlight they let in causes Kindred to burn, leading to
stories of terrorists who set themselves on fire as police came in.

Of course, behind the scenes, the picture may be very different. Second Inquisition agents trying to fight
something they don’t understand, seeing threats everywhere, and making terrible mistakes that end up
costing the lives of innocent people. But their prey doesn’t see that. From the vampire perspective, the
Second Inquisition is a monolithic awesome force.

The Inquisition And LARP


In a Vampire LARP, the Second Inquisition is mostly a shadowy force that characters fear but that does
not manifest itself visibly in actual events. Its impact is felt subtly. The threat of the Second Inquisition
shapes how the Kindred go about their nights. It affects their plots and plans, their fears and hopes.

The most obvious and common use for the Second Inquisition is as a background force informing
character play and influencing in-game events without making itself visible at a LARP event itself. For
example:

- Two members of the Primogen have just had their Havens eradicated by Second Inquisition hunters.

150
This presents local Camarilla with a conundrum: are they destroyed or in hiding? Should others try to
take over their domains?

- A Herald is rumored to have leaked information about her rivals to a Second Inquisition agency. How
do other vampires feel about this? Is it true or a rumor that has been seeded by someone else?

- Second Inquisition agents are combing through local law enforcement agencies, seeking to root out
vampire influence. Should the Prince terminate their agents in the police preemptively or hope that they
will escape detection?
If they terminate their agents, does that mean another vampire can take the risk and
move in?

Events instigated by the Second Inquisition can also inform the LARP event
in a more direct way, as something that has just happened. For example:

- One of the characters has narrowly escaped their burning Haven


the very night of the event. They come to the Elysium to warn the
others and beg for a place to sleep during the day.

- The LARP is supposed to be the


first event hosted by the
new Prince, but the Prince
fails to show up to their
own party. As the night
goes on to become clear
they were snagged by the
Second Inquisition.

- In the middle of the event,


characters receive reports or a
supporting character arrives
bearing the news that a
neighboring domain is being
cleansed of vampires in a
massive operation right now.
More terrible news and details
come as the night progresses.

151
You should take care with this sort of drama A lot of the equipment needed to make it look
because if the Second Inquisition threat seems good can be found surprisingly cheaply in
too immediate, The player should always feel military surplus stores and sometimes players
that participating in what happens in the LARP have appropriate gear in their closets already.
fundamentally makes sense for their character.
If it feels like the Second Inquisition is going If the scene is designed to end the chronicle, you
to charge in any second, the players will feel do not have to worry about the story implications.
like their characters should be escaping, not Vampire characters are destroyed or carted off
engaging in light banter. to unknown fates. The more common scenario is
that the chronicle is assumed to continue at the
next event. How then to deal with the deadly
Getting Swatted implications of such a raid?

If you have the resources to do it, a Second Here are a few possible scenarios:
Inquisition raid is a dramatic ending to a LARP.
Perhaps the agents choose to attack during the - The raid causes a melee to erupt, with some
night because they fear they will lose track of vampires escaping and others choosing to
their prey if they are allowed to leave the venue? fight. The chaos of the LARP determines what
happens, with even a total vampire victory as a
Lights go out. Doors bang open. Shouted possibility. If you choose this option, you have
commands, chaos, flashlights… A surprise heavy to have players who enjoy big combat scenes.
police raid is a terrifying, impressive spectacle.
- The Second Inquisition team is unprepared for
the supernatural abilities of the Kindred present.
Many will escape, a few will be captured or
destroyed. These latter could even be arranged
beforehand so their players know what will
happen.

- Camarilla notables get advance warning of


the raid, allowing many characters to discreetly
escape. The question is: do they tell everyone?
Or is it better to leave low-ranking, disposable
servants and lackeys for the Second Inquisition
to find? This probably works best if there are
supporting characters that can be sacrificed for
effect.

152
Safe Swatting The Ingredients of a Raid
There are some practical safety considerations If you want to stage a showy raid, here are some
when it comes to organizing a cool-looking of the items you can use:
police raid in a LARP. If not done with care
this can result in an egregious safety blunder, - Police sirens and lights outside the windows.
so here’s a few tips: However, you need to take precautions to
ensure that outsiders will not confuse this for a
- Do not brandish real-looking gun props real police action.
while in public. This sounds like a no-brainer
but LARPs have been raided by the police for - Megaphones you can use to shout things like
real because of this. “Surrender peacefully and you won’t be harmed!”
and other lies.
- Be careful with gun props in general. Make
sure the general LARP environment is okay - Gun props. (See the “Safe SWATing” heading)
for their use. If local laws or culture make
their use inadvisable, do not use them. When - Military or police uniforms. Because the
using gun props, make sure an organizer with Second Inquisition often draws from various
relevant experience checks every single prop clandestine units and agencies for its agents, it
at the venue for safety, especially if some are is fine if the uniforms do not bear insignia and
brought to the venue by players. are not appropriate for any specific police unit.

- If the LARP is visible to the public, consider - Balaclavas, ski masks, or other headgear
informing the local police department about designed to expose only part of the face, usually
the event in advance. This is helpful in case the eyes and mouth.
a concerned citizen decides to call the cops,
since it means the police will know what - Uniformed police or soldiers commanded by
is actually happening. They might still feel agents in civilian clothes.
obliged to come, but it will go better.
- Plastic cuffs. (Again, remember safety and
- Consider your player base and local culture. never put these on too tight!)
For some players, getting subjected to a
realistic police raid may not be the experience - Big intimidating flashlights.
they want to have in a LARP. If you suspect
this to be the case with your players, you can - Laser pointers for pretend sniper rifle sights.
either make a Second Inquisition raid more
abstract or move it to something that happens Because a good raid scene happens very fast,
between events. you can create a strong impression with less
than realistic gear! Players get quick visual
impressions and their imaginations fill up the
rest of the scene.

153
THE SPOOK SHOW
There are shadowy entities controlling mortal collection of various agencies who only barely
society, influencing their every decision, driving manage to cooperate across departmental and
them on a path to chaos and destruction. All international lines. For a Second Inquisition
at the service of their secret masters, immensely LARP to work, they need internal power
powerful creatures who’s privilege and wealth struggles, ideological conflicts, corruption, and
must never be questioned. personal issues.

And that’s just us in the intelligence services! Fortunately, in the World of Darkness these
The vampires are worse. Well, a little bit worse. things are not exactly unknown.
Okay, it really depends on the day. Or night.
Anyway.... To start with, a Second Inquisition LARP needs
a framework for who the characters are, where
— Andrea McKinney, a disillusioned former CIA they are, and what they’re doing.
agent

The Second Inquisition are usually antagonists Who?


in a Vampire: The Masquerade LARP but you
can also build an experience where they are the The Second Inquisition is what the Kindred call
protagonists instead. The players play Second the collective phenomenon of various intelligence
Inquisition agents and staff, and vampires are agencies figuring out that vampires—or
relegated to the role of a shadowy threat. blankbodies in Second Inquisition lingo—exist.
From the perspective of Second Inquisition
This kind of a game can be a fun interlude in the agents, the picture is much more complicated:
middle of an ongoing chronicle. What would an international mess of secret departments
the actions of the usual characters look like and programs organized under various national
viewed from the outside? Naturally, the Second agencies with their own histories, motivations,
Inquisition would be scarily well informed on and idiosyncrasies. The Vatican’s old Inquisition
some issues and get others wildly wrong. Just standard-bearer Society of Saint Leopold is
like real-life intelligence services. there too, advising and providing a link to
vampire hunts of the past, but they by no means
From the perspective of the Kindred, the control the operation. In a sense, nobody does,
Second Inquisition is a scarily effective; single- although various operations conducted under
minded machine of death, rooting out Havens the Second Inquisition umbrella naturally have
and murdering neonates by the score. The their own directors.
vampire sees SWAT teams, special agents, and
coordinated strikes. Ordinarily, the vampire What this means is that the geography of your
never sees what really goes on behind the scenes. chronicle matters a whole lot in terms of who
the characters are going to be. If the LARP
From a LARP design point of view, it is good is set in the U.S., it makes sense for them to
that the Second Inquisition is also a fractious be DIA, NSA and CIA agents tasked to the

154
FIRSTLIGHT Special Access Program, perhaps
supplemented by a few FBI agents from the
Where?
Special Affairs Division.
The great thing about FIRSTLIGHT agents
Organizational paranoia has many Second and other Second Inquisition members is
Inquisition agents worried that their colleagues that at the end of the day, they still work for
are actually vampire spies or that various the government. This means that their base
politicians are controlled by nefarious undead of operations does not necessarily have to be
interests (which they are, of course! Getting particularly fancy. Of course, if you have a
program funding yanked has been one of the production team that can whip up a convincing
more effective tools the Camarilla has against action movie-style high tech space, go for it! If
Second Inquisition). not, a rented office space works fine.

Other stakeholders who could be present at a The concept of a temporary command center
FIRSTLIGHT command post include Society makes it possible to run a Second Inquisition
of Leopold members and its current mother LARP virtually anywhere FIRSTLIGHT agents
organization, the Vatican’s secret service known might be imagined to set up. And after all, the
as the Entity, as well as the British service S013. agents must go where the vampires go, so they
They are consulting American organizations can be anywhere: an university campus, a private
and providing their own expertise, perhaps on apartment, a company’s building complex, etc.
specific Kindred thought to be in the area.
If you have the capacity for some production
If the LARP is set elsewhere in the world, it value, technical gear, weapons props (unless
makes sense to have local secret services in the inadvisable under local conditions), and other
lead, such as France’s DGSE. In each case, a mix “cop stuff” helps create the right mood. A big
of local agents and consultants from the outside whiteboard where you can create a convincing
helps to create tension. You can take your cues conspiracy map helps build the right vibe and
from cop shows replicating the themes of local also acts as a fun visual touch for players who
police annoyed that the FBI has swooped in and find their regular vampire characters displayed
claimed jurisdiction. The same dynamics work there.
here as well.

For a different dynamic, the Second Inquisition The Ops Center


agencies can also conduct an operation illegally.
Perhaps non-American agencies are chasing Here is a concept for a Second Inquisition
after vampires on U.S. territory without LARP:
informing the locals or asking for permission.
Or Americans can do the same in the U.K., FIRSTLIGHT has taken over an office space,
Germany, or Brazil. Obviously, they get busted building an improvised command center. The
in the middle of the LARP, but it is not clear agents in the room have radically different
what happens then. After all, ridding the world ideas about how the blankbody threat should
of vampires serves the common good! be dealt with. Some advocate burning them
out with fire while others suggest capture and

155
medical experimentation. A lone voice might It’s possible to make other types of Second
even propose that they could be cured. Inquisition LARPs as well, especially if it is a
standalone event and not part of a chronicle.
As the night progresses, news of an operation Here are a few ideas:
currently in progress comes back to the room,
agents on mission return and leave (you can - A global symposium of agencies working to
play out these missions tabletop style in a counter the blankbody threat. There can be a
separate room) and high-ranking officers call comedy element here too as bizarre suppositions
in to demand results. At the end, vampire are mixed in with actual facts about how the
prisoners are brought into the ops center after Kindred operate. After all, vampires are prone
it has been revealed that local law enforcement to mythmaking and they are terribly unreliable
might have been compromised by the enemy. sources of information, even about themselves.

- A team of Second Inquisition agents have


captured a number of vampires and are holding
Why? them in an improvised command center. It is
The concept of the typical Second Inquisition less than ideal, especially since they can not rely
LARP is that a command center has been set on support from local law enforcement, but it is
up in the area of the chronicle and the agents okay because their superiors will send help soon,
investigate local Kindred while also having right? During the LARP, the agents realize that
conflicts and disagreements with each other no help is coming and soon the vampires figure
over different issues. it out too.

For example: - So far, the various Second Inquisition agencies


have had the upper hand. The Kindred have been
- FIRSTLIGHT and the FBI’s Special Affairs slow to grasp the enormity of the threat. They
Division both maintain this is their operation. have leaked information to hurt their enemies
Before the question of who leads the operation without regard to the problems it causes down
is resolved nothing much gets done. The the road. But now some enterprising vampires
conflict is complicated by the fact that have successfully infiltrated a Second Inquisition
both sides suspect the other of having been command. Some of the agents are under vampire
infiltrated by vampires. control or are even vampires themselves. Others
suspect that something is wrong.
- Society of Leopold agents are fanatical
but experienced old grumps, distrustful of Second Inquisition agents are always on a
technology and all these newfangled methods. mission. They have a task to do–their job. This
Why? Well, when they were hunting vampires directs how their motivations are structured. An
back in 1952.... individual character does not necessarily agree
with their orders but that is just one more site
- Scientists drafted to work on the blankbody for interesting conflict that will enrich the game.
problem, uneasy about the ethics of their work
but aware that if they complain too much, bad It is important to note that individual agencies
things will happen to them. can give out conflicting orders. Here are a few

156
things agents can be tasked with: Possibly the most dangerous and closely
monitored assignment is making deals with
- Destroying blankbodies no matter what. blankbodies. There is a lot of superstition
about what vampires can do among the Second
- Destroying blankbodies discreetly. Inquisition but the idea that sometimes benefits
can be gained by talking to the enemy has not
- Rooting out blankbody influence in other been completely abandoned. After all, vampires
agencies. can be used as sources of information.

- Spying on other agencies. The temptation offered by such information


is tempered by an intense fear of the mental
- Capturing blankbodies. powers the blankbodies sometimes manifest.
They cause a lot of paranoia among agents from
- Collecting information on individual various Second Inquisition agencies, causing
blankbodies. them to engage in extensive protective measures.

- Mapping blankbody networks. The worries Second Inquisition agents have


about vampiric abilities are not entirely
- Interrogating blankbodies. (This is rare and baseless. There is a good reason they prefer to
quite dangerous because of the confusing talk to the enemy in controlled conditions but
abilities the enemy sometimes manifests.) unfortunately sometimes that’s not possible.
This is the mechanism through which hubris
- Experimenting on blankbodies. leads to infiltration: an agent decides to make
a deal of their own with the enemy, the enemy
- Capturing blankbody prisoners from other blood bonds them, and suddenly allegiances are
agencies. much more complex than before.

- Sabotaging other agencies because of


interagency rivalries.

- Asserting jurisdiction.

157
Chapter Eleven

WAR OF AGES

The War
“How do you maintain the Masquerade when you’re existing like this?” Qiao asked,
opening the door of the custom-built fridge and looking inside. He had never seen
anything like it. Vials of blood stored in what looked like a cross between medical
equipment in an expensive kitchen appliance. Cold bluish light bathed the blood
but the scent was still perceptible.

At least if you had a vampire’s instincts.

Deja watched Qiao. It was touching, in its own way. The Nosferatu was so out
of his element. He and his clanmates were so cool and composed in their own
environment, the derelict abandoned spaces of the city. Transplanted into the
midst of luxury and he looked like the permanent outsider he was.

158
“You’ve never visited before?” Deja asked gently. “You have the instincts of a good vampire
They were exploring the kitchen of Salomé revolutionary. Always ransack the blood storage
Diaz’s mansion, more out of curiosity than first. There are some real delicacies there and
need. Diaz had already escaped and Deja did not they spoil if you don’t drink them.”
expect her to have left any particularly damning
secrets behind her. Deja turned around slowly to see who was
talking. She had a sinking feeling of the kind
“No. Sometimes Nosferatu are invited but I was that she thought had gone from her unlife with
always afraid that....” Qiao stopped and picked the last pulse of her heart. She had hoped she
up a vial of blood. “Is this vitae?” could execute her plan without involving any
of the older Kindred. After all, she knew from
“Maybe. Give it a taste,” Deja replied. She knew experience with the Camarilla that the nightly
Qiao was worried he would be laughed at affairs of the sect were handled by younger
because of his appearance. She did not have the members like Salomé, not visiting dignitaries
heart to tell him that he would probably have like Victoria Ash who was casually leaning on
been laughed at because of his poverty, youth, the kitchen door, improbably in an evening
and lack of status, not because of his clan curse. dress as if one of Salomé’s soirees was taking
Elysium was a cruel place, and Salomé Diaz had place outside.
done her best to make sure it was even crueler.
“I just thought...” Deja babbled. What did she
Qiao drank the contents of the vial in one think? That this would be easy? She had always
go, stopping to feel it in his mouth before seen herself as an observer. That was her job
swallowing the coagulating, thick liquid. Deja when she was still alive. And now she was making
was about to tell him that usually Salomé power plays like in some gangster movie.
would let the blood warm and breathe for a few
moments after taking it out of storage because Victoria laughed, and for a moment she looked
that improved the flavor but decided against like the young perfectly mortal woman she
it. She did not want Qiao to feel uncultured. often pretended to be. Her age and predatory
He and his clan had done a lot for Deja. Not nature disappeared under a well-cultivated act
without compensation, but still. Cultivating that made Deja relax.
friends was what power was all about.
“Yeah. Waste not, want not,” Deja said with
Deja had realized that she could be a nobody, more confidence. Qiao had frozen, looking at
waiting to become old enough that her Victoria.
supernatural power would enable her to protect
herself. Or she could leverage the discontentment “The Nosferatu. Such a loyal clan if you treat
of the Anarchs and especially the Nosferatu and them well,” Victoria said, looking Qiao calmly
become a player in the War of Ages. She knew in the eyes
the Camarilla was weak, self-absorbed, and .
preoccupied with its own internal drama. “I had a Nosferatu lover once. A wonderful
individual.”
That meant someone could walk in and take
power. Deja understood what Victoria was telling her.

159
She could make her bid for power but if Deja As she finished speaking, Victoria placed her
tried to go against Victoria, the elder Toreador hand on Deja’s shoulder, leaning in so Deja could
would take it all away from her. Deja could feel the closeness of her body and its hidden,
manipulate the Nosferatu but Victoria would blood-blessed power.
do it better.
“What do you choose?” Victoria whispered,
“I... Aren’t you Camarilla?” Qiao finally teasing, her hand touching Deja’s cheek.
managed to blurt, his voice sounding even less
human than usual. Deja had grown to like Qiao. He was so innocent
despite being a vampire and a Nosferatu. He
“Sure I am,” Victoria said, stepping closer, past had been protected from the worst of the power
Deja to caress Qiao’s cheek... And then Qiao’s games the undead amused themselves with. And
corpse was decaying on the floor, his head now he was gone, ended by Victoria Ash.
severed neatly from his body by the razor-sharp
blade Victoria held casually in her hand, as if “I’ll call in that boon soon enough,” Deja said,
she had just discovered it. her voice thick with suppressed emotion. Rage,
sadness, resignation. She was a monster, the
“What... Why...” Deja babbled, unable to keep same as Victoria. Better act like it.
up with events.

“I did you a favor. Your revolution needs a No Neutral Ground


martyr. It needs to be more than just a power
grab. It needs to be about ideas, emotions.... The
Nosferatu are your biggest allies and if one of A lot of Kindred believe that they can remain
them meets final death at the hand of Salomé or neutral in the War of Ages. Neonates figure
her minions, they’ll be all the more committed,” that they have no stake in this conflict; that the
Victoria explained reasonably, picking two vials world is big enough so that they can feed outside
from the fridge and slipping them into her the territories proscribed by the Camarilla.
purse. Elders may delude themselves into fantasies of
invincibility, believing that centuries of secrecy
“But you destroyed him,” Deja said, trying to and hidden power make them the masters of the
will herself into any sort of reasonable response. game, unthreatened by mere novices.

“Is that the story you’ll tell?” Victoria asked, Yet the war had a habit of pulling everyone in. It
her voice quiet, intimate. “If you tell them I is the engine that keeps vampire society running
destroyed your friend, they’ll want revenge. It’ll and its conflicts fresh with a nightly spectacle of
be a true war of the young against the old. Are new tragedies.
you prepared for that? Coming after us is not
as easy as cheating these Camarilla neonates of This is why the war is also the engine for creating
their meager holdings. If you keep this a secret, conflicts in Vampire LARP. It can never truly
then I’ll owe you a boon. Why, you’ll be able to be resolved and those who imagine themselves
ask me to do anything! I’ll be at your mercy!” outside it can easily be pulled back in. All it
takes is to be reminded of the stakes.

160
The Stakes
Why can’t we all just get along? others. On the other hand, to give up power and
accept a more equal society is to leave yourself
It is common in Vampire LARP that the issues open to the whims of a bloodthirsty mob. Or
at stake in the War of Ages are not tangibly at least that is how the privileged elders of the
present at the LARP event itself. It’s easier to Camarilla tend to feel about it.
make peace with your enemies when it feels like
the stakes do not matter all that much. Surely - Power in mortal society. Do you have the
the Prince can make a few concessions? connections needed to spring yourself from jail
before sunrise? Can you influence what gets
To make sure that the stakes matter, it is good printed in newspapers? Many Kindred cultivate
to keep in mind what the characters are fighting mortal influence and use it to keep themselves
for. safe. These domains of power get contested when
new Kindred arrive, threatening the holdings of
- Feeding territories. This is a big cause of conflict those who came before.
in the War of Ages. Vampires drink blood and
hunting is a nightly pursuit. Preserving the - Progeny. Many, if not most Kindred, want
Masquerade means that only a limited number to make more of their kind. Perhaps they have
of vampires can hunt in a given territory and fallen in love with a beautiful mortal and imagine
these territories are typically that they could have the
closely guarded by those love story of their romantic
with power. Young vampires dreams if they only could
become disgruntled because give the gift of undeath.
they do not have access to Or maybe they want to
good territories, or possibly increase their own power
any territories. base by making a childe.
Whatever the motivation, it
- Power in Kindred society. tends to irritate others that
Who gets to make the rules? only the Kindred in power
Who decides how Traditions have the right to decide
are interpreted? Who drafts who gets to create progeny
the invite list to the new and when. This is especially
Elysium and who calls a true among the Camarilla
blood hunt when someone where virtually all Princes
breaks the law? Issues of flagrantly abuse this right by
power range from the favoring their cronies and
trivial to the all-important ignoring younger Kindred,
but nobody wants to be to say nothing of Anarchs.
subjected to the whims of

161
CHOOSING SIDES had bolted before they managed to see him. He
knew that there was only one hotel in the city
luxurious enough for Salomé so he headed there
I suppose this is one of the upsides to being dead, and took the elevator to the top floor and the
Sebastian thought. If I was still alive, my heart most expensive suite. Judging from Valentina’s
would be racing, I’d be sweaty, all this stress and presence, his instinct had been correct.
uncertainty showing itself in my body. Now I
can be cool and collected, just an animated “What I mean is... you knew we were here. You
corpse that doesn’t show the terror I’m feeling could have betrayed us to your Anarch buddies.
within. Told them that you’d been undercover all along.
Redeem yourself.” Valentina seemed to take
During his time as the lover of the Ventrue great pleasure in her words. Sebastian was so
Salomé Diaz, Sebastian had learned a lot about terrified of what was happening in the city
the Camarilla. They were not particularly hard and Valentina looked so smug, like she enjoyed
to find, if you knew how to navigate the world seeing him squirm.
of privilege and wealth they were accustomed to.
Perhaps that was one of the greatest drawbacks The Blood roiled inside him. This will not stand!
to the Anarch plan for a coup: they did not Later when he remembered this moment, the
have that knowledge, not even the leader Deja. most shameful part of it was that Sebastian
Sebastian did not have it either but he had knew he lost control with Valentina because
seen enough in recent nights to make out the she was no threat to him. He was a coward even
contours of this world. when the Beast took over.

“Everybody’s flocking to her now,” Valentina The carpeting was almost white, seemingly
Diaz said, looking bored in the discreetly dimly designed so that it would have to be cleaned
lit hotel corridor. Sebastian stopped uncertainly. incessantly. Valentina’s blood formed an
Valentina was hard to make out. It felt like she archipelago of crimson spatters climbing up on
flirted with Sebastian purely to spite her sister. the wall and joining in the whirls of color in an
Then again, Salomé had made her into a ghoul abstract painting.
but refused to Embrace her so perhaps she was
entitled to her spite. There was an intriguing familiarity in the taste
of her blood, similar and yet so different from
“You mean I shouldn’t go in?” Sebastian asked, that of Salomé.
feeling foolish. He had panicked when he had
heard that things were heating up between the Sebastian stared at Valentina’s corpse in
Anarchs and the Camarilla. Nobody seemed desperate terror. She was dead, awkwardly
sure what the right word was. Revolution? splayed on the floor, one leg up on the chair she
Rebellion? Coup? had been sitting in.

At least so far, it had not escalated to open war Without thinking, Sebastian knelt by Valentina’s
between the sects but Sebastian had rushed to head, opened his wrist with one extended
Salomé’s haven only to find it occupied by a few incisor and pressed it against her mouth. His
Anarchs and ghouls he knew. Sensing danger, he blood dribbled in. The carpeting and the decor

162
were designed to eat up sound. If Salomé had Well, almost everyone! A canny elder can
company, nothing could be heard through the sabotage the revolution by pretending to
doors of her suite. She did not have a security support it and then acting in a divisive way to
guard outside. It would have been useless split the resistance.
against the Anarchs anyway.
If loyalties and allegiances are not clear cut, it
Valentina twitched back to life. Or unlife. also makes themes of betrayal more complex and
Her eyes opened and she stared at Sebastian, a interesting. If an ancilla chooses to go against
smile creeping on her lips. their sire and support the oppressed neonates,
are they disloyal to their lineage or loyal to their
“You did it. Thank you,” she whispered. values or both at the same time?

Sebastian did his best not to think about what Allegiance can be factored on a number of
he had just done. Salomé would kill him. He different ways:
had Embraced her sister! Her ghoul!
Clan. Many Kindred are loyal to members of
“Oh God... Why am I so thirsty? Fuck. I their clans. Family is family after all, even though
need... I need something. To bite something,” the clans are not organizations but just lineages
Valentina said. “Blood. Please, I need blood.” of blood relations. This works especially well
in single-event LARPs where clanmates have
not had much time to backstab each other and
Conflicting Loyalties the LARP benefits from a clear-cut social map.
Which clans are for the establishment, which
for the revolution? Are some clans split?
For some characters, the side they are on in
the War of Ages is a done deal. They support
Sect. It is extremely common for the War of
either the young or the old, and that is it. They
Ages to be a Camarilla vs. Anarchs conflict, with
will never do anything else. Examples of such
Kindred loyal to their own sects. You can create
characters are Brujah ideologues subjected
complexity by having Kindred with grievances
to the Blood Hunt for their traitorous ideas
towards their own sect as well as outsiders such
or Camarilla elders who have held a grudge
as the Ashirra.
towards the Anarchs ever since the first
Anarch Revolt in the 15th century.
Ideology. Many Kindred still believe in some
big ideological idea, often from their mortal
Conflicting loyalties are good play. That is why
days. Freedom is a common rallying cry among
it makes sense to try to create a situation where
Anarchs. They are loyal to whoever furthers
between these two extremes there is a large
their cause. Many in the Camarilla believe in
group of characters who might swing one way
the Masquerade, a common tenet of vampiric
or another depending on the circumstances.
ideology. Some ideas have nothing to do with
It also means that winning the War of Ages
the Kindred. A New York vampire Embraced
becomes a game of influence and persuasion,
in the 19th century may believe in Manifest
trying to get everyone on your side.
Destiny and choose vampiric allegiances based
on who is likely to further the cause.

163
Faith. The Beckoning, the Gehenna War, the because they are secretly childe and sire. The
Second Inquisition.... All the tumult of the last Anarch revolutionary helps a Toreador ingenue
two decades has caused a resurgence of faith because they are in love.
among the Kindred. The Church of Caine,
the Cult of Set, and the Bahari all have their Material interests. Sometimes Kindred are even
adherents both among the young and the old. It motivated by their actual concrete material
is not unusual for a devout individual to choose interests. These are things like hunting grounds,
faith over sect or clan. security from the Second Inquisition, and
enforcing the Masquerade.
Personal connections. Many Kindred are loyal to
their sires and seek to protect their childer. They It is not impossible for a single vampire to
help their friends. Often personal connections have conflicting allegiances in each of these six
turn out to be more important than any other categories.
affiliation: The Prince protects a rebel leader

Rising Tempers
The War of Ages is a constant conflict in the world of Vampire.
Sometimes it runs cold, other times it is more of a simmering
presence under the surface of nightly affairs. When the war
starts to heat up, tempers run hot. The war can be a matter of
survival for a neonate even as the elders view it as
an entertaining diversion, at least until the anarchs
firebomb their haven.

Typically questions of allegiance become


fraught when tempers rise. When everything
is chill or the domain is united by the threat
of the Second Inquisition, the important
thing is for every Kindred to pull together.
When that feeling of togetherness frays, when
the fundamental issues that cause the War of
Ages rise to the surface, suddenly it matters a
great deal who is on which side.

This influences how certain character stories play out. People who have carved a niche as go-betweens,
fixers, and other figures who traffic in the gap between the sects suddenly find their maneuvering space
much reduced.

164
The consequences of belonging to the wrong camp can be fatal once everyone is angry enough. When
your Anarch friends figure out that you have been maintaining a backchannel with the Toreador
Primogen, they may accept your explanation that you did it to get intelligence or they may tear you
apart in a frenzy of blood.

Bad Choices
Sometimes there are no good choices in the War of Ages. When that happens it is a good moment to
consider what you want out of your LARP experience. You can try to win the war for your side, or you
can try to benefit as much as possible personally, or you can play for maximum drama. The last option
is great if you have grown tired of your character in a chronicle or are playing in a one-event LARP
where your character is not expected to exist after the night is over.

You can make bad choices on purpose too, messing up your character’s allegiances so badly that there
is no untangling them. This will surely lead to the death of your character but the road there can be
great fun. What is more, you will be generating boatloads of action for every other player in the LARP.

165
WAR AS
LARP

T he War of Ages is the best,


most comprehensive generator
of conflicts and action in Vampire.
Because the interests of the young
and the old will never be reconciled,
the conflict is doomed to go on
forever.

For a LARP designer, it is a very


useful tool because it gives characters
things to do. It provides motivations,
and goals. It also comes with a few
difficulties of its own that you will
have to consider to make it work.

166
What’s Cool? someone who betrayed you when it was not their
fault? Can you trust your friends when they have
proven to be susceptible to mind control?
The theme of the War of Ages provides a fertile
ground for different types of cool LARP scenes Repression
to emerge. These are some things you can try to
nurture through design: The young feel alienated from the structures of
power because they are constantly repressed,
The Anarchs storm the Elysium. Unhappy with their unlives made intolerable by endless edicts.
the way they have been treated, the Anarchs storm To get the War of Ages going, this repression
the Camarilla Elysium demanding better terms has to be tangible and concrete. If you are
between the sects. An Anarch leader marches up running a chronicle, it has to show at the events
to the Prince backed by their followers, making a themselves.
speech about how this world is for the young, not
the decrepit and the lost relics of the Camarilla. There is a bit of complexity here, design-wise.
Camarilla Kindred scramble to accommodate Your Anarch characters should feel like they are
the invaders out of fear of physical violence. being repressed and find motivation to fight
against their elders but at the same time many
This can be a dramatic event in an Elysium event players do not really enjoy getting humiliated all
that is organized as part of a chronicle. The the time.
Anarchs should storm in one hour after play has
started so the Camarilla characters have had a Having the worst of the oppression happen
moment to settle in. between events is the obvious solution but it
also makes it less visible at the actual LARPs.
Loyalty oaths. The Prince decrees that all Here are a few ideas for this:
neonates in the domain, Camarilla or Anarch,
must swear a public oath of loyalty or be Limit feeding areas to a ridiculous degree. The
subjected to a blood hunt. How do the Anarchs Prince decrees that neonates are only allowed to
react? After all, the Prince should not have any feed in the harbor area, and only during the last
authority over them. two hours before sunrise.

What about neonates in the Camarilla? Do they Go after ghouls, touchstones and mortal
side with the Prince or does the new dictate contacts. The Prince keeps abducting, terrorizing
cause revolutionary unrest? or killing the servants, friends, and loved ones of
neonate vampires. The argument is that this is
Betrayal. The Prince’s childe goes publicly against done to protect the Masquerade but it looks like
their sire in a great act of betrayal, giving hope to a ploy to limit the influence younger vampires
the downtrodden young of the domain. Only... have in the affairs of the city.
is this a double-betrayal? Has the Prince tasked
their childe to become a pretend revolutionary? During the LARP, repression can be done
without targeting individual player characters:
Vampiric powers and the Blood Bond further
muddle the issue. How do you deal with Oppress supporting characters. The Prince

167
executes three newly found thin-bloods at The Camarilla is despicable. The enemy of the
Elysium. They are supporting characters revolution is reasonable compromise. In LARP,
specially created to die as piteously as this happens because it is easy for those playing
possible. characters in power to make concessions because
it is all make believe anyway. This in turn robs the
Nominally exclusive events. The Keeper revolutionaries of their energy.
of the Elysium declares that no neonate is
allowed in the Elysium during a special night To combat this, the Camarilla should be
of celebration. In-game this is exclusionary unreasonable, proud, and monstrous.
but you can remove the problem by running
two parallel events, one for older characters The Anarchs are radicalized. There should be no
and one for the young. All players are treated moderate voices among the Anarchs. If even the
fairly and get the same amount of play even mildest have suffered grievously under Camarilla
as their characters are discriminated against. rule, the revolution will continue. This does not
Ideally of course the neonate event is used mean there can’t be dissent, just that the dissent
to foment aggression against the ancilla and should not be about whether to have a revolution
elders. or not. Rather it can be about whether the Prince
should be exiled or executed, or what form will
Revolution domain rule take after the revolution.
If things escalate enough, the end result of
the War of Ages is open revolution. In some There’s a path to revolution. It is important
cities, such as Los Angeles, this has resulted in that the players of the Anarchs feel like there is
the creation of Anarch Free States–domains a concrete set of actions they can take to achieve
completely outside Camarilla control. Many revolution. It helps if the organizers clearly signal
cities have experienced similar uprisings in that a revolution is an acceptable outcome. Some
recent years, Berlin being the most famous players are shy about pushing for such dramatic
example. The Beckoning and the Second changes to the setting because it feels like it breaks
Inquisition have resulted in a weakness in the LARP.
Camarilla rule exploited by the young and
the furious. Since the revolution will have a dramatic effect on
the fates of many Camarilla characters, it can be a
More commonly, an Anarch revolt leads to
a city where the two sects have to co-exist
side-by-side. The Anarchs are out of the
Camarilla power hierarchy but pretty much
every Prince will try to subject them to their
authority anyway. If not directly then by
treaties concerning feeding territories.

Revolution is a powerful, dramatic event in


any Vampire LARP or chronicle. To make it
happen, you can design for it in the following
ways:

168
fitting end to a chronicle or possibly a beginning The difficulty of running combat, and especially
with Camarilla characters then forced to find bigger fight scenes, can be alleviated by changing
new ways to exist in an Anarch domain. the mechanics. Generally, the bigger the fight
you expect, the faster the combat rules have to
be. You can take inspiration from fantasy LARP
War Is Hell where dynamic, physical combat rules make
bigger fights feasible.
Have you ever participated in mass combat in
a LARP, run with detailed game mechanics?
Experiences vary but they tend to run less than The Anarchs
smoothly and take hours to resolve.
It is easy to see the War of Ages as a conflict
This is why the War of Ages works best if between the Camarilla and the Anarchs.
it is a war of influence, politics, plots, and However, the War of Ages also makes sense
counterplots, instead of open warfare with gangs inside the Camarilla, as the power held by the
of vampires trying to murder each other. You can elders weakens because of the Beckoning and
have physical fights but consider carefully how neonates hunger for power.
the system you use to handle combat actually
works. Is it fun enough to use a lot? Does it scale The Anarchs wield a lot of egalitarian rhetoric
up? and the overwhelming majority among them are
young so at first glance, they feel less susceptible
If no, try to design the LARP so the focus is to the War of Ages. In reality, underneath the
on other types of conflict. The Masquerade surface, the same tensions simmer as in the wider
is a great tool for this purpose: maintaining Kindred society.
the Masquerade conveniently motivates the
characters towards actions that are more LARP- There are leaders among the Anarchs, such as the
friendly than mass combat. famous ideologue Salvador Garcia. These leaders
are lightning rods for the controversies pulling
Another reason violence is difficult in LARP is the Anarchs apart, always accused of nepotism,
that it may lead to character death. It sucks if complacency, and corruption. They might be
your character is destroyed or taken out of play young by the standards of the Camarilla of old
five minutes into the LARP. This is why you may but in the Anarchs someone who has spent 70
consider planning your LARP so that if violence years as a vampire is a venerable relic of a bygone
does occur, it happens near the end. That way, era. After all, if your ideas of the world came
if someone’s character gets removed from the from the 1950s, it is hard to fit in the modern
game, they have still had a full LARP experience. nights.
Of course, this makes sense for dramatic reasons The Anarchs are often more ideological than
as well. Things escalate towards the end and the Camarilla members. This brings its upsides
adrenaline surge of a big fight is hard to come and downsides. For the luckiest Anarchs, it has
down from, but that would not be a problem if helped their community of Kindred to remain
that is also when the LARP ends.

169
more humane and hold onto their moral
principles. For others, ideology becomes a
bludgeon they can use to carve a power base
for themselves.

It is not unusual for a new generation of


Anarchs to attack their sires, who themselves
may only have ten or twenty years of unlife
behind them. The failings of the vampires
in their immediate vicinity have more
immediacy than the monolithic and distant
power of the Camarilla.

170
THE GRAND PAGEANT OF DIPLOMACY
The Toreador Victoria Ash at Elysium:

Politics can be such a bore! You have a good fight coming along. Everyone has done their work perfectly.
The enemy has been painted as the ultimate evil, every transgression by our own side has been excused.
There’s a gorgeous selection of strapping young warriors ready to prove their worth in physical struggle.

If we win, there will be a grand celebration and there is a special kind of enjoyment in having one or
two of those victorious warriors entertain you in your bedchamber.
If we lose, why... it can be quite thrilling! Whatever will they do to a helpless ingenue like me?

But then the worst happens. Diplomacy!

Instead of the young and the beautiful dying for your honor, you are consumed by endless meetings,
speeches, discussions, and proclamations. It can get unbelievably tedious.

Yes, of course I know all the arguments in favor of diplomacy. It protects the Masquerade, avoids
unnecessary death and so on. All very sensible.

The truth is that sensible is just another word for boring. I would have succumbed to the various
maladies of the old and the powerful long ago if I wasn’t able to enjoy the embrace of a victorious
gladiator covered in the blood of their enemies!

The Excitement of Diplomacy Fortunately, there are many ways to avoid


this dire fate. The War of Ages plays out in a
multitude of different ways and that means you
Done properly, diplomacy makes a great
can stack your LARP full of conflicts and drama
basis for a LARP event. Done badly, it can be
without making it all about meetings even if
extremely tedious.
diplomacy is the substance of the game.
A failed game of diplomacy strands the players
The best approach is to consider what kind of
in endless meetings where they do not have a
play is fun and interesting for the participants
clear idea of the stakes they are negotiating for.
and then try to make that happen. Sometimes
Everybody sits around a big table and dies of
you can use methods that are quite crude: if you
tedium while someone makes a limpid speech
decide that meetings are awful and have no place
trying to cover for the lack of real issues.
in your LARP, the Prince has declared that no
Character play and personal conflict fall by the
meeting shall run longer than ten minutes to
wayside as everyone reverts to their off-game
avoid important Kindred getting trapped when
work personas and just tries to muddle through
they should be mingling and solving problems.
the situation.
It is artificial but also works.

171
If you feel that there is a type of play that may Anarch Civil War. Two or more distinct
happen but is not fun, then you should do your camps of Anarchs are on the verge of going
best to stave it off. Sometimes you can take this to war with each other over ideological and
out of the fiction entirely and just tell your material differences. Some feel that the whole
players to avoid certain types of actions because domain should be one open hunting territory
they are not interesting. It depends on the while others want to give each gang their
scenario whether such simple instruction works own area. The Baron tries to hold onto power
or not. Your players may play accordingly, or while their enemies accuse them of being a
they may fall into boring patterns because of Camarilla stooge. It is all even more difficult
habit. because there is no protocol for how to handle
something like this.
The Concept The Dueling Princes. This is a Camarilla
domain. The problem is that there are two
What is the LARP event about? What are the Princes who both claim praxis. Neither is
issues discussed and who are the characters? willing to submit to the other and a full-scale
There should be distinct sides to the conflict, influence war seems to be on the horizon. As a
a credible threat of escalation that would hurt last resort, an unaligned Toreador elder invites
everybody, seemingly irreconcilable differences, everyone in the domain to her haven, widely
and clear stakes that are hard to resolve. seen as neutral ground. Is it possible to resolve
the issue when the interests of so many of the
Here are a few example concepts: domain’s inhabitants are tied to one Prince or
the other? One possibility is that the would-be
The Anarch Revolt. This used to be a Camarilla Princes fight it out by proxy in some sort of
domain but now the Anarchs are rebelling, a staged competition which tends to require
threatening to take over the city and drive local Kindred to demonstrate allegiance one
Camarilla Kindred to exile. At the last moment, way or another.
Camarilla and Anarch leaders convene a grand
convocation for the purpose of trying to avoid Sabbat Survivors. As the Sabbat repurposed
outright war. The Camarilla wants the revolt to itself for the Gehenna War, it left behind a
end and the Anarchs to return to the fold, while large number of less important packs who had
the Anarchs want their freedom and an end to only paid lip service to the ideology to begin
Camarilla rule. with. Now they want to join the Anarchs or
the Camarilla in the local domain. The only
Camarilla Intrusion. Traditionally, the domain trouble is, there are so many of them it would
has always belonged to the Ashirra but now effectively double the domain’s Kindred
there has been a powerful influx of the Camarilla population and there is worry that it would
related to cooperation between the sects in the amount to a Sabbat takeover. Advocates for
Gehenna War. Supposedly we are all allies here the Sabbat survivors host a party to reconcile
but the Ashirra have come to suspect that the these differences but old troubles have a habit
Camarilla is trying to take over their domain. of resurfacing.
At a supposedly casual soiree, they do their best
to forestall such an event before war flares up
between the two sects.

172
Secret Agendas
The event must have as many conflicting Importantly, many of these goals should be
agendas as there are characters. There should ones that are best realized through private
be betrayals aplenty, characters deals, backroom negotiations and subtle
changing sides, treachery influence games. The purpose here is to
revealed, and surprising provide as many things as possible that can
twists and turns as boons not be done in official negotiations,
are called in. Ideally, every requiring characters to interact in
single character has public other ways.
goals and private
goals, often in Ideally, this leaves the most official
opposition to and publicly diplomatic forum
each other. to be the place where all the
plans and plots are
revealed in fairly
dramatic but quick
scenes.

The Characters
The characters should be duplicitous double-dealers who are always trying to further their personal
agendas at the expense of the common goal and their own side, whatever that is. In short, they should
be vampires.

There is a common pitfall in LARP character design that you should be wary of. You may think that if
most characters are lying backstabbers, wouldn’t it be good to have a few honest and straightforward
characters in the mix to provide contrast?

This works if the substance of the LARP is something other than double-dealing and devious plotting.
If sordid betrayals are what is fun in the LARP, they should be available for every single character.
There should be no honest Joes because they are boring to play if you are stuck being the righteous
person watching everyone else backstab to their heart’s content.
If an honest person is absolutely needed, they should be a supporting character players can enjoy
fooling.

173
It helps if none of the characters are rational That is why you need event types that direct the
and reserved. Everyone should have their own flow of action in the LARP into other, more
obsessions and weird compulsions; hatreds and interesting avenues even as the diplomacy also
loves that motivate them to make political plays happens. Here are a few examples:
that are dramatic and surprising. They may have
an aura of sophistication and reason but given The Prince’s Hunting Party. The Prince has
cause, the Beast emerges in one way or another. been hunting for Sabbat stragglers with their
cronies and organizes a celebration for their
The Event victory. They invite the Anarchs for diplomatic
talks, looking to negotiate from a position of
power.
Diplomacy does not have to be handled in great
conferences and meetings. The Kindred are more
Saturnalia. At the annual Kindred celebration
subtle than that. It can take place at dances,
of excess and personal transformation, it is
weddings, and parties. The Vermilion Wedding
easier to make deals and redraw the diplomatic
sought to unify the Camarilla and the Ashirra
map because everyone is freed from their usual
through the Blood Wedding of the Toreador
social positions for one night.
Victoria Ash and the Banu Haqim Tegyrius.
While ostensibly a tale of romance, most
The Warrens. The Nosferatu host a meeting
Kindred understood the Vermilion Wedding to
of all the domain’s Kindred every year, held
be all about the need for a united front against
at their underground warrens. It is a filthy
the Sabbat in the Gehenna War.
spectacle but also a great place to conduct
discreet negotiations with enemies because the
The best events have something obvious to do
Nosferatu are very strict about their neutrality
that helps give the players an idea of how the
and the rules of the Elysium. They also forbid
social situation is structured. A wedding is great
diplomacy but that only means it has to be
for this because everyone knows how to act in a
sneakier.
wedding. A diplomatic meeting is terrible, for
the same reason: everyone knows that at such
meetings, you are supposed to sit and be as
boring as possible.

174
Chapter Twelve

BOONS

175
What You’re Owed
At the Haven of the Ventrue Annika Wall: Annika Wall: What?

Annika Wall: No no no please don’t kill me, Deja: Play the game, Annika.
please, I’m not going to.... Is this an Anarch
revolt? Like in LA? Annika Wall: But I wanted to be the Prince.

Deja: Maybe. Although to be honest I’m more Deja: That’s tough. To be the Prince, you need a
interested in becoming the new Prince. base. You need people who back you up. I have
that.
Annika Wall: Okay... please... could you tell
your goons to stop ransacking my home? That Annika Wall: Fine. What do you need?
painting...
Deja: Make yourself useful or I can tell my boys
Deja: Okay. Fine. Boys, please wait outside. I’ll to come back in here and stake you so I can be
have a little discussion with my clanmate here. sure you won’t be a threat.

Annika Wall: Thank you. Annika Wall: No, no... that’s not necessary.
I’ve been accumulating boons. You know, for
Deja: Your Haven was pretty easy to find, you my own bid to become the Prince. I can call
know. You should.... in a few favors for you. I can ask some of the
other Camarilla members to stay neutral. But in
Annika Wall: Okay, what the fuck? What are return I want something more than just a boon.
you doing? One minute you pretend to be one
of us, then you’re an Anarch, and now you want Deja: Do you think you’re really in a position to
to be the Prince? They’ll put a Blood Hunt on make demands?
you! And I don’t blame them!
Annika Wall: No. But you’ll need a loyal
Deja: I’ll say this only once, Annika. My boys Seneschal who understands how the city works.
are getting antsy. I’ve promised them that once A Seneschal who you’ve assured will never
I become the Prince, they’ll get the best feeding suffer the indignity of having those brutes in
grounds in the city. They’re very motivated and her drawing room again.
they don’t like defectors like you.
Deja: You’ll betray me the first chance you get.
Annika Wall: I’m sorry. Please, I don’t want to
die. Annika Wall: Maybe. That’s the game.

Deja: I’ll give you three choices. You can oppose Deja: Okay. Fine. It’s a deal.
me and die. You can stand aside. Or you can
help me and I’ll owe you. A boon from the
Prince is no small thing.

176
At the temporary haven of the Toreador elder And now, you’re calling it in.
Victoria Ash:
Are you making a play, little neonate? You
“Oh, Annika, so good of you to come visit me! should be careful. There are dangerous people
I was just thinking about going out tonight. prowling in the night, much more dangerous
Perhaps we could go together? I’ve heard there than you. The boon you have from me is the
are exciting things happening among the most valuable you own.
Anarchs and I’m in the mood for an Anarch
lover. Somebody young, dumb, and violent. It’s You’re supporting somebody else? That’s wise.
always so touching when an Anarch kills one of I haven’t been a Prince more than once or
their friends to avenge an insult to your honor. I twice. Or maybe thrice. It’s so tedious! Better
love it when they do that. So charming! let someone who owes you carry the burden.
That way, you don’t have to listen to people’s
Yes, I do remember granting you a boon. You grievances all night long. Although seducing a
helped me when I came to the city. I’m never Prince is often fun. You can make it into a game:
stingy with boons! That’s the mark of a bore. who seduces the new Prince fastest? Although
these nights with so many young Princes, it’s not
as interesting as it used to be.

Too easy.

You want me to stay out of the affairs of the


city when the Ventrue Deja makes herself the
Prince? That’s fine. I’m a visitor here, anyway.

But like I said, I’m not stingy when it comes to


boons. I’ll give you a bit of advice on how to use
them. You’ll ask me to host a party and invite
the Prince, your friend. I’ll do so, and why not!
I can’t be expected to know the intricacies of
local power struggles in every town I visit.

At the party, I’ll have a pleasant chat with the


Prince where everybody sees it.

And that will be that.

When her opponents consider deposing her,


they’ll think back to that moment. Was it just an
innocent chat? Or will they make an enemy of
me? They will hesitate and that will be enough
for your new Prince to retain power, at least for
a little while.

177
You know, I’m proud of you, Annika. You’ve quickly. The Camarilla don’t look tough but
finally accepted who you are. You’ve never been some of them are pretty scary when they get
the main character in your own story but you’ll mad. One Toreador had a sword cane! Can you
make a fine supporting actor when someone else imagine? So cool.
takes the stage. I know you won’t resent your
Prince or try to depose her. You used to be just Deja said that Agata had promised her one boon
a toy and now you’ve become a tool for others to help with her coup. Agata agreed, like yes,
to use. That’s plenty of personal growth already! she’d promised that. Deja said she was calling
Who needs more?” it in. She needed to reassure the Camarilla
that if she became the Prince, she wouldn’t just
The Anarch Dee explains a scene at the Elysium: turn them over to an Anarch mob. She’d be a
uniter, bringing the Anarchs and the Camarilla
“I was right there, I was in the middle of it! Okay, together in the city.
not in the middle because I was hiding under the
bar. You know I’m going to be an elder one day So, to do that, she needed to make a symbolic
and there’s only one way to do that: by staying gesture, and Agata symbolized some of the
alive... or dead... well undead.... Anyway, I was Anarchs’ most destructive qualities.
prudently avoiding the risk of violence. Right?
Agata was looking pretty stone faced at this
So many of us just throw our weight around like point, by the way. She’d been having fun
we’re super badass, talking about how once Deja terrorizing people but now things we’re moving
is the Prince we’ll all be Camarilla and this will into an uncomfortable direction for her.
be our place, not theirs.
Deja said that since Agata enjoyed Ventrue
Maybe that was a mistake. You know, some of blood, she was using her boon to ask Agata
the other Brujah don’t have the well-developed to allow the Camarilla in Elysium to taste her
political acumen that I possess! blood in turn. Not to excess of course, but just
so their curiosity would be satisfied.
The Camarilla guys, they started asking what
Deja intended to do, drive all of them into exile Things got super quiet. Agata was staring at
or kill them? Could they trust her as the Prince? Deja. I thought there was going to be a destroyed
Camarilla Prince before she even became a
Which, you know, is a fair point because Agata Prince.
Starek was there too and she was talking a lot
about diablerie. That makes people worried. But a boon is a boon.

You know, me and Agata are very much alike. “Well then. Come and get it.” That’s what Agata
We’re both Brujah, we both like Ventrue blood.... said. She spread her arms like she was inviting
Although she prefers diablerie and I just drink people to bite her.
it in any form I can. It would be so cool if she
was my sire. Nobody would mess with me then! Nobody did. They were too scared of her.

Anyway, I was hiding because it was escalating I’m a coward and I’m not ashamed of it. Like I

178
said, I intend to become an elder. But I was also crawling under a table right next to Agata because I
wanted to see better and her shins were right in front of my face. I know Deja said Camarilla and I’m
not Camarilla but I bit in. I just wanted a taste! Agata is so cool and famous!

Once I started, the others dared too.”

At an Anarch bar:

Salman Hariri: How many boons do you owe when you’re the Prince?

Deja: A few... including to you. Is that bad?

Salman Hariri: No. I’ve never been a Prince of course, but I’ve observed a coup or two. What you want
is to owe the right amount of boons. Too many and you’re pulled into every direction. Too few...

Deja: What’s the advantage in owing people? That feels like a liability.

Salman Hariri: A boon from a Prince is worth more than a boon from an ex-Prince. If you owe someone,
they’re invested in your rule. They want to keep you on the throne at least until they get a chance to call
in the favor.

Deja: I don’t like owing people.

Salman Hariri: Too late, my friend. In ancient times you could be a powerful vampire Prince just ruling
over everybody. Not anymore. Tonight, the Prince needs backers.

Deja: Like you and the Ashirra.

Salman Hariri: Oh no! The Ashirra are neutral. I just like you, that’s all.

179
QUID PRO QUO
The Kindred exchange money and goods, the same as anybody else. Still, when you are an undying
parasite, there are situations where mortal means are inadequate. That is when boons enter the picture.
They are favors promised, to be cashed in at the recipient’s convenience.

Boons are the lifeblood of the vampire economy. The Kindred help each other out, incurring debts that
must be paid with services of equal value.

When a vampire says: “I’ll do it but you owe me one,” a boon has been incurred. The responsibility for
keeping track of boons lies with the character and player who received the boon. They must know what
kind of boons they can call and on who.

It is also probably a good idea to keep track of what you owe to others, but if someone forgets that you
owe them a boon, it is on them.

Boons and LARP the situation when the boon was incurred. You
should ask: is this favor of equal value to when I
The purpose of the boon system in terms of was granted the boon?
LARP design is to create an in-game economy
of transactions and obligations that can be If you got a boon from the Prince because you
leveraged by players and characters to attain saved their skin, it is different than if you did
their various goals. Ideally, the system should them a routine political favor.
provide opportunities for dynamic play and
surprising events.

A longtime friend betrays you because someone


Acceptable and Unacceptable
called in a boon. You get the Prince to back you Boons
up because they owe you a boon.

Boons work best when characters grant them Some favors work well as boons, others not so
and use them at a steady pace. When you use much. As such, the questions of what works
a boon, you are compelling another character, in a LARP and what makes sense in-game
but on the player level you are also extending intertwine. Here are a few examples of boons
an invitation to someone to participate in your you can not ask for:
story.
- A vampire to destroy themselves or do
If you wish, you can further differentiate the something suicidal like walking in the sun.
boon system so that there are major boons, lesser
boons, etc. The easier solution is for each player - A vampire to genuinely risk their mortal loved
to adjust the favors they ask for according to ones.

180
- Specific emotions or intimate relationships. ask someone to sabotage the plans of the local
You can not use a boon to make someone your Brujah or make the Prince hate them. The
lover or to be your friend. latter is an obviously hostile use of a boon but
leaves the victim in charge of deciding on the
In addition, there are some types of boons that particulars.
you could ask for inside the fiction but would
have a negative effect on the game of another - Using a boon to create a scene. A Toreador
player: ancilla widely known to be an awful singer
uses a whole load of boons to force others in
- Guard this door for the night. This is just Elysium to listen to them perform. This kind
boring. Who wants to guard a door for an entire of boon use is not about plots or plans but
LARP? building character and creating interesting,
fun situations.
- Follow me on all fours and bark like a dog.
Depending on the type of LARP you are
attending, this may be inappropriate. Make How to Make the Boon
sure you have a solid grasp on local play culture
and leave an out for the other player before System Work
considering seeking things like this.
What if my character just ignores the boon I
- Stay out of the city’s power struggle. This am asked to perform?
is another tricky one. It depends on how
important the power struggle is for the LARP. This question breaks the boon system. There
If it is a peripheral concern, you can ask for this is no all-encompassing system of enforcement
boon. If it is the core theme of the LARP and that would cover every single character type
the main source of play, you should not ask for from the Prince to a Nosferatu Anarch. Sure,
this boon because it would make it impossible the Camarilla and the Anarchs frown upon
for the other player to meaningfully engage those who go back on their word but in a
with the LARP. LARP, it is hard to maintain a punishment-
based mechanism for keeping people in line.
Some boons are great for LARP. Here are a few A boon-breaker is ostracized and this can be
examples: lethal over the long term but in a LARP, such
effects may not have time to manifest properly.
- Calling in boons to support your bid for power, The solution to this is for players to respect the
social recognition, etc. If you are making a big boon system when they play their characters
play at Elysium, it is great if you can involve a and treat it as inviolate.
lot of other players in it and boons are the tool
you use to do that. You, as a player in a Vampire: The Masquerade
LARP, must respect the system. That way, it
- Open-ended requests that leave a lot of room will work. If you do not respect the system and
for interpretation. These are fun for the other do not play by the established event rules and
player and allow them to take care of their agreed upon parameters, it will break down.
boundaries. For example, you can use a boon to The boons work as a meta-level mechanism

181
as much as an in-game system. They are both Failing to Fulfill a Boon
something that exists in the game world and as
a game mechanic, and thus require all players to
treat them the way they would treat any other Sometimes you fail to fulfill a boon through no
game mechanical rule: with respect. fault of your own. You are compelled by a boon
to assist in an attempt to oust the Prince but
This also means that you should not play into get staked before you get to Elysium.
a direction that makes the boon system break
apart. For example, if you cash in a boon and These kinds of situations are fodder for in-game
demand that a character do something obviously controversy and discussion. Some Kindred
suicidal, this means they will be forced to either think that an honest attempt is enough while
ignore the boon and break the rules of the game others consider such failures unacceptable.
or fulfill the boon and get destroyed. That is a
terrible choice because it forces the other player A failure to fulfill a boon tars you, makes
into conflict with the design of the LARP. you seem untrustworthy and unreliable even
if it was not your fault. This means that you
For this reason, you also should never try to cheat have to take steps to repair your reputation.
the boon system in other ways. For example, you Perhaps you can grant a few boons and then
should never lie that you hold a boon if you do ostentatiously fulfill them to demonstrate that
not. In a LARP, lying is easy and the fabric of you are a vampire of your word!
the fiction starts to break down when others
have to start doubting your word when it comes
to boons.

182
HOW TO SPEND BOONS
What's the use in accumulating boons if you do not use them?
Every unused boon is a freebie you did for someone else. You only
get what you are owed if you actually call them in.

Boons have a tendency to expire, especially if you do not have the


power or the status to hold onto them. An elder might be able to
call in a boon incurred a hundred-years ago but most Kindred are
dependent on their compatriots and peers remembering why the
boon was granted in the first place. Tarry too long and nobody
will care anymore.

Sometimes boons are dangerous. They tie two Kindred together


in ways that are not always advantageous to the recipient even if
on the surface it seems so. For example, a Brujah
neonate has been granted a boon by the
Prince. This makes other Anarchs suspicious.
Can they really trust a Brujah who seems to
be in such good favor with the Camarilla?
The only way the Brujah can allay the rumors
is to cash in the boon quickly.

Boons As Invitations
When your character uses a boon, you as a
player are extending an invitation to play.
You are proposing action to another player and their character. You are suggesting something that
could happen and be interesting to play.

There is an in-game component to this as well. A common use for boons is to facilitate the devious plots
of the undead. Your character can use a boon to effectively invite someone into their schemes. This is
an effective way to motivate other characters. Why would they help you to get rid of the boon you are
holding over them?

Because the boon is an invitation to play, you need to know what you want out of the LARP and what
kind of scenes you want to play before you start using your boons effectively. For example, if you are
interested in political plots and schemes, you should use your boons to make those happen. After all, a
single boon can be more effective than any Discipline power if used in the right way.

If you want strong social scenes, you can use boons to stir up social controversy and invite people to
participate in your melodrama.

183
Boons As Status Symbols In a LARP, everything tends to work better
if it is shared with other players. If you are
Conspicuous consumption is a thing in the blackmailing the Prince, you can use a boon
world of the Kindred as well. What better and ask another character to hold your secrets
way to flaunt your influence and power than in case something happens to you. In this way,
calling in boons for frivolous or demonstrative your blackmailing plot now involves another
reasons? person and there is a chance it leaks, leading
to new and interesting developments.
A boon is a power trip. You did something for
another character and now they have to repay You can also use boons to trip up other
you. Because you are so much more powerful characters. Use a boon to make them
than they are, or want to appear as such, you participate in your plot, only the whole thing
can spend your boon on something ridiculous. is a lie to make them implicate themselves in
Of course, this works best with an audience. something that is sure to anger the Prince.
They might even realize you are doing this but
Here are a few examples: still feel compelled to fulfill the boon.

- Cash in your boon with the Prince and ask


them to hold a ceremony in your honor
Grand Plans
. A common way to pull off plots is to
- Use a boon to ask someone to get you a drink. accumulate boons, then use a whole bunch of
them at once. This way, your sudden tsunami
- Ask someone to wear a t-shirt with your face of influence gets you the effect you want. For
on it. example, you want to swing the vote among the
Primogen. To do that, you use every boon you
- Tell someone that the boon you have over have on members of the Primogen themselves,
them is annulled but they must thank you and some on their clans as well, to make sure
publicly to make it happen. that they are on your side.

Things get interesting when two or more


Boons As Stories vampires try to do this at the same time. The
iconic scenario is when there is a fight over
You can use boons to inject story elements who is going to be the Prince. All contenders
into a LARP. For example, you are playing in fling boons around trying to get enough
a chronicle and your character has a mortal backing to succeed.
ward who will be introduced as a player
character at the next event. Why not use a If you realize you do not have enough boons to
boon to ask another vampire to look after sway the Primogen, perhaps you can use your
them between events so that when the new other boons to get their members replaced
character is introduced, they already have one with those in your pocket? That is one way
more contact? At the same time, you involve to increase the value of a boon: make sure
another vampire character in the story of you the person who owes you is as successful as
and your ward. possible.

184
Coercion after the LARP is over. You can ask for things
that are awkward or boring to play but you
also miss an opportunity to generate action
Like many Discipline powers, boons are
in the LARP. For this reason, it is a good
fundamentally coercive. They allow you to
default to focus on asking for boons that are
make other characters do things they would not
realizeable during the LARP unless there is a
otherwise do. This means that when you call
specific reason to do otherwise.
them in, you have to consider both what your
character wants, what makes a good LARP, and
One possible reason is if you have a big
what works for other players.
collection of boons you want to get rid of. In
that eventuality, you can use some for tasks
Sometimes a boon that’s dangerous for the
during the LARP itself and burn others on
character is also fun for the player. For example,
things that do not require anybody to waste
you use a boon to ask a Brujah ancilla to back
too much LARP time on them.
you up when you go to challenge the Primogen.
It’s a risk for the ancilla but also a chance for the
player to see something they wouldn’t otherwise Interlude: Storage
have been a part of.

How could it have gone so wrong?


During the Event or Af-
Sebastian always knew that it wouldn’t
terwards? last. He had been invited to Camarilla high
society because it amused the Ventrue Salomé
One important question when you cash in a Diaz. She wanted to have a Brujah boyfriend
boon is whether the other character has to to show around until she grew bored and
perform a task during the LARP event or after switched to something else. If he had been
it? Obviously, there are a lot of boons that older, more substantial, the story could have
only make sense if the character performs the gone differently: a Blood Wedding, eternity
required actions after the event is over. They can as partners in ambition and treachery. As it
still be part of the story, just not scenes that are stood, he had expected to be discarded in a
actually played out. few years.

For example: Just not so soon. And not like this.

- Help me steal police evidence that endangers Salolmé was not all that good at pretending
the Masquerade. she was mortal. She grew tired of the pretense,
her predatory nature showing. She did not
- Let my childe stay at your spare Haven. have a lot of empathy and she delighted in
small cruelties.
- Don’t feed in the city center.
Sebastian knew all that. Perhaps he should
There are advantages and disadvantages to have realized that something was amiss when
asking for a boon that will be performed only a few of the visitors to Salomé’s salon looked

185
at him with pity in their eyes. Still, he did not “Fucking hell,” Szymon the Sad said, shining a
expect her to stake him on her bed as soon as the flashlight into Sebastian’s face. Sebastian had
last guests had left. She kissed his paralyzed face been aware that someone was approaching but
and gave him to her servants to put in storage. he had thought it a dream. He had had such
fantasies many times in the past.
She explained her plan to them quite matter-of-
factly, giving instructions as if he was not there. Szymon pulled on the stake with both hands,
And in her world he wasn’t. He had ceased to steadying himself on the mortuary table
matter the moment she decided it was over. Sebastian was lying on, until the wooden shaft
came loose.
He was to be put in a secure storage, fed blood
by a ghoul just often enough that he would not Sebastian felt unsteady. The hunger was a roar
fall into torpor. He would be ravenously hungry, in his ears, his eyes swimming towards Szymon
unable to move, just lying in the darkness for who was full of blood.
years, decades...
Blood entered his mouth. It tasted disgusting.
until Salomé would host a party where she Pig’s blood. Cold. Better than nothing. Sebastian
needed an amusing diversion. She would dress drank from the bottle Szymon was pushing
him up in some hilarious outfit and let him against his lips. The weak, rancid blood entered
loose among her guests. His sanity would be his body, invigorating him.
long gone by then of course. Perhaps he would
have to be in restraints to make sure he would “Where are we?” Sebastian croaked.
not bite the guests. Or maybe it would be funny
if he did bite them. She would think about it “It’s a decommissioned mortuary. They store
later. some of their secrets here, like you,” Szymon
explained, gesturing around him. Walls the
To his shame, Sebastian cried in his confinement, color of toothpaste. Medical tools decades old
the stake sticking out of his chest as tears of were scattered about.
blood streaked his cheeks. He wanted to pretend
he was crying for himself and his sorry fate but “Are there others here? Staked?” Sebastian
the truth was he had allowed himself to love looked at the bodies on the tables, covered
Salomé. She was quite lovable when she was not by plastic sheets. He’d had one such sheet
making someone’s life a living hell. haphazardly covering him too. It was lying on
the floor now.
Sometimes he felt a trickle of blood enter his
mouth. Human blood, animal, even Kindred. “Yes,” Szymon replied. “I checked a few of them
Time passed and he grew attuned to the before I found you. But we don’t have time for
darkness and its sounds. The insects scurrying them. Let’s go.”
over his face disgusted him at first but then they
started to feel like company. It was nice to have “But...” Sebastian protested. He had vague
someone there. thoughts of rescuing others who had suffered
like him but the Blood inside him said to forget

186
it. What did they matter to him? He was not “She’s making plays against her sister. There’s a
mortal. He was a vampire and he had suffered lot of things you hear when you’re a ghoul, that
like one. you bloodsuckers miss,” Szymon said.

“No buts. I got the location of this place from “Do I owe her?” Sebastian asked and noticed
Salomé’s ghoul. Her sister, Valentina. I don’t a small red light glaring at him from under a
trust her,” Szymon explained, helping Sebastian table. “We’ve triggered surveillance for sure.”
to his feet.
“Yes, you owe her,” Szymon replied, pulling
Was Valentina still pretending to be a ghoul? Sebastian along.
Sebastian had Embraced her by accident. Hadn’t
Salomé realized? He had wondered if that had
been the reason she had decided to dispose of
him.

187
Chapter Thirteen

PRAXIS
Sebastian: But if she doesn’t know this and the
Camarilla doesn’t know this... how come you
know all about it?

Szymon the Sad: Some in the Camarilla know.


They’ve watched her, assessed her, wondered
if she’s up to assuming the legacy of her sire.
They wanted to see how it played out.

Sebastian: Yeah, but...

Szymon the Sad: I know about it because


At an Anarch bar: ghouls talk. We always talk and nobody ever
listens to us.
Sebastian: So what happens now? Will Deja
become the new Prince and the divisions Sebastian: I’m listening to you.
between us and the Camarilla disappear?
Szymon the Sad: You’re no different than the
Szymon the Sad: Maybe. rest.
Sebastian: You don’t sound too convinced. The transcript of a speech given by the Ventrue
Salomé Diaz at the Elysium:
Szymon the Sad: You spent some time in the
Camarilla. Do you think they’ll let the rabble Kindred!
in so easily?
This is a difficult time for any city. Our beloved
Sebastian: But Deja... Prince is gone and we’ve had to accept that
they will not be back. That’s the reality of the
Szymon the Sad: Deja is one of them. She’s a Beckoning, as many of our kind have come to
Ventrue and her sire is the former Prince. realize in domains across the world.
Sebastian: What? Why, I myself have felt the stirrings of the
Beckoning in my Blood...
Szymon the Sad: Oh yeah, she may not know
that. Sometimes the Ventrue do this to test (Jeers: “You’re not old enough!”)
their childer, Embrace them and then force
them to make their own way to toughen them Quiet, you! Let me speak!
up.

188
only when, they understand the meaning of the
We need a new Prince. That much is clear. Yet word “responsibility”. As long as they don’t do
we also need continuity. We need stability. Of the work of maintaining our rule, why should
course, we all know that I’m making this speech they benefit from its fruits?
because my fellow Ventrue Deja is making a bid
to become the Prince. So perhaps we should let (Shouts: “You want to be the Prince! Admit it!”)
her?
Yes I admit it! Make me your Prince and I
I say no! promise your privileges will stay intact! You
know me. I’m one of you and I will look after
She paints pretty pictures with her talk of you!
redistributing old feeding territories abandoned
by Beckoned elders and ending the conflicts The transcript of a speech given by the Ashirra
between the Camarilla and the Anarchs. She Salman Hariri at the Elysium:
promises we can return to how things used to
be, with one Camarilla city where the Prince Dear members of the Camarilla!
rules over all and the Brujah and the Gangrels
as our loyal compatriots. First of all, I must thank you. You have welcomed
us into your domain and shared the fruits of
She makes it sound like she’s looking to return your territories generously. We have never been
us to the old ways but that is mere rhetoric. bereft of blood to wet our lips.
She may be a Ventrue but she’s not one of us.
She’s an Anarch through and through and this Now, I have no wish to intrude upon matters
is nothing less than a coup; an attempt to make as important as the ascension of a new Prince!
this into an Anarch domain in everything except This is your domain, not mine, and we shall not
the name. She will take your feeding territories meddle.
and redistribute them to her friends among
the rabble. You’ll find yourselves booted out of I merely wish to bring up a few details that may
your Havens, pushed to the edges of the city, in have escaped some of you. As you’re aware, the
suburbs far from prime feeding areas. Beckoning doesn’t make your elders vanish into
thin air. They go to fight a war that may end up
She wants to take everything we have and she making all of the decisions you make here null
thinks we’re so stupid, we’ll thank her for the and void. But that happens over our heads, yours
privilege! and mine. I make no claims at understanding
the specifics of the Gehenna War.
No.
Your Prince has made the acquaintance of a few
We need a Prince who understands the of the Ashirra, as our sect and the Camarilla are
importance of the Camarilla in this city. The partners in this war. They are well looked after,
work we’ve put into maintaining the Masquerade I assure you.
and keeping the mortals in line. The Anarchs
are welcome to join us at Elysium when, and In conversation, they have casually mentioned

189
their interest in what happens in the domain Dee: We’re vampires too.
they used to rule for so long, and of their childe
who now seeks the position of the Prince. March Davis: Yes. We are. That’s how I know.
(Noise from the crowd.)
Dee: I choose not to believe you! She’ll open
Yes. Deja is the childe of the Prince. I suppose the doors of the Elysium to everyone. We’ll
they must have had their own reasons to elide be Camarilla too, all sharing the best hunting
that fact, even from Deja herself. But I hope I’m grounds. Deja said she wouldn’t reserve any for
not confusing matters too much by mentioning herself. Did you hear that? She’d hunt the same
it now. as anybody else. That’s revolutionary!

That’s all I wanted to say. I wish prosperity and March Davis: You’re not naive, Dee. You know
peace upon this domain! how the world works. Don’t be stupid.

At a garage owned by the Brujah March Davis: Dee: I don’t want to spend my eternity puttering
away in a garage, fixing people’s cars the way
Dee: This is going to be great! Deja will become you do.
the Prince, we’re all going to be Camarilla
and there will be plenty of Ventrue blood for March Davis: This is a 1970 Plymouth ‘Cuda.
everybody. Well, me at least. It’s mine. Restoring cars from when I was still
breathing is a hobby.
March Davis: Nothing is going to change.
Dee: Did you ever fuck anybody in that car? Or
Dee: Come on. Don’t be like that. Have a little suck I guess, after the Embrace?
faith!
March Davis: Dee.
March Davis: In what? The good nature of the
Ventrue? Dee: Come on. It’s an innocent question!

Dee: Deja is not just a Ventrue. She’s.... March Davis: Yes I did.

March Davis: An Anarch, like us? Dee: Before or after the Embrace?

Dee: Yeah! March Davis: Both.

March Davis: I don’t know. Maybe her time


with us will save her from being co-opted by
the Camarilla system. But I doubt that. They’re
good at corrupting people. That’s what vampires
do.

190
PLAYING FOR PRAXIS
Your character can have many goals when term. You need to be personally exceptionally
playing in a Vampire LARP but becoming the powerful, have strong and violent allies, and
Prince of the city is a classic. Rule the domain reckon with the fact that after your victory
and all who call it home, at least until the next absolutely everyone will hate you and seek to
upstart begins to eye your throne. undermine your rule.

In some domains, the same Prince rules for Despite these issues, this is a classic tactic for
decades or even centuries. The cities depicted in becoming the Prince, especially for very old
LARP chronicles tend to be of the other kind; Kindred who’s instincts for seizing praxis were
chaotic domains where the Prince changes often. formed sometime in the Middle Ages.

Playing for praxis makes more sense in an Trickery. Lie and cheat your way to victory.
ongoing chronicle where you have more time to Abuse the rules and traditions of your domain.
set up your plans and execute them than in a Use every trick in the book to gain power before
single-event LARP where stories of ruling and anyone notices what you are doing. Considering
being ruled do not really have time to develop. that vampires tend to be skilled in social games
Still, if you are fast enough and if it fits the and plots, this is a surprisingly unpopular tactic.
theme of the event, surely you can topple a The trouble lies in the weakness of the power
Prince even during a four-hour mini-LARP! base thus formed. At some point, the inhabitants
of the domain will realize that the Prince is
weak and full of shit. At that point, a trickster
Tactics Prince’s nights in power will be limited.

For LARP purposes, trickery can nevertheless


There are a couple of common strategies for be fun especially if you are not all that interested
becoming the new Prince. It used to be that you in actually being the Prince. The chase is the
would first have to depose the old Prince but fun part, after all. You can maneuver yourself
now as the Beckoning ravages domains across to praxis and then lose control as others realize
the world, it happens more often that a Prince what you have done.
abandons their post and the domain’s Kindred
are forced into a power struggle, sometimes Politics. You negotiate, build a coalition, and
much to their surprise. Absent a vacancy, here find allies until your power base is strong
are some ways to claim the chair: enough that you become the Prince. When the
Primogen backs you up and your friends in
Force. You can take over a domain using the Anarchs, Ventrue, and Toreador consider
violence and vampiric Disciplines. Just beat you their candidate, you are set for a long and
everyone into submission and Dominate the prosperous rule.
rest. This is possibly the most difficult way to
become the Prince and the worst if your goal is The main difficulty with the political approach
to retain control over the domain for the long is that everybody wants something and you

191
have to make all kinds of promises to gain their The most dangerous and difficult choice is the
support. This becomes even more difficult if Second Inquisition. If you somehow manage
you have a rival; someone else who also wants to make a deal with an implacable enemy of
to become the Prince and makes promises to all vampires, they can clean out the city and
the same people you are talking to. you can start afresh as the Prince of an empty
domain. Of course, it is likely they are just
The most common bone of contention is playing you and will kill you in the end. Another
domain, whether that be physical feeding possibility is a Methuselah so powerful, they
territories or areas of influence such as the can ignore night-to-night Kindred politics.
police or the healthcare system. Your potential Of course, they might also be so powerful that
vampire allies can always be trusted to want they can just take over your will and leave you
more than their share and to do their best a witless husk of a puppet.
to undermine each other. Thus, the political
method for gaining praxis can become an The Sabbat is another option. Of course, they
exercise in trying to stave off chaos long enough want to destroy your domain but perhaps you
for you to attain the throne. can have a few good years as they use your city
as a staging area for the Gehenna War.
Fortunately, this is good practice for the chaos
you will have to manage once you actually
become the Prince. Creating Play
Selling your soul. There are many entities, Ideally, making a play for becoming the Prince
individuals, and organizations in the World of is a major story within the chronicle which will
Darkness who can make you the Prince. The create action for dozens of other characters.
only thing you have to do is to become their Here, fortunately the motivations of your
minion, subject to their whims. character and the considerations of good
LARP design coincide. Your character wants
Sometimes you can play this to your advantage to become the Prince which is easier if you
by using the backing of some powerful entity have a strong coalition of backers behind you.
and then reneging on the deal you made, Conveniently, that means that you will have to
turning against them. This is a dangerous move, make sure as many other characters as possible
however, but with the backing of your domain have a stake in your being the Prince.
and position, maybe you are the Prince who
makes it work. A Prince without any support is no Prince at
all. There are no institutions certifying vampire
So who will you sell your soul to? There are rulers. You are a Prince if the Kindred of your
many choices. The important thing is to make domain accept your rule, usually out of fear.
it someone so powerful as to allow you to skip If they do not, you are just another pretender.
the usual quid pro quo of politics. Instead of
being beholden to everybody in your domain, This means that any plot to become the Prince
you will have to answer to just one backer. will start with you telling people that you
intend to become the Prince. You can gauge
support, keep it a secret from those who would

192
oppose you, scope out potential rivals, and make promises to your allies. You will try to butter up
important people in the domain and perhaps even make a strategic enemy, getting someone who is
universally hated to come after you so you get sympathy points.

Having a rival makes becoming the Prince harder but it can be great fun in a LARP. The rival can be
the existing Prince who tries to suppress your ambitions or another character with the same goals as
you. With a rival, you have someone to rail against, and someone to vilify publicly to make yourself
look better.

The Anarchs
What if you are an Anarch? It does not make sense to aim for becoming the Prince if you do not believe
in Princes to begin with.

Leadership structures among the Anarchs are more complicated and the strategies for getting to the
top are different than in the Camarilla. Nevertheless, you can become an Anarch leader if you set your
mind to it.

Anarch domains have a lot of variation when it comes to power structures.

The Baron. Some domains have a single Anarch Baron which acts as a Prince-like figure by setting the
rules and maintaining control over the domain. Barons typically come under a lot of internal criticism
because many Anarchs feel that they just replicate Camarilla power structures. Because of this, being a
Baron can be a thankless job: you have less power and authority than a Prince and half of your people
feel compelled to defy your every edict out of principle.
Becoming a Baron is easier than becoming a Prince because it is a less of a contested position. In some
domains, nobody wants to be the person in charge and you can adopt the position as long as most
Anarch gangs do not actively hate you.

The Camarilla is full of wily old bastards who have spent centuries learning how to play political games.
Although many Camarilla Princes were caught by surprise each time the Anarch Revolt experienced a
resurgence, in some domains the local Camarilla elite were able to contain the situation by propping
up a puppet Baron.

This is how an Anarch can sell their soul to become a leader: be the secret proxy of the Camarilla while
pretending to resist their rule.

Anarchy. Many Anarch domains do not have any sort of a centralized power structure. They are a
collection of gangs where nobody really asserts authority. On the face of it, it is impossible to gain
praxis in these conditions, but appearances can be deceiving.

193
Older, more powerful and established gangs tend
to be respected by their peers. A charismatic
individual in such a gang can have a lot of pull
even when officially they are not an Anarch
leader.

War and similar crises provide


wonderful opportunities for
popular authority. This is why it
pays to hype up the threat posed
by enemies such as the Second
Inquisition, the Camarilla, and the
Sabbat. Once your whole domain
is gripped by fear and hatred for
an insidious, dangerous enemy,
you can make yourself into a war
leader and assume dictatorial
powers.

What is best, your


enemies are not going
away anytime soon
so you can maintain
an atmosphere of
heightened agitation
indefinitely. Of
course, there is the
danger that you will
then have to actually
lead Anarchs into
war.

194
DESIGNING FOR PRAXIS
Some Vampire LARPs are designed for power Here are a few examples of how a sitting Prince
games where characters can make the attempt can make unlife difficult for the inhabitants of
to become Prince of the city. Others are not. their domain:

Before you start designing, you should decide Unjust distribution of feeding rights. The
what kind of a chronicle you want to make. Prince hogs the best and easiest hunting
If you want power struggles to play a central grounds for themself and their allies, relegating
part in the experience, make them meaningful. certain clans and political enemies to hunt in
If you are interested in some other aspect of the suburbs and industrial areas.
Vampire, make the role of the Prince peripheral
so that attaining Princedom does not feel like Capricious grants to make progeny. How
an interesting use of player time. do you get permission to sire a childe? Who
knows! Sometimes the Prince grants the right
If you want players and characters to struggle to progeny to their closest allies, other times
for Praxis, you need to ensure that being the to random neonates. It all seems to depend on
Prince means something. The player who gets random whimsy.
that role must be able to make changes that
affect the chronicle in a meaningful way. Rank nepotism. The Prince clearly favors their
allies, clan, and progeny. On every issue, they
What is more, players should have a path to get the best options and everyone else has to do
Princedom and the Prince should feel like with less.
someone they want to topple
Unfair and heavy-handed justice. The Prince
calls blood hunts on their enemies based
on flimsy, fabricated evidence of treason.
The Role of the Prince They inflict serious punishments for minor
infractions, dabble in collective punishment,
What does the Prince actually do in the
and enjoy lording over their lessers. You can set
chronicle?
up supporting characters specifically to take
the roles of neonates who get executed by the
If the Prince is a person who sits on a fancy
Prince.
chair at the Elysium but does not do much
else, toppling the Prince will feel pointless.
Prejudice. The Prince just hates the Brujah, the
What would it change? This is why the role of
Tremere, the Anarchs, or whoever. Can’t stand
the Prince must be designed so that it creates
them. As a design element, this hatred should
as much friction with other characters and
only be based on supernatural characteristics
political factions as possible. This way, a new
from the Vampire setting such as clan or sect
incoming Prince can make promises that the
affiliation, and never on real-life demographics.
tension and friction will end and everybody will
At the start of a LARP chronicle, the Prince
be happy, only to then fall into similar patterns
can be a supporting character who behaves as
as the old Prince.

195
obnoxiously as possible so they get removed an interested character. They can lobby the
from power by a player character. After that Primogen to become Prince. Or even better,
happens, the player character Prince discovers they can join the Primogen, elect a weak
why it is so hard to be a just, well-loved leader Prince and rule through them.
in a city of bloodsucking monsters.
The Prince has to fulfill certain obligations
to stay in power. For example, the Prince
Rules and Structures pledges to keep the Sabbat out of the city and
It is enormously helpful for players who want the Masquerade in place. The reason this is
to play on Camarilla power struggles if the helpful for potential aspirants is that it makes
domain has traditions, rules, and structures in it possible to delegitimize the Prince. You can
place regarding how to become the Prince. If argue that the Prince has failed to protect
the Prince is an autocrat and there is no system the Masquerade and must be removed or you
for determining who gets to be in that position, can orchestrate events to make it appear the
it is very hard for players and characters to Prince has failed!
challenge the current office holder. They have
to foment a violent and total rebellion to get The Prince’s power is conditional. Everybody
there. in the domain knows that the Prince will
remain in power only as long as they enjoy the
In the setting of Vampire, autocratic powerful trust of a powerful Methuselah, the Ventrue,
Princes are not all that rare but in a or whoever. A weak Prince might even be
LARP the should be used only when beholden to the Anarchs; as long as they are
the goal is to keep playing for praxis happy, there is peace and the Prince can stay
out of the scope of the event. A weaker on their throne. If the Anarchs become
Prince beholden to a powerful Primogen unhappy, a war starts and the Prince
offers more opportunities for play. If there loses their legitimacy.
are rules such as these in the domain, the
question is who made those rules and why. In The Prince has symbols of power. As per
the case of these examples, the answer would tradition, the Prince always holds the city’s
be the Primogen who would then have parks as their personal hunting ground,
enough power to enforce their will. carries a scepter made of iron and is
the only one allowed to dress in
Here are a few examples of rules you purple in Elysium. The purpose
can design into the domain to foster of these types of social and setting
power plays: rules is to make it clear who the
Prince is. In a LARP, things
The Prince is chosen by the can become muddled in
Primogen. If the domain has a the fiction sometimes, so
tradition whereby the Pimogen it helps if the position of
can collectively install a new Prince is extremely clear.
Prince if they so choose,
that provides an avenue The important thing about
of political influence for rules is that everybody

196
knows them. It is of course helpful if the Prince has secret weaknesses that characters can exploit but
the purpose of rules known to all is that players can use them to orient their play. The existence of the
rules guides them in thinking about their tactics and how they want to approach their bid for power.

Being the Prince


Being the Prince should be fun, the same as any other character role in a LARP. If it looks like the player
of the Prince is relegated to sitting alone on a throne while everyone else is enjoying themselves, it does
not seem very appealing to strive for Princedom.

The core to this is that there should be meaningful choices and actions the Prince can make, whether in
consultation with others or alone.

The Prince makes decisions concerning social events. This can be something utterly trivial. For example,
is the color scheme of the Elysium purple or red? It can be slightly more meaningful if the Prince makes
decisions about which clans get preferred treatment or how new childer are introduced to the court.
While trivial in the fiction, these kinds of choices are very visible in a LARP, further establishing the
Prince.

The Prince gets invited into fancy meetings. The Prince and their aides get to meet visiting Archons, the
Princes of nearby domains, or Ashirra diplomats. Essentially, they get to make foreign policy decisions.
Of course, this requires the chronicle’s domain to have a wider setting context.

The Prince takes center stage at rituals. Perhaps the local Church of Caine invites the Prince to take
an important role at their rituals, standing in for Caine himself... or the Heralds regularly stage a play
making fun of the Prince and their politics.

197
CHANGING OF
THE GUARD
What does it look like when ambitious
Kindred seize praxis? Fortunately
examples are plentiful. After all, it is
in the nature of the vampire to cheat,
lie, and murder to serve the goal of
attaining power.

Unclaimed The President


The great thing about claiming praxis “Fake it till you make it” is a common phrase
over a domain, even a small domain, is of advice but the Ventrue Cassius Dunn took
how it changes the way people see you. That it further than most. The son of a preacher
was the lesson the thin-blooded Tremere studying for a business degree in life, he was
neonate Vita Varnas learned after making the violently inducted into the Sabbat and thrust
previously abandoned town of St. Joseph, near into an unlife of violence and horror.
Chicago on the shore of Lake Michigan, into
his domain. Dunn’s Christian outlook persists even as
a vampire. He knows he is serving infernal
Originally from Australia and still pursuing powers and he knows it is wrong and that he
a career as an actor thanks to the advantages has to save himself and those around him.
of being of the 14th generation, Varnas has
tried to maintain ambiguity over whether he To this end, when Sabbat territories started to
is Camarilla or Anarch. Better each sect thinks collapse in the face of the Second Inquisition,
he is one of them so he is a Prince or a Baron he took his motorcycle gang–the Sons of
depending on who he is talking to. Amaranth–and joined the Anarchs. By
human standards, the Anarchs are not exactly
St. Joseph may be small but praxis is praxis. It is pinnacles of morality, but by Sabbat standards
something to build a reputation on. they are angels on earth.

198
The Second Inquisition dealt Dunn another blessing as well, although it was as a consequence of horrific
events. The Kindred of the domain of Las Vegas were exterminated, leaving a power vacuum that could
be filled with enterprising souls.

The president of the Sons of Amaranth was not willing to take over the entirety of Las Vegas and make
himself and the people closest to him into targets for every ambitious lick around. Instead, he claimed
a smaller domain nearby and made himself into an Anarch Baron.
To survive in the Sabbat, Dunn had to fake being a tough guy. Now to take his next steps on the road
of redemption, he has to find a way to shed that persona.

Peace Talks

These are not the best times for the Ivory Tower. The Camarilla has had some of its most important
domains fall to the Anarchs and the Second Inquisition and its elders have been called away by the
Beckoning to an unknown fate.

These concurrent crises have also made it possible for the sect to revitalize itself, and for old ossified
power structures to gain flexibility with the introduction of new ideas.

One such example is the attempted Anarch takeover of Pittsburgh where the Camarilla Prince Sebastion
Tyler saw the city and its self-styled Royal Family threatened by an insurrection of the underclass.

Prince Tyler saw his end when the Anarchs successfully assaulted the physical symbol of his power,
a grand edifice called Bastion Tower. His death also had another consequence, unintended by the
revolutionaries: the end to local Camarilla weakness.

Prince Taylor may have been weak but he was also politically connected. The Archon Lucretia Wright
was a veteran of suppressing Anarch insurrections in different domains and was a member of the
Prince’s court, his Royal Family. When she arrived at the city, it was on the edge of complete Camarilla
surrender.

Wright successfully neutered the Anarch insurrection through what she called her “Peace Talks”,
ostensibly to avoid unnecessary violence and bloodshed. At their moment of truth, the Anarchs faltered
and accepted a position on the Primogen so they could take up their grievances directly in the halls of
power. The city remained Camarilla and the key Anarch figures had been subsumed into the existing
power structure.

Just as Wright had intended.

199
The War Leader

War creates opportunities. Generals become peacetime leaders too, with mortals and Kindred alike.
The war against the Sabbat created such an opportunity for the Nosferatu Carrick Driscol. He started
as the Camarilla Warmaster of Alberta and became the Prince of Calgary.

As so often happens in the world of the Kindred, an external war became an internal one after Driscol
realized that increasing setbacks in the conflict were probably caused by a mole. Allying with the
Ventrue and the Tremere because the Sabbat were not known to be keen on these clans, he conducted
an aggressive mole hunt which also laid the basis for his later claiming of praxis.

In the end, four Kindred were found to be Sabbat agents and executed, starting with the Toreador
Harpy Bastien Sprski.

The violence of the war attracted the attention of the Second Inquisition, making the situation even
more difficult to navigate. The Second Inquisition was hurting the Sabbat but could also cause all of
Alberta’s Kindred to burn.

In response, Driscol adopted the strategy of total lockdown, using the crisis to become Prince and
forbidding the use of communications technology. He also made maintaining the Masquerade the
primary focus of his rule. This strategy of caution was successful, leaving the Sabbat scattered, its
power broken.

200
The Gehenna War may rage on as the Second
Elite Enclave Inquisition breaks down the doors of Havens
The city of Madison, Wisconsin may have been all across the world, but the elders of the
small but you would not guess if you only Camarilla still held fast to their courtly games.
knew who among the Kindred spent their Alistair used boons masterfully to cause the
nights there. Some towns become the havens Primogen to annul the praxis of the Prince. Just
of Anarchs and lowlives while others are elite as Alistair had made his own claim to power,
enclaves and refuges from the ravages of the the Seneschal of the domain–the Tremere
Gehenna War. Jacques Laverdière–seemed to claim praxis as
well but was quickly stared down.
The Prince of Madison, the Gangrel Jean
Nicolet, was facing heavy odds indeed the The detail many remembered from the night is
night the praxis was challenged at the meeting an incongruous yet telling one: Alistair wore a
of the Primogen. Against Nicolet stood an jacket commissioned from the Toreador artisan
august personage of eminent lineage, a childe Samira Kadir. Among the Primogen, sometimes
of Francois Villon of Paris, formerly a member style does win over brutality.
of the Prince’s court in London: the Toreador
Alistair.

201
OUTRO: DEE’S HOME MOVIES

TITLE: Dee’s Home Movies

EXT. LIMOUSINE - NIGHT

WE ARE inside a limousine driving down rundown city streets. In the


back, DEE and SEBASTIAN. Both are in their twenties. DEE looks sordid
despite her babyface. She wears an oversized hoodie. SEBASTIAN is
a lean, handsome man, like an actor playing a bad boy. DEE points a
handheld camera at SEBASTIAN’s face.

SEBASTIAN
Dee, Dee, stop. This is going to get us destroyed.

DEE
It’ll be great! The camera will capture the beauty and terror of the
undead.

SEBASTIAN
Dee, we are the undead. Somebody sees that video and the Second
Inquisition will be on us so fast...

DEE
Nah. They’re a bunch of losers. Now, smile, you’re on camera.
SEBASTIAN, what do you expect to happen at this vampire party?

SEBASTIAN
Fuck, Dee, not the V word!

DEE
Sebastian, please, you must refrain from using profanity! Think of
the viewers at home!

SEBASTIAN sighs, exasperated.

SEBASTIAN
I’m not sure they’ll let me in anyway. I escaped from Salomé.
She won’t like that.

202
DEE
She’s old news! Didn’t you hear? She fled the city after her
attempt at a counter-coup failed. Don’t worry, nobody remembers.

EXT. MANSION - DRIVEWAY - NIGHT


STAIRS LEAD up to the magnificent doors of the mansion. A few guests
mill outside, friends greeting each other. They are in evening dress,
making SEBASTIAN and especially DEE look out of place as they step
out of the limo. ANTOINE, a nervous-looking, handsome and very well
dressed young man, stands by himself.

DEE
(to Antoine)
You look like a condemned man.

ANTOINE
I’m not sure I should talk to you.

DEE
(points the camera at Antoine’s face)
Wait... are you one of those people who got Embraced because
you’re so good looking?

ANTOINE
(panicking)
What? Put that away!

SEBASTIAN
I’ve tried to tell her. She won’t listen.

ANTOINE
Listen, I’m waiting for a friend. Please. I don’t want to get into
trouble.

DEE blows ANTOINE a kiss and DEE and SEBASTIAN go past the
doorman. A young, smug woman, VALENTINA DIAZ, joins ANTOINE and
they too head inside.

INT. MANSION - ENTRY HALL - NIGHT


THE MANSION has an extravagantly appointed entry hall. White
marble, statues, stairs seemingly built only so that someone can make
an entrance walking down. Elegantly dressed, visibly wealthy people mill
around. There is a predatory, malicious air to them.

203
SEBASTIAN and DEE look around as they enter. They are clearly not
used to these kinds of surroundings. DEE still has the camera in hand.

DOORMAN
Please, Miss. You can’t bring a camera inside.

DEE
Victoria told me it’s ok.

DOORMAN
You mean Miss Ash?

DEE
Yeah. Her.

The DOORMAN is left wondering whether DEE is lying. She is.


VICTORIA ASH makes an entrance coming down the stairs. All eyes
are on her. She’s a fashionably dressed, perfectly coiffed young woman,
radiating the easy confidence of the powerful. Behind VICTORIA ASH
walks DEJA, a recently hardened woman trying to get used to stalking
the halls of power.

VICTORIA ASH
(speaking to the crowd)
Dear friends, Kindred. It’s so lovely to see all of you here. There
are so many threats looming over us, it’s important that we can forget
our worries and celebrate who we are. At least those of us who are
worth the Blood.

ANTOINE and VALENTINA fidget nervously. SEBASTIAN stops DEE


from shooting video of VICTORIA ASH.

VICTORIA ASH
(speaking to the crowd)
I was just chatting with the Prince. This is such a lucky
city, to have someone like her in charge!

VICTORIA ASH turns to smile at DEJA and DEJA smiles back.

DEJA
Thank you, Victoria. You’re too kind.

VICTORIA ASH

204
(speaking to the crowd)
Now, to the entertainment we have for the evening. Executions are a
grim business but sometimes we have to cut down on our numbers. We don’t
want any ill educated childer endangering us all, do we?

SEBASTIAN
(whispering to Dee)
Wait... Executions? She doesn’t mean us, does she?

DEE
(visibly excited)
No. Victoria likes me. Honest.

SEBASTIAN glances nervously at the doors, now guarded by DOORMEN.


ANTOINE and VALENTINA hold hands.

VICTORIA ASH
(speaking to the crowd)
Let’s have a little fun, shall we?

VICTORIA claps her hands theatrically. Suddenly older, more distinguished


guests growl and attack people in their midst, seemingly at random. Guests
try not to panic and look up to VICTORIA for assurance. VICTORIA smiles.
SEBASTIAN is about to run but DEE grabs hold of him, keeping him in place
and shooting video of older guests jumping on VALENTINA, tearing out her
throat and reveling in her blood.
ANTOINE stands still, eyes closed, shaking, tears of blood forming in his
eyes.
SEBASTIAN stares as VALENTINA, his childe, is destroyed.
Standing next to VICTORIA ASH, DEJA watches, stone-faced.
It becomes apparent that the violence was directed at just five individuals,
now being drained of their blood by gaggles of older guests. Both Anarch
and Camarilla vampires are among the killers, and among the dead. Those
guests not joining in the violence stand nervously, terrified of what will
happen to them.
VICTORIA walks down the stairs and stops in front of ANTOINE.

VICTORIA ASH
(to Antoine)
Clever boy. They would have ended you if you had tried to run. Who
Embraced you anyway?

205
ANTOINE
(voice trembling)
My girlfriend. Valentina. You destroyed her...

Also emotional, SEBASTIAN glances at DEE, realizing DEE saved his


life by preventing him from running.

VICTORIA ASH
(to Antoine)
You’ll get over it. Stick around. I might have a little fun with you
later.

VICTORIA walks away. ANTOINE looks after her with desperate hatred.

DEE
(to Antoine)
Awww... Don’t look so sad.

ANTOINE looks down at VALENTINA’s bloody corpse, now abandoned


on the floor.

ANTOINE
(mutters)
They can’t... She was...

DEE
(to Antoine)
Nobody here cares about the backstory of you and the girl. Later,
Victoria will want to fuck you and if you shrivel and cry, she’ll end you
too. Pretend to have fun with her and you’ll live to see another night.

SEBASTIAN stares at DEE. ANTOINE nods slowly and walks away.

SEBASTIAN
(to Dee)
He’s going to suffer the same fate I did. Why did you help him
anyway?

DEE
I’m a morally upstanding individual.

SEBASTIAN
No you’re not. But okay.

206
DEJA approaches DEE, picks the camera from her and ejects the memory
card, pocketing it. People around her look at her with respect and fear.

DEE
I was going to give that to you, Your Honor! Your... Princeliness?

SEBASTIAN
(quietly)
Shut up, Dee.

DEJA walks away, her eyes on the corpses on the floor.

DEE
What is she going to do with it? I don’t get it.

SEBASTIAN
It doesn’t matter.

207
Chapter Fourteen LARP RESOURSES
THE VAMPIRE LARPER’S CHEAT SHEET
Here is a series of questions you can ask yourself comfortable with highly emotional love scenes,
before, during, and after a LARP. you can decide in advance that you will limit
your romantic play to light flirting.
Before the LARP
Do I understand my character and what they can do During the LARP
in this LARP?
What can I do to improve my own LARP experience?
It is a lot easier to play in a LARP if you have
things you can do. If it feels like your character If your game is going extremely well, this
is irrelevant, sidelined, or without a clear question is unnecessary. If you are having a
direction, that should be addressed. Note that lackluster experience, consider what you need
this does not necessarily correspond to in-game to improve it. For example, your character is
power at all. A young Brujah Anarch has a lot very moral but you want to be included in
to do: rebel, challenge authority, get in people’s scenes of depravity. As a solution, you ask a
faces, etc. A Prince can be directionless if it co-player to trick your character into coming
feels like the only thing expected of you is to be along to such a scene.
a figurehead.
What can I do to improve the LARP experience of
Do I know who are the people I can hang out with in my co-participants?
the LARP if I have nothing else to do?
Do you see someone who seems lonely or
It is not good to feel lonely in a LARP. We are struggling to engage with the LARP? Why
all social creatures! Normally Vampire LARPs not involve them in your plans! Do you see a
give you a social group such as your clan. If player struggling to portray a character with
your character is a Caitiff or something similar, authority? Play them up! If everyone looks out
make sure you are not accidentally left alone. for each other, everyone benefits.
You can talk to other players about this before
the LARP starts.
After the LARP
Have I considered my boundaries, whether the Have I checked in with other LARP participants
LARP is likely to impinge on them, and how I with whom I had emotionally fraught interactions?
can I maintain them?
LARP can get intense! Whether you have
It is a good idea to mentally prepare for things had an intimate conversation or screamed at
that could overstep your boundaries so you someone, it is good to check in after the LARP
know to police your limits as needed. For and normalize your relationship, reminding
example, if you expect the LARP to feature each other that you are participants in an event
romantic content and you know you are not and not really the characters you play!

208
LORESHEETS
Each loresheet is built around an idea, an
organization, a character or some other unifying
theme. One or more of the Loresheet levels can
be added to empower a player character in line
with the theme. How many characters, if any,
should have such powers or privileges depends
on the LARP.

Many of the individual Loresheet perks require


collaboration from organizers or other players
to function properly.

For the purposes of LARP, a Loresheet works


best when it’s localized to the immediate setting
of the event or chronicle. This is why some of
the Loresheets presented here as examples are
also more local than the ones created
for the tabletop roleplaying
game version of Vampire.

How To Use Loresheets


The best use for Loresheets is when the players have perks, whether perks should be duplicated
create their own characters for the LARP. You among characters or not, and how many each
want them to be connected to the LARP’s character needs.
themes and ideas so you create a series of
Loresheets or pick some of the ones presented In a smaller event, perhaps with 10 to 30
here. Then you allow the players to add perks characters, it’s easier to have unique perks for
from the sheets to their characters. For example, everyone. As the number of participants goes
each character gets to choose one perk and no up, you may want to start duplicating perk
two characters can have the same one. levels or accept that not every character will
have one.
This means that although the characters are
player-created, they’ll also feature elements that For example, let’s say that the collapse of the
tie them to the larger themes of the chronicle. Sabbat and the introduction of many former
packs into the Anarchs is a major theme in your
It depends on the LARP or the chronicle and chronicle. To drive this home, you create two
its creative goals whether all characters should Loresheets:

209
The Sabbat. This Loresheet denotes a After you have the concept, you can make three
connection to the Sabbat. Depending on to five perks derived from it. You can look at the
the perk chosen, it can mean you’re a former perks in the example Loresheets in this book for
member, an informant among the Anarchs or inspiration. The most important thing is that
even a famous Sabbat hero. (Or villain. It’s the the perks must be actionable in the LARP or the
Sabbat after all!) chronicle. They must also lead to something cool.
A perk giving you in-game status or membership
War Heroes. The war against the Sabbat is in a cool group is good. A perk that allows you
bloody and vicious. This Loresheet is all about to commandeer sailing boats is bad unless your
the veterans of that war, Anarchs who have LARP takes place on the sea.
fought hard to keep the Sabbat out of their
domains. A perk might mean that you have Here are a few examples of different perk types:
bragging rights from being present at a famous A boon. You have a boon from an organization
battle, or even that you’re one of the heroes or an individual.
of the war, famed for taking the fight to the
enemy. Membership. You’re a member of a group or an
organization.
Since both Loresheets are about big trends
and organizations, you decide that multiple History. You were part of an important event
characters can have the same perks. They and can talk about it with authority.
don’t need to be unique to a single character.
However, you don’t want every single character Status. You’re considered to be important by an
in the LARP to be intimately connected with organization or a group.
the war, so you decide that half of your 40
player characters will be able to choose perks Between events. This only works in a chronicle,
from these two Loresheets. Perhaps you make not in a one-off event. It means that you have
a few more Loresheets for the rest of the something that benefits your character between
characters, based on other themes you want to LARPs. It’s important that this is something
explore. genuinely consequential, more than just the
ordinary influence and ability every Kindred
wields.
Creating Loresheets
When you come up with your own LARP, Organizer support. These perks mean that
you can complement it by creating your the organizers provide something cool for the
own Loresheets players can then use when character. This can be a bodyguard or an assistant
they create their characters. First, you need a who’s a supporting character, or a cool scene
concept. This can be an organization, a theme or specifically underlying something important
even an important single supporting character. about the character.
The introduction to the Loresheet is a good
way to impart relevant setting information. One question to ponder is whether Loresheet
Players tend to read character creation options perks extend to relations between player
more attentively than they do other briefing or characters. If the Prince is a player character, can
setting materials. you pick: “Favor of the Prince?”

210
Glittering Lights as an unofficial envoy, conveying messages
between Princes. The organizers of the LARP
can provide you with such messages, or even
The chronicle or LARP is set in an area close
allow you to make them up on your own.
to another, much bigger domain. This can be
a storied Camarilla stronghold like Paris or
Slumming It. You spend most of your time in
recently conquered trophy in the war against
your big, important home domain, deigning to
the Sabbat like Mexico City. Or for Anarch
visit the smaller domain of the chronicle every
characters, it can be Berlin or Los Angeles, a
now and then for a social gathering. Although
domain with no real Camarilla presence. What
your sense of superiority annoys the people
matters is that the domain is big, important,
around you, they’re wary of acting against you
powerful and in the hands of your sect.
because they fear retaliation from a much more
powerful domain.
This Loresheet gives you connections to the
important neighboring domain. It means you’re
The Political Exile. You are the subject of a
not just a local vampire who has never traveled
Blood Hunt called in the neighboring domain.
out of your neighborhood but someone with
For whatever reason, your Prince or Baron has
contacts outside the sphere of the LARP’s usual
decided that you must die. The leaders of the
activities. This means that you can’t be controlled
chronicle’s domain have chosen to offer you
like those with more limited prospects. You
protection for reasons of their own. Although
have a point of comparison in another domain
everybody around you thinks you’re doomed,
and you can aggravate your friends by making
there’s a certain cachet in being the declared
endless comparisons.
enemy of such a powerful, important and
glamorous domain.
“Actually, when I was in LA...”

To make this Loresheet work, you should adapt House Alea


it to the specific circumstances of your own
LARP or chronicle. Obviously, if your event is
The fracturing of the Tremere has led to
set in the biggest domain around, this Loresheet
the creation of many smaller groups, guilds,
won’t make much sense.
coteries and bloodlines who have rejected the
traditional hierarchy and joined the Anarchs
Perks: instead. House Alea is one of these. Some of
the members of House Alea are descendants
Escape Hatch. You have allies in the neighboring of the founders Simon Apollonius and Owen
domain and they will shelter you if you need Liakos, but not all. Other Tremere have joined,
to escape. The domain is so powerful, it will looking for something less restrictive than what
not care about the Blood Hunts and similar is usually offered by the clan.
inconveniences declared by lesser domains. Your
character is difficult to imprison between events. Joining House Alea requires participation in a
Unofficial Envoy. You have no real position ritual the true meaning of which is known only
in either domain but everyone knows you’re to House leadership. Supposedly, it purifies the
connected. Sometimes those in power use you blood of members from the sins of the clan and

211
returns them closer to a mythical Salubri origin. in danger of being hunted for ancient grievances
To pick this Loresheet, you have to be Tremere. against the Salubri but also revered because the
If your allegiance to House Alea is known, ritual affected you more strongly than most.
you may get negative or hostile reactions
from traditionalist members of the clan. The Ritual Expertise. You know many of the key
Loresheet works best if there are a number of rituals of the House, including the one used at
characters with access to it at the LARP. initiation. Discuss with the organizers of the
LARP whether you should receive instructions
or create these rituals yourself. The initiation
Perks: ritual requires blood from a Salubri vampire to
function properly. You’re also known as a ritual
Follower of Athena. The founders of House Alea
master among local members of the House and
are both originally Greek and follow a revival
expected to run rituals you perform together at
of the ancient Greek faith with a particular
events.
affinity for Athena. You subscribe to this faith
as well, speak Greek and have participated in
Inner Circle. You’ve been with the House from
the religious observances of the House.
the beginning, or almost. Whether you have
an official position or not, you’re respected
Saulot’s Heritage. For most, the ritual performed
within the House and expected to mentor new
to initiate new members into the House doesn’t
prospects and help younger Tremere escape the
change them physically. For you, things are
Pyramid for something better. Your voice tends
different: the Blood of the Salubri surges inside
to carry in discussions of what the House should
you and you have a third eye. This means you’re
do and what it means to be a member.

212
Keeper of the Heralds
The Toreador elder Kateline Nadasdy declared Perhaps you protected Heralds against Princely
herself the Keeper of the Heralds because of a overreach of power or maybe they just like your
philosophy of structure, order and humanity. In face. Whatever the reason, the whisper network
her view, the social hierarchies of the Camarilla always whispers in your favor.
are the only thing keeping Kindred from
descending into ravenous beasts. Without that Member of the Network. You’re a Herald in
framework for behavior and thought, Camarilla your domain and a personal friend of Nadasdy.
Kindred would be no better than animals. This means you have a level of autonomy with
the local regime. If the Prince comes after you,
In many domains, the function of the Herald it’s certain their reputation will be tarnished
has been subsumed under the authority of in other domains. It’s a rare Prince who wants
the Prince, becoming just another function to risk that because it strikes directly at their
of Princely power. To Nadasdy, this was vanity. Who wants to be known as a two-penny
unacceptable. The Heralds are needed to keep despot?
the sect’s social structure intact, a goal more
important than the petty and transient rule of Connected. Whether you’re a Herald or
an individual Prince. To this end, she has sought otherwise in good graces of the Network, you’re
to enshrine the function of the Heralds in extremely well connected in the social sphere of
Camarilla tradition in as many domains as she the Camarilla. You can name-drop half a dozen
can, creating a legacy she hopes will allow the Camarilla socialites and a few famous names
sect’s social structure to survive these turbulent you’ve met at important events. You get invited
times. to exclusive gatherings few in your domain
normally get to attend. The organizers should
After all, it’s the only way for the Kindred of the provide you with names to drop or let you make
Camarilla to retain their humanity. up your own.

Perks: Mr. Hellquist’s Shadow Cabal


Hot Goss. You know a lot of Heralds in this and For some mortal mages, the Tremere represent
other domains and you’re usually always up to not only a curse but also a chance to escape
date with the latest gossip. You can give other their own wars of power and ideology. Richard
players in the LARP the opportunity to spill Hellquist was one such mage, blessed with a
their secrets to you in advance or receive extra wider perspective on what magic could be before
information from the organizers. Whatever the becoming first a ghoul and then one of the
method, you know what’s what. Tremere. Because of this, he sought to expand
his social circle between the usual machinations
Protected By the Network. Nadasdy knows a lot of the undead.
of Heralds in different domains. Her informal
network is unparalleled in the Camarilla and Always something of an uncomfortable fit among
for some reason, you are in their good graces. the hierarchically minded Tremere, Hellquist

213
was originally a member of the London branch reminder to those in the Tremere who used
of the clan. Since the 19th century, he has to possess real magic of what they lost in the
traveled and is currently the Tremere Regent of Embrace.
Warsaw, Poland, trying to hold his clan together
in a fractious domain. There he put together
a small society, a salon of his own where like
Perks:
minded Kindred with a focus on maintaining
The Mystic Expert. You have a personal
their humanity and searching for occult power
connection with Regent Hellquist that you
could come together.
can call upon either locally if you’re in Warsaw
or through a courier or similar secure method
The fall of the Pyramid wasn’t entirely
of communication. Between events, you can
unwelcome to Hellquist because it allowed
ask for information concerning mysterious
him to focus on the traditional Enlightenment
artifacts, events or phenomena.
values he sought to foster in the dark world of
the Kindred. For many of the Kindred visiting
“Blessed evening to you.” You’re a member of
Hellquist’s gatherings, the most wondrous guest
the Cabal. It has a credo: “You stand for what
was his lover, the mortal mage Bajaraka. Her
you believe in. No matter the situation, you
existence is
don’t lose yourself to the flow of the night.” One
a bittersweet
per night, you can calm down a fellow member
of the Cabal from the edge of Frenzy.

214
Former mage. You were a mage when you were still mortal. You still remember something of the strange
perspectives you had while alive, before the Blood changed you forever. This gives you unique status
among the Tremere, because the clan was founded by ones such as you. Furthermore, some of the
magical resonance in your blood still remains despite the Embrace, giving your vitae an exotic taste.

A Cabal of Your Own. Inspired by the Cabal run by Regent Hellquist, you have put together a Cabal
of your own. It has made you well known in the domain, someone sought for your wisdom, power and
connections. This perk works best when other characters have the option of being members in the
Cabal by choosing the “Blessed evening to you” perk.

The Old Regime as the world changes into new, unrecognizable


forms. You can redeem a boon from any official in
the old Prince’s court.
Many Vampire chronicles start with the death or
disappearance of the Prince. It’s a good way to
I Used To Be Somebody. You were a member of
kick off the power struggle. Who will gain praxis
the Primogen or a Herald, a Seneschal or a Sheriff.
now that nobody is in charge of the domain?
The Prince trusted you to do their bidding and
This Loresheet is for characters connected to
backed you up when the going got tough. You
the old regime, the rule of the Prince who until
were not powerful or popular enough to trade
recently upheld the Traditions.
your old position into power under the new rule
but people still remember you.
In one way or another, you’re connected to the
old system. Perhaps you were one of its officials,
Old Enemies. You hated the Prince and the Prince
a beneficiary or even an enemy who hated the
hated you. You were persecuted and oppressed and
Prince so much you can’t let go even when the
the change in the regime came as very welcome
fight is over. Whatever the case, in the brave
news indeed. Still, you’ve not ready to let bygones
new world of the future you’re still looking to
be bygones. You know one or more secrets about
the past.
members of the old regime and can use them
against them, whether through blackmail or
To function properly, this Loresheet requires
public disclosure.
a chronicle-specific story of who used to rule
the city. Was the old regime lax or draconian,
Prince or Pauper. You are the old Prince,
traditional or bizarre? Are Kindred nostalgic or
believed to be dead by most in the domain. You
relieved now that it’s gone?
are disguised in a new identity but at a suitably
dramatic moment you can reveal who you were
Perks: all along. Or keep the lie going a little longer.
Whatever seems best. Your reasons of abdicating
A Loyalist of the Old Order. You were loyal to the and faking your own death depend on the needs
Prince, God rest their soul. You believed them to of the chronicle and can range from trying to
be the best steward of the domain and members escape an assassination attempt to the monstrous
of the old regime remember your loyalty even ennui of the aged.

215
Chapter Fifteen
COLLABORATIVE VAMPIRE LARP

216
Collaborative LARP LARP and Larp
Nordic Larp, or collaborative LARP as it is also In Nordic Larp communities, the acronym
known, has its origins in the late 1990’s LARP LARP is usually treated as a simple un-
scenes of the Nordic countries of Norway, capitalized word: Larp. To respect the
Sweden, Denmark, and Finland. LARP came community and tradition being discussed here,
to all these countries independently in the late we use the same formulation for Nordic Larp
1980’s and early 1990’s, often with multiple as is used in the Nordic Larp community.
distinct scenes emerging in the same country.

LARP has emerged separately in many Nordic Larp Emerges


countries across the world, often based on
rumors or stories of similar events based in
In the early years, there was no such thing as
the U.S. The process of starting a local scene
Nordic Larp. However, as people started to go
tended to happen in a haphazard manner,
to LARPs in different countries and ideas were
with local organizers making things up as they
shared across borders, a common identity as a
went along. Because of this, LARP cultures
Nordic Larp community started to emerge. An
vary so much from country to country.
important moment was the 2010 publication
of the photo book Nordic Larp, which
In 1997, LARPers from the four Nordic
documented important or interesting Nordic
countries got together for the first time at
Larps from different countries. It solidified
the Knutepunkt conference in Norway to
the idea that Nordic Larp existed as a unified
learn from each other. In those early days, the
community.
differences between the various scenes seemed
massive and almost insurmountable.
The Knutepunkt conference is the annual
focal point of the Nordic community,
LARPs based on Vampire: The Masquerade and
rotating between Norway, Sweden, Denmark,
other World of Darkness games have been
and Finland. In addition to these Nordic
played in the Nordics from the 1990’s. At the
countries, there are attendees from numerous
height of the popularity of Vampire LARP in
other countries including but not limited
the late 1990’s there were over ten concurrent
to Germany, Russia, France, Italy, Spain,
chronicles running in Finland, a country of
Portugal, the U.S., the U.K., Ireland, Canada,
five-million-people.
Switzerland, Poland, Hungary, Ukraine, and
the Czech Republic.
Many of the Nordic Vampire games used
Mind’s Eye Theatre rules, adapted to local
Each year, the conference is accompanied by a
cultural conditions. Many of the people who
book of articles collecting documentation of
ran and played those games continue to play
new LARPs, new theory ideas, and new design
an important part in the Nordic Larp scene.
writing. The books are made available for free
as PDFs.

217
Although it was not so clear at the time, the wanted to demonstrate that they were going
LARP cultures meeting at the Knutepunkt to actively work to release new material. Since
conferences had a lot in common. They were LARPs are faster to produce than videogames or
all built on a collaborative playstyle where all roleplaying games, the very first release of what
players seek to contribute to the common goal would be the 5th Edition era was the LARP End
of having a great collective experience. If we all of the Line, played in Helsinki, New Orleans, and
help each other, we will have a good time... Berlin. It was followed in 2017 by the officially
licensed Vampire LARPs Enlightenment in
…or a bad time, but on purpose. Some of the Blood in Berlin and Parliament of Shadows in
best known Nordic Larps are about very dark Brussels, played partially inside the European
subjects, such as oppression, war, prison, and Parliament building with two Members of the
the refugee politics of the Nordic countries. In European Parliament playing themselves.
Nordic Larp parlance playing these LARPs is
often referred to as “Type 2 Fun”. Type 1 Fun All of these LARPs drew on Nordic Larp ideas
is what we generally understand by the word for a back-to-basics approach where the idea
“fun”. Type 2 Fun is when you have a difficult, was to look at what made Vampire LARP fun.
harrowing experience that feels profound and In a larger sense, the confluence of Nordic Larp
meaningful. You can say: “It was a great LARP, and Vampire was not as new since many Nordic
but totally Type 2 Fun.” Larp designers themselves had a Vampire LARP
background in the first place. Many Vampire
LARPs and chronicles with a more Nordic
International Influence design style have been created and run in the
Nordics since the 1990’s.
As Nordic Larp became more established and
better documented, its ideas spread into other
countries beyond the Nordics, cross-fertilizing Nordic Larp Now
with local traditions. This often happened
because of designers from Italy, Spain, the U.S.,
Nordic Larp is a community but it has also
or other countries who had visited Knutepunkt,
become a marketing term. Many LARP designers
read the books, and decided to use these
far beyond the Nordics use it to communicate
ideas in their own way, for their own LARP
to potential players what their LARPs are all
communities.
about and how they should be played.
The main attraction of the Nordic style for many
At the end of the day, Nordic Larp is what the
has been extremely simple game mechanics (a
people who design it, play it, and write about
single page of mechanics is often considered a
it make it out to be. There have been different
lot), the willingness to experiment and come up
fashions and contradictory design ideals. Some
with strange, new ideas, and a low threshold for
LARPs have embraced the 360-ideal where
entry, especially in LARPs that do not require a
everything you see must conform to the visual
lot of costuming and propping.
look of the LARP world while others work in
the Black Box idiom where the LARP is set up
In 2016, the new owners of the World of Darkness
like minimalist theater scenography.
roleplaying games–Paradox Entertainment–

218
Sometimes Nordic Larp means tightly packaged scenarios for six people lasting just a few hours. Other
times they are mass events for a big crowd in a Polish castle, building a whole magical world around
them.

Typically it has been difficult to determine the nature of future fashions before they arrive but change is
inevitable. Tomorrow’s LARP will be something completely different, whether it flows from the Nordic
tradition or something else.

It is important to note that Nordic Larp is just one design tradition. It is well-loved in the Nordics
where it originated and its ideas have been embraced by LARP designers in other parts of the globe
but it is also designed to produce a specific kind of experience: emotion-driven, drama-focused, and
collaborative.

If you want other types of LARP experiences, you need to design them according to different ideals,
using another set of tools. Nordic Larp is not the only way to make LARPs even in the Nordics, where
other, less internationally well-known strains of design also flourish.

When you look at the toolbox of Nordic Larp, consider what works for you and your players. Take what
you need, experiment, and make it your own. Eventually your own ideas will shape the tools and the
concepts so much that it is not Nordic Larp anymore but something entirely new. This is a beautiful
thing.

219
CONCEPTS
Here are some of the core concepts of Nordic Larp.
These are the ideas Nordic design revolves around.

220
Collaborative Play Bleed
In Nordic Larp, the goal of the players is to Bleed means the way emotions that affect our
create a great LARP experience for themselves character also affect us and vice versa. It is the
and each other. The play is fundamentally primary mechanism through which a LARP
collaborative: the players look for opportunities emotionally affects us as players. Obviously,
to enhance the collective play experience. LARP is not in any way unique as an artform
in this: we cry while watching sad movies and
The opposite of collaboration is competition. laugh while reading a funny novel. What makes
Nordic Larp is fundamentally non-competitive. LARP unusual is that the emotional response to
The goal is to have powerful, interesting LARP the fiction tends to be experienced through the
scenes. Whether someone’s character wins or lens of the character.
loses is irrelevant from that perspective.
Of course, this is not automatically the case.
Because a collaborative approach is so Sometimes the themes of the LARP affect us
important, sometimes this style of play is called emotionally regardless of our character, or
simply Collaborative LARP. we witness another player do something that
creates a response in us that has nothing to do
with the role we play.
Magic Circle
Nevertheless, the main vector of emotion in
The magic circle refers to the temporal and LARP remains the character. Bleed happens
spatial limits of the play experience. A typical because although we intellectually separate the
LARP has a play area and a certain time during fiction of LARP from real life, on a simpler level
which players are in-game. This means they are we directly experience all the situations our
within the magic circle and subject to the rules character is in. We are there, whether fictionally
and conventions of the LARP. Sometimes these or not.
contravene the assumptions we normally have
about how to behave. There are ways to design to increase bleed and
to decrease bleed. Typically if the LARP plays
The most powerful example of the magic circle close to home, there is more bleed. This means a
comes not from LARP but the world of sports. modern day setting in which the characters are
In the boxing ring, you can hit a person in the much like ourselves. When something happens
face. Outside the ring, this is frowned upon and to them, we have a strong emotional response
often illegal. because their circumstances are so emotionally
plausible for us.
In LARP, we understand that if a character
betrays another, that should not be taken as an If you want to decrease bleed, you can make
act of betrayal between the players. It is all part the LARP more fantastical or engage in
of the game. artificial distancing techniques such as abstract
scenography or talking through scenes instead
of acting them out. It is often good to give
players tools to do this themselves if necessary

221
so they can calibrate their own experience. For Emergence
example, a player might realize they are not up
to playing an intense one-on-one interrogation Sometimes a LARP spontaneously produces
scene. Instead, they can purposefully decrease surprising events and situations. This is called
bleed by asking the other player to talk it emergence: when a complex system produces
through with them instead. unforeseen events. In a sense, emergence is the
opposite of plot. Instead of pre-planned events,
Bleed is an important concept for Nordic the LARP produces its own organically.
Larp because it is such a big part of why these
LARPs are played in the first place. People A lot of Nordic Larp design revolves around
want to feel big emotions, good and bad. This trying to foster emergence. The magic trick
is sometimes called bleed-hunting; playing so as of good LARP design is to create a complex
to purposefully maximize one’s bleed, meaning system that automatically produces the kind
emotional response to the LARP. of emergence you want. The players will feel
free to control the event but the LARP still
functions as intended.
360
Vampire has a few features that automatically
One of the foundational aesthetic ideas of
promote emergent play. One is the animosities
Nordic Larp is the 360-illusion. What this
between the clans and sects. If you put a Brujah
means is that everywhere you turn, what you
and a Ventrue in a room, something
see should look exactly like it does in the world
will happen. That is designing for
of the LARP. The scenography, costumes, and
emergence.
other visuals should be the same in-game and
off-game. This creates a powerful sense of being
in the world of the LARP.

As a result, the players always know where


they are and what they see. They have that
information directly from their senses.
The desire for the 360-illusion shapes what kind
of LARPs are possible. A contemporary LARP
set in the same city you live in is easy while a
spaceship is hard. Because of this, many genre
LARPs within Nordic Larp are great feats of
physical set production.

Note that although a desire for a compelling


360-illusion is common in Nordic Larp, it is
not the only way LARPs are created in this
tradition. Black Box LARPs take place in an
empty, neutral space in the style of the Lars
von Trier film Dogville, aiming to take away
everything except the players themselves.

222
Affordance Alibi
An affordance is a possibility for action on part Alibi is an excuse to do something you want
of the player. For example, a hammer has the to do anyway. LARP is great for providing the
affordance of hitting nails. Its presence creates alibi to do fun things that players can not do
that possibility for action. in ordinary life. For example, being conniving,
decadent, bloodsucking monsters.
In LARP design, it helps to create affordances
for players to engage in different kinds of action. Alibi can be a tool of LARP design when you
For example, if the LARP is about deposing the identify something players need an extra excuse
Prince, there should be affordances that actually to do. Often this involves taking risks, playing
make it possible for the characters to do so. villains, or engaging in other behaviors that are
destructive in normal life but create a lot of
A car is a prop or a piece of scenography. A car dynamic action in a LARP.
with the key in the ignition is an affordance.
Pre-written characters are one of the easiest
ways to provide alibi. You can write that a
Agency character is vindictive, flirtatious, and prone
to blurting out what they really think about
When a player has agency, they have things to people. The player will read that and think:
do, they can affect events, and their actions “Well, if it’s in the character, I guess that’s what
matter. They can do stuff. When players have no I’ll do!”
agency, their presence is irrelevant to the flow
of the LARP. Since many players need alibi for destructive
actions, it is worth noting that they are fun to
Ideally, players should have as much agency as play because they lead to dynamic, dramatic
possible. Removing agency from players must LARP scenes. They are made possible because
only be done with very good reasons, when the consequences vanish as the LARP ends and
benefits outweigh the cost. Creating a story because of the active upkeep of consent enabled
that is pleasing to the organizers of the LARP is by calibration and safety tools.
not a good enough reason.

Note that agency is most relevant in terms of Play to lose


the core actions and experience of the LARP.
If the LARP is about the intimate relationships “Play to lose” is a common Nordic Larp slogan
between local Anarchs, the wider story that requires some unpacking to be properly
framework can consist of pre-planned scenes understood. Basically it means that sometimes
and a sequence of events. On the other hand, if it is fun to purposefully play so that your
the LARP is about whether the Anarchs or the character fails to achieve their goals. The reason
Camarilla win control over the city, that should this is fun is because it can lead to dramatic,
be up to the players and their actions. striking, and emotional scenes.

223
Example situations for when it is
fun to play to lose include:

Leaking secrets. Secrets tend to


matter only if they are revealed
in a dramatic manner. Perhaps
your character has just committed
diablerie in the war against the
Sabbat. You purposefully let this
fact slip even though your character
wants to keep it secret, causing you
to be dragged before the Prince and
accused of the unthinkable. In a
great, dramatic scene you plead that
your victory against the Sabbat was
more important than the resulting
stain on your soul.

Love triangle. You are in two


relationships with Kindred who
do not know about each other.
Although your character wants to
keep it that way, as a player you
purposefully let slip the nature of
the situation because it leads to
more fun drama.

Playing someone up. The Archon is


supposed to be a terrifying badass.
You challenge them to a duel and
then lose to build up their character.

Playing to lose does not mean that you always need to go for failure. Rather, it means keeping an eye
out for when failure is interesting.

There is an alternative slogan to “Playing to lose”, which is “Playing to lift”. It means playing to help
other players realize their characters and scenes to the fullest extent. When everyone does this, the net
effect is a lot of good LARP.

224
THE TOOLBOX
Collaborative, Nordic style LARP is based on the idea of bespoke design. You use the techniques,
mechanics, and tools that are right for the specific LARP you want to create; for the next LARP you
might use a completely different set of tools.

In Nordic Larp, these tools are called “meta-techniques” and are designed to make various types of
intrusions into naturalistic LARP play. In Vampire: The Masquerade, a very common use for these
techniques is when you need to model Disciplines or other supernatural effects. One technique that
works very well both in Mind’s Eye Theatre and Nordic Larp is to use “arms crossed in front of your
body” to signify the Obfuscate Discipline.

The LARP organizers must communicate to the players which techniques are in use and how they work.
It is common in Nordic Larp to create variations of a technique for a specific LARP. Fewer methods is
always better than more methods so if in doubt, leave it out.

Really Really power Drawing Out the Beast.


● “You really, really want to tell me how you
feel” can be used for the Auspex power Scry
This mechanic was invented by LARP designer the Soul.
Bjarke Pedersen for the Nordic Larp End of the
Line. It works with vampiric Disciplines being The purpose of the mechanic is to make Discipline
expressed as statements that begin: “You really, powers as unobtrusive as possible. They become
really…”. part of conversation. This approach requires
breaking down traditional Discipline effects
The words “really, really” tell the target that a into statements that work in the “really, really”
Discipline power is being used so they know framework so they end up being somewhat
to react appropriately. For example, a Presence different than the Discipline powers in the
Discipline power could be enacted against a tabletop roleplaying game.
target by saying: “You really, really like me.”
End of the Line is a street-level LARP where most
This approach works best for low-level social characters are ordinary mortals and the vampires
Discipline powers such as Presence and maintain the Masquerade. Because of this, it
Dominate. Here are more examples: makes sense to have a Discipline mechanic that
is not obtrusive or obvious from a distance.
● “You really, really fear me” can be
utilized for the Presence power Dread Gaze. In End of the Line, the “really, really” powers always
● “You really, really want to forget what worked and there was no defense against them;
just happened” can be used for the Dominate however, each time a vampire used a power,
power The Forgetful Mind. they needed to recharge by drinking blood.
● “Your Beast is really, really getting out of The reason was to give the vampire characters
control” can be used for the Animalism a running motivation to hunt during the LARP.

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A core concept of collaborative LARP play tying
into how “really, really” works is that the victim
Violence
of a power decides how they want to play it. This Simulating physical violence is a very
means that when you use a power on someone, common use for meta-techniques. There are
you are making an invitation for them to engage several different methods that have been used
in a scene with you. However, they can also play in Nordic Larp. The specific method utilized
it their way. This can happen for many reasons. should reflect the things that you want to
happen in the LARP. The methods are:
For example, you use the Presence power Majesty
on another character by stating “You really, really Planning the Scene. In this method, the
love me.” However, for whatever reason they do players whose characters get into violent
not want to play that kind of attraction, so they conflict step aside and quickly figure out
decide to react to the power by being so bashful what they think would happen in an informal
and shy by the love they feel for your character off-game chat. Typical considerations are
that they remove themselves from the scene. what would make sense given the characters’
power levels and what would be cool for the
This principle means that you cannot use the characters involved, the story overall, and the
powers to make other players engage in scenes onlooking players. Then the players return to
they do not want to play, but you can use them the play area and act out the violent scene.
to create fun or interesting situations with the
character you are asking to participate. Obviously, this method requires that none
of the players are approaching play with
a competitive mindset. It is very rare for
anyone’s character to get destroyed with this
Up-Or-Down method.

A method used in some Nordic Vampire Combat Score. All characters have a combat
LARPs, Up-Or-Down is a very specific use of score consisting of a simple number. In a fight,
Dementation-style Dominate powers where the a higher number wins. If the scores are equal,
power either heightens or dampens the current it is a draw. This obviously does not generate
emotions of the target. The use of the power very nuanced fight scenes but it makes it
is signaled by either lifting or lowering your possible to resolve combat very quickly.
hand as if you were trying to signal someone to
change the volume on a stereo. The Nordic Larp Enlightenment in Blood
used a version of this method where the
In practice, Up-Or-Down works well in LARPs combat score ranged from one through five
because the target player can react to it however and could be communicated by holding up
they wish. They can use it as an invitation to fingers. The scale was as follows:
go overboard with highly emotional play or
do something more subtle, according to their 1. Ghouls and mortals;
reading of the scene. 2. Ordinary vampires;
3. Vampires from clans with physical
Disciplines, such as the Brujah;

226
4. Vampires with unusual fighting ability; You can also use music and lights to signal which
5. Werewolves. act is in progress.

In that LARP, the fighting score of a character Slo-Mo. With this method, the players act out a
was reduced by 1-point after every fight. The violent scene but in slow motion so that nobody
purpose of this was to discourage needless fight gets hurt and there’s no force in their blows.
scenes and to make sure characters engaged in The scene is improvised. This works better with
combat only when necessary. brawls rather than fights where somebody is
really trying to kill another character. It’s also
No Fighting. With this method, combat is better if the slow motion brawl is fairly short.
simply ruled out-of-bounds for the LARP.
There can be scuffles but no serious combat that
would result in real physical injury. This method
is best employed if combat would not benefit
the LARP in any way and there is no reason for
combat to be a LARP element.

Act Structure. Many Nordic Larps have


used an “Act Structure” where the LARP
changes depending on which stage
of the LARP or “act” is in progress.
The Nordic Larp Inside Hamlet had
an act structure affecting how to play
violence. In the first act, there was no
serious physical conflict. In the second,
all conflicts lead to non-lethal but still
visible wounds or other consequences.
In the final act, all conflicts were lethal.
Obviously, this resulted in a serious body
count at the end of the LARP.

The Act Structure method is useful


because it allows those running the
LARP to make sure no character
is removed from play before the
player has had the chance to
experience the LARP. It does,
however, tend to create a
bloodbath at the end. The acts
do not have to be the same in
duration. For example, a lethal
final act could be just an hour.

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Hunting and Drinking Blood The Black Box
Vampires drink blood. That’s one of their A very common meta-technique in Nordic
defining qualities. How to do that in a LARP Larp, the Black Box is a room designated
so that it plays out well? Here’s a selection of specifically for this purpose separate from
techniques from Nordic Larp: the rest of the LARP. The ideal Black Box is a
theater-like space with black walls, a couple of
Scents. In End of the Line, one of the goals was chairs and easily adjusted lighting and music.
to make random mortal characters into highly In practice, Black Boxes have been created in a
desirable targets for hunting. Vampires would wide variety of available spaces.
think that a mortal had particularly tasty blood
and gossip about it among themselves. How Most memorably, the Battlestar Galactica
to make that happen since all blood drinking -inspired Swedish LARP The Monitor Celestra
must obviously be simulated? had a real-life decommissioned submarine next
to the Swedish navy destroyer that served as
The solution was to use three obvious, clearly the primary venue. The submarine, although
distinct scents for all players. One was coconut impressive, was relegated to the role of the
and some vampire characters had particular Black Box.
affection for this flavor. Thus, when the vampire
player moved through the LARP, they could The purpose of the Black Box is to play out
smell coconut on someone. That simulated scenes outside the normal spatial and temporal
the vampire’s instinct that this mortal seemed limitations of the LARP. For example, maybe
unusually attractive for hunting purposes. you’d like to play out the fateful night when
you were Embraced. You can do it in the Black
Miming. You want the act of a vampire biting Box while the rest of the LARP runs outside.
someone’s neck to look natural but don’t want
to have players actually bite each other. What Often, the Black Box has a dedicated game
to do? A common solution is to tell players master who runs scenes and plays different
to mime biting each other. This means that supporting characters. Sometimes players
the vampire player acts as if they were biting draft other players to play their characters or
their victim but they don’t actually touch skin. supporting roles in whatever scene they have
The victim’s player then plays the reaction in mind.
accordingly.
The Black Box can be used to play small scenes
Biting the Hand. This is a more tactile version in the past, the future, and sometimes even
of the Miming method. The vampire player alternate futures. You can use it to play out
places their hand on the body part they’re different versions of something that would
biting, and then bite the back of their own happen after the events of the LARP. The great
hand. This can be done fairly quickly and the strength of the Black Box is its versatility.
pressure of the hand and the movement of
the bite communicate a lot to the victim even As a player, to make the best use of the Box
when the bite does not actually connect with you should have an idea of the scene you want
their skin at all. to play when you go in. If the Black Box is

228
especially popular, there can be a queue outside, meta-level information to the player of the
creating a weird disturbance in the fabric of the Prince. This can be done for many reasons.
LARP. Sometimes it’s fun for its own sake but it can
also help other players calibrate their own play
For the organizers, the Black Box can be almost appropriately.
like a service provided to the players: They’ll
make whatever they will with it. You can also Here’s another example:
create pre-planned scenes and invite players in
according to a schedule. Whatever works for the A proud Gangrel: “I don’t need anybody! A
LARP. vampire is a lone predator!”

An example: The Gangrel’s player makes the monologue box


gesture and continues: “I’m desperately lonely.”
An Anarch makes a deal with the Tremere where Now that the other players know that the
the Anarch will surrender and confess to their Gangrel character is lonely, they can play on
crimes against the Camarilla and in return the that in different ways. The player of a socially
Tremere will stop harassing their comrades. The astute Toreador can decide that their character
player of the Anarch character suggests that they figures it out while another player can use the
go to the Black Box to play a scene where they’re information on the meta-level by making their
interrogated by the Tremere. In-game the scene character obviously twist the knife by talking
happens after the events of the LARP but off- about how admirable the solitary Gangrel have
game it’s played in the middle of the LARP. always seemed to them.

The Monologue Box Fate


This technique works so that the player makes the
shape of a square in front of them with their hands Sometimes called fateplay, this method features
and then says what their character is thinking in specific fates that have been pre-designed for
a short monologue. It’s great for LARPs where the characters. The idea is that the player knows
courtly politeness prohibits characters from their fate from the start and should actively do
speaking their minds. their best to make it happen. This means that
the LARP will run along a predetermined path
For example: but there can be a lot of freedom within those
constraints.
A Toreador courtier: “I so adore these parties you
put together, my dear Prince!” Here are a few example fates:

The Toreador’s player makes the monologue box You will die by the end of the LARP. Note that
gesture and continues: “I’ve done my absolute the player is left to decide how their character
best to turn everyone against you!” will die.

What happens here is that the player of the You will fall in love. Here too the player has
Toreador character purposefully communicates some freedom.

229
After the Prince has made their speech, you will attack them and fail. This is a very specific Fate created
to engineer a specific scene.

If someone offers you the role of the Sheriff, you will refuse. This Fate is designed to account for a
specific situation the organizers feel would cause problems for the LARP.

You can use Fates in two ways, to make sure that certain types of scenes happen during the LARP and
to engineer specific plot events. Note that the more specific the Fate, the higher the chance of LARP
chaos causing the web of pre-planned actions to fail. Generally you can build Fates using if/then clauses
but complexity makes the event chains fragile.

A good use for Fates is to reduce uncertainty and confusion from the LARP. For example, if your LARP
is about the coronation of a new Prince, you can use Fates to make sure the coronation happens and is
successful. The point of this is to free the players to focus on other things that are more interesting. They
don’t have to stress whether the core structure of the LARP will happen or not.

A bad use for Fates is to try to force a pre-planned narrative of events for its own sake. This reduces
player agency for no benefit.

Actions
Actions are a tool you can use in character creation to give players options for what
they can do during the LARP. They’re not commands or superpowers but rather
suggestions meant to help the player to come up with things to do especially in
the early part of the LARP.

For example, you could write these three Actions into a character:

Seduce someone you hate.

Spill your most important secret.

Make a terrible mistake.

The player doesn’t have to do any of these things but having them written on the character will guide
their thinking into a specific direction. It helps if the Actions are provocative and of a type players
might not come up with by themselves.

Actions also have the function of providing alibi. A player might feel unsure whether they’re supposed
to spill their secrets but if the character has it clearly spelled out as an Action, they’ll feel more
comfortable doing so.

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THE WORKSHOP
Workshops that happen before the LARP are a
standard feature of almost all Nordic Larp. Even Warm ups. It’s better to have the players
short, small LARPs for just a few people often physically move around at regular intervals to
feature a quick half hour workshop. stay energetic and warm. It’s a good idea to have
a few exercises right at the start of the workshop
Workshops serve several purposes: for this purpose. There’s a wide selection of good
warm up exercises available that can be lifted
Creating a cohesive social unit. The better the from other fields such as theater.
players are able to trust each other, the better
they read each other socially, the better the Status line. This method asks your players to
LARP works as an ensemble. After a good form themselves into a line according to some
workshop, the players will feel comfortable with specific criteria. The name derives from the
each other, they have a good sense of each other’s original use of the method: Highest status on the
boundaries and they feel relaxed and supported. left, lowest status on the right. The players are
left to figure out themselves how the hierarchy
Imparting skills needed in the LARP. The works.
LARP can feature specific techniques, scenes
and situations the players should be prepared The great thing about the status line is that
for. Perhaps in a certain scene, all characters are it requires physical movement and it’s very
expected to join together in song. It makes sense concrete in that it allows players to visually
to rehearse that song a few times. Or maybe see the LARP’s social map. You can use it for
there is an unusual mechanic for violence that virtually any social distinction that breaks down
players should try out before the LARP actually between two extremes.
starts.
For example:
Building the world. The workshop can be used
to determine details in the world of the game Violent vs. peaceful.
and impart information about the fictional
milieu to the players. This can mean just an Camarilla vs. Anarch.
organizer explaining things to the players but it
works better if it’s co-creative in some way. Rich vs. poor.

Making the LARP unattractive to problem Scripted scenes. The players play out short,
players. Experience has shown that players scripted scenes from their characters’ past while
who are not into collaborative, consent-based the other players watch. This takes a lot of time
LARP also dislike touchy-feely workshops. but works very well in creating a sense of shared
Communicating the nature of the workshops in history for a community.
advance can help such players avoid the event.

Here are some specific workshop techniques: Example scenes could be:

231
a good LARP. This is when you say things like:
That time years ago when the Toreador “I’m playing a Primogen but I feel unsure of
Primogen first came to Elysium and embarrassed myself. Could you play me up?”
themselves.
You can use the same arrangement to have
A meeting of the Primogen when a disastrous players answer other questions too, starting
decision was made. with: “How do you feel right now?”

The execution of the Tremere Regent which When doing rounds like these, answering
caused a rift in the local Camarilla. should always be voluntary and players should
know they can pass the turn to the next person
What do you need? The players arrange without saying anything if they feel like it.
themselves into a circle. Each in turn tells the
other player what they need from them to have

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COLLABORATION

Collaborative LARP works best with the Physical. This means making sure your venue
inclusion of a robust set of calibration tools. doesn’t have hazards that can hurt inattentive
Their purpose is to enable participants to players and other, similar issues of preventing
control their own experience, maintain their bodily harm.
boundaries and get out of situations they don’t
want to be in. Mental. Dynamics, themes and events can be
difficult to process or unpleasant to handle for
Sometimes these are called safety mechanics but some participants. It’s often hard to predict
their utility is broader than that. The mechanics what will cause trouble, and sometimes these
make it easier for players to have the experience issues will be surprising even to the people
they want to have. affected themselves. This is why the goal is
to empower your participants to take care of
When choosing the mechanics for your event, themselves during play.
remember that there are three categories of
safety that you have to consider: Community. Are the players safe in the context
of the different communities they live in? An

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example of a community issue would be that have consented to an entirely different kind of
a player pretends to do drugs in the LARP. experience.
Somebody takes a photo and it circulates on
the internet, losing its original context. Avoiding problem players. You can analyze
your event from the perspective of what kind
You should analyze your LARP from the of a player would disrupt it or cause problems
perspective of these three categories of safety for others. A common example would be a
and consider what you can do to minimize player who doesn’t respect boundaries.
potential problems.
Once you have figured out who you want to stay
One thing to bear in mind when selecting out you can try to tailor your communications
the calibration tool to use is that players have so that the event doesn’t appeal. to them. This
a limited amount of mental capacity, as all way, they self-select out and you never have to
humans do. Because of this, it’s possible to have deal with them.
too many tools that the players then forget. It’s
best to only use a few, carefully chosen ones that Experience has shown that messaging in
you can be sure people remember, and that you advance about workshops focused on consent,
have time to practice during the workshops. calibration tools and touchy-feely community
building tend to repel people who don’t like
collaborative approaches to play. This is good.
Prevention
Out of bounds. You can rule specific themes
There’s a lot you can do to make your event out of bounds at the event. These are not to be
safer and enable your players to control their played on. Here’s an example of what such a list
experience even before it starts. could consist of:

Communication. You should communicate • Sexual violence.


clearly what your event is about and what kind • Homophobia.
of things people can expect to see and do there. • Insults based on a player’s physical body or
This way, people can make an informed choice heritage.
whether to participate or not. A great tool for • Sexism.
this purpose is an ingredient list. Here’s an • Racism.
example of what such a list could contain:
This means that players should not make
• Occult rituals. any of these part of their play and should
• Partial nudity. actively strive to move away from them if they
• Shouting. accidentally appear.
• Fake blood.
• Crying.
At the Event
You should avoid misrepresenting the basic
nature of your event. A surprise genre switch Here are a few tools you can teach the players
is hard to make work well when your players so they can use them during the event itself:

234
Look down. The way this
works, the player places their
hand over their eyes as if they
were shading them from the
sun. It’s used to signal that
the player wishes to leave the
scene. A player who uses the
signal should leave the scene
and the room and go elsewhere
while the other players seek
to normalize the situation in-
game. They should not make
a thing of it but just try to
proceed as if nothing had
happened.

Ribbons. The larp features even a wall or a floor to indicate that the scene should stop until
ribbons which indicate that something that is causing you trouble can be addressed. The tap-
the wearer is okay with specific out has the same function as the safeword but often it’s easier or
types of play. For example, if a more intuitive for players to use.
player wears a white ribbon,
they’re okay with light physical Meta play. You can mandate that for safety reasons, specific types
play such as pushing and of play such as violence or sex should be discussed out of character
shoving. Once the player takes instead of played physically. This works best with small scenes of
off the ribbon, it means they just a few characters. The participants talk out what happens.
no longer wish to engage in
such interactions.
Tapped Out
Safeword. The typical use
for a safeword is that when a What do you do when someone taps out or a problem appears?
player says the word, the others
should stop the scene. The Experience suggests that most players prefer to deal with situations
person who used the word will affecting them quickly. This means that if someone taps you out,
then leave or explain what they listen to their concerns, address them when possible, and move
need to continue. Bear in mind on. This makes it easier for people to use the tools in the future
that people use the safeword as well. They know using the tap-out will not cause a huge scene.
for very different reasons, from
small to serious. The safeword You can designate a specific safety person for your event. Their
that’s easiest to remember is job is to listen to the players and talk to them as necessary during
‘safeword’. the larp, possibly in a specially designed safety area or room where
people can go take a break. Often it’s helpful for players just to
Tap-Out. You double tap on have someone to listen to.
your co-player, yourself or

235
story you may be better served writing fiction. If
DESIGN you want to give your players the experience of
plotting and scheming in a World of Darkness
How to design collaborative LARP? where anything might happen, and does, LARP
is your medium.
One of the most important words when you
work in the Nordic style is “bespoke”. It means
that when you make a LARP, you make every Basic Ideas
design choice purposefully to suit the vision
of that LARP. The next time you make a
LARP, you might use an entirely different set Sometimes the idea for a LARP can be extremely
of tools and methods to make sure that a new simple. When the Vampire LARP End of the Line
experience is realized. was created, the idea was to make a LARP where
vampires could do vampire things like hunt and
Here are a couple of questions you can ask at drink blood.
the start of the LARP creation process:
Sounds extremely basic, right?
What do I want the players to experience?
From that simple idea, a lot of design choices
What kind of actions can they do at the LARP? emerged. Most characters should be mortals since
that would enable the hunting and the drinking
What do I think is cool? of blood. The LARP needed to be interesting for
the players of the mortal characters as well so
The first two questions are about the play being hunted by a vampire should be thrilling in
experience. In practice, you often have a vague and of itself.
idea of what the answers will be, but it will
get clearer and clearer as the design process The setting chosen for the LARP was an illegal
progresses. techno party where the mortals had no idea
vampires were prowling in their midst. It was
The third question has more to do with your chosen to be a dynamic, chaotic environment
own motivation and why you make the LARP where vampires could prowl discreetly.
in the first place. It is good to keep in mind Characters ranged from ordinary partygoers
why you are doing the project so you can keep to vampire hunters. The goal was for as many
yourself motivated. What is more, we are all characters as possible to be both the hunters and
more creative and better at coming up with the hunted.
cool stuff when we work on something we like.
If you love the Toreador and their social games, The best LARP ideas tend to be simple. You can
it makes sense to create a LARP about that. create a LARP where everyone will have the
same fundamental core experience or lay out a
While doing that, you should also remember few different modes of play. In both cases, all
that LARP is a co-creative medium. You need characters must be able to access the activities
cool ideas that you love that also work for that make the LARP fun or interesting in the
LARP. For example, if you want to create a cool first place.

236
An example of a failure mode would be to create secrets are possible so that not even the players
a LARP where the idea is to give players the know everything. This choice was made so
opportunity to play degenerate, vile monsters. that the players of mortal characters would be
The LARP would then feature a few noble, good unaware of who was a vampire and who was
characters to stand in contrast with all the sordid not.
filth around them. From a conceptual standpoint
this makes sense but from the perspective of From an organizer standpoint, transparent
the players of the good characters this would be LARPs are typically less work-intensive to
terrible because they would not have access to the make than opaque LARPs.
core activity of the LARP.

To make it work, it could be tweaked slightly Design And Production


so that good characters are expected to suffer a
moral fall. This would grant them access to the After you have a good core idea in place, it
LARP’s baseline activities. is time to design the LARP. This process is
intimately tied with practical production.
Since a single LARP can feature multiple play After all, design informs production and
experiences, you should take care to see that all production can inspire design.
of them are meaningful. For example, if there
are werewolf characters in a vampire LARP, The most important single aspect of
they need to have their own fully designed and production is choosing the venue and making
functional werewolf experience. all the necessary arrangements from a rental
agreement onwards. A flashy, fancy venue is
great because it immediately makes the LARP
Transparent vs Opaque more memorable. This is what fuelled the
“castle LARP” trend in Nordic Larp, where
LARPs were organized in castles primarily in
Transparent design means that players have
Poland. A venue like that has an inherent wow
access to all the information about the LARP,
effect.
including things that their character does not
know about. The most common example is
Still, you can have a fancy venue that sucks for
making all characters available for all players to
LARP. A lot of the questions about whether a
read.
venue is good revolve around extremely basic
human needs:
The advantage of transparency is that players
will have a better feel for the creative vision of
- Are there enough bathrooms?
the LARP as a whole and are thus able to adjust
- Can people sit?
their own play accordingly. It means players are
- Is the temperature good?
able to make informed choices.
- Is the venue accessible?
The LARP End of the Line was not transparent,
opting instead for the opposite strategy of
making the LARP opaque. This means that

237
Some more LARP specific questions are: venue. You need to know what it is that you are
announcing.
- Does the venue have enough nooks and
crannies that separate social situations can 2. Opening the sign up. You have to decide what
develop? the sign up process will be like and make sure
- Is there a good space for workshops? players know what kind of an experience they
- Does it fit your creative vision? are actually signing up for.

One of the advantages of Vampire is that since 3. Characters. If the characters are provided by
vampires are fundamentally parasites in the the organizers, getting them ready and in the
body of mortal society, there is leeway in terms hands of the players is a significant milestone.
of what kind of venues make sense for different
events. An Elysium set up in a strange place can 4. The event. At the start of the LARP, everything
represent an attempt to fly under the radar and has to be ready.
maintain the Masquerade.

When you consider your design, focus on the


core elements of your basic idea and use the
Characters
parts of Vampire’s setting that best fit them.
Whatever game mechanics you choose should How are the characters created for the LARP?
fit the LARP. If something is not part of the In Nordic Larp, it is typical for the organizers
LARP’s idea, there is no need to have mechanics to write and design all characters and then cast
for it. A common example is combat. A refined players so that each has a character they like.
salon game might not need combat mechanics These character descriptions include details
at all. on personality, history, vampiric powers,
connections, and group affiliations.
The great thing about Vampire is that it
supports many different LARP concepts. There Other methods are possible as well. The Berlin
are a number of examples through this book Vampire LARP Enlightenment in Blood used
and you can see the breadth of possibilities in a bespoke character creation system that
just the core clans. After all, a Toreador LARP broke characters down into their essential
is very different from a Brujah LARP. components, allowing players to pick and
choose the ones they liked best. Sometimes
characters are workshopped together with the
organizers.
Deadlines
Outside Nordic Larp, it is also common
LARP production involves four important for players to make their own characters. A
deadlines: common setting such as Vampire, known to all,
makes this easier.
1. Announcing the LARP. To do that, you
need a website, marketing copy about what All characters must be able to access the core
the LARP is, and basic details like price and experience of the LARP. This is especially

238
important if the players create their own and play contacts outside the LARP’s play area.
characters wholly or in part. A player can For example, the Prince has a direct line to the
accidentally create an unworkable character city’s Police Chief. They can call their contact
because they do not have a good top-level view and an organizer playing that role will answer.
of the LARP. One technique is to have a dedicated organizer or
organizers playing these roles so that players can
For example, the LARP is focused on the call anyone they want by choosing the organizer
street-level experiences of recently Embraced number on their phones. The conversation goes
Anarchs. A player makes a Tremere elder. The like this:
character may be cool but would not provide a
good play experience because it is disconnected - Player: Hello, I’m Luke, I’m calling my
from the design of the LARP. sister Rose!
- Organizer: Hello Luke, this is Rose!

Runtime Of course, this requires improvisation on part


of the organizer player and for the players to
Nordic Larp is designed so that it runs on communicate what they need effectively.
minimal organizer intervention. A typical Handling the rhythm of the LARP is often
player will never need to consult with an connected to the timing of set piece scenes.
organizer during the LARP. For example, if there is a Sabbat attack on the
Elysium, the organizers can walk through the
The way this works is that the design is venue and get a vibe for the general energy level
front-loaded. Players get all the information of the LARP. Once it starts to lag, they initiate
they need from their characters, pre-LARP the attack.
communication, and the workshops. Armed
with all this, they are able to play collaboratively
so that conflicts are resolved according to what Collective Experiences
would be cool in the scene.

Organizers can still contribute to play during Nordic Larp places more of an emphasis on
runtime, of course. Sometimes a LARP requires collective experiences rather than individual
supporting characters, organizer-played roles ones. It makes sense to design characters
that are not suitable for players because they in groups, providing them with common
do not have freedom of choice, they are too backstories and easy social connections. You can
boring to play, or because they are present always go back to your group if you do not have
only for a single scene. For example, an envoy things to do in the LARP.
from another domain who drops in to deliver
a message and then leaves would make more This is also why so many Nordic Larps place a
sense as a supporting character rather than a lot of emphasis on rituals. A well-designed, fun
player character. ritual is a great experience in itself. Fortunately,
Vampire provides fun opportunities to do such
The organizers can also stage set pieces, make scenes. Perhaps when a new Prince is crowned,
sure the rhythm of the LARP flows smoothly there is a coronation ceremony during which

239
each clan has to swear allegiance according to a specific formula; that is a type of engaging ritual.

The Tremere can have sorcery rituals and the Church of Caine and the Bahari have their own rites. All
of these can be enjoyable to play out in full. Of course, this means they have to be designed. A good
LARP ritual involves all present in a collective action such as chanting or dancing, with different stages
so it does not become boring.

The Sabbat is a great source of rituals. Although the Sabbat are antagonists, their rituals can still feature
in a LARP. For example, a LARP can be about a domain overrun with the Sabbat who force local
Kindred to participate in their rituals. The question is, will the characters fight to overthrow the Sabbat
or will they switch their allegiance?

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Chapter Sixteen
ONLINE ROLEPLAY

websites are communities that, unlike classic


The Basics tabletop roleplaying games or LARP groups,
Vampire LARP does not necessarily have to rely entirely on their online presentation and
happen face-to-face. Online Vampire play has organization to attract potential members. As
boomed in recent years, becoming its own an aspiring online community administrator,
vehicle for play alongside tabletop roleplaying before you can open the doors to your roleplay
and LARP. Through an online medium, a servers, you will want to ensure that your
Vampire game can be played with no rules, 5th interface is user friendly. As the community’s
Edition tabletop rules, Mind’s Eye Theatre rules, calling card, it is important to keep in mind a
or some homebrewed rules. few basic principles:

Here is some guidance on playing, designing, • Keep information easily accessible and
or running an online Vampire experience on a clearly labeled;
digital platform. • Distribute and name your channels and
links intuitively;
• Repeat information; and
User Comfort • Keep aesthetics subordinate to readability.
One of the primary concerns with online Your users must know where to click first.
spaces is accessibility. Roleplay servers and

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Quickly understanding where to start and how For example, the popular online game Seattle
much time it takes to do so may make or break by Night links the server’s website in the server
a potential player’s engagement. For instance, information channel. Within the website, the
if a user cannot find your server’s information character creation guide has its own page,
and rules–perhaps because they are hidden in within which users may find links to homebrew
a submenu–it is likely that their confusion will materials and server rulings. These are linked
drive them away from your community. twice at opportune intervals, once to remind
users where to find useful server material
Be certain to organize your links and channels to create their characters, and again when
in decreasing order of importance with general further details are necessary for the choice of
information and guides on how to play in the Loresheets and other Advantages. The very
venue at the top followed by links to facilitate same link, however, can also be found in the
character creation (such as a guide and a blank very same channel where the website and the
character sheet) and general setting information, character creation guide are themselves linked.
and then supplements and other community- A cycle of easily accessible information is thus
specific material. If rules of conduct do not have created, no matter where a user is looking for
a separate page or channel, they should still be it.
placed second in the organization.
Finally, the primary medium of roleplay servers
It is also important to clearly state what your and websites is writing. The visual accessibility
server is about. Is it an online roleplay server and readability of your community must be of
with a minimum paragraph requirement, set in paramount importance, even on platforms with
a certain city? If so, you need to say that and standardized formatting. This means ensuring
provide clear guidelines or examples of how to that the background and text contrast does
roleplay (i.e., minimum words or paragraphs not reduce readability (a dark gray and a soft
requirements, where to head to start a scene, light gray will always be preferable to black
where to organize with your fellow players, etc.). and white), that your font is clean and large
By clearly stating how to engage with the forum, enough, and that commitment to aesthetics
you may gain a fresh player intrigued by what you (such as the use of decorative formatting in
offer, even if they stumbled into your community writing) is not an impairment for your readers
by chance. and players. This may also mean that your
channel names will not employ any special
Users benefit directly from the repetition of characters, or that your titles’ color will not be
information. Make sure to refer often to where a sanguine red against dark blue.
a user can access specific information if it is
not immediately available in the section they
are reading, and remember to make use of your Kickstarting Interactions
platform’s features. For example, some online
forums permit you to pin messages; this feature After you successfully drew your users in
provides a great opportunity to describe and and provided them with methods to orient
reiterate what a channel is all about, how to use themselves on their own, it is time for the next
it, and whether special rules apply. step: helping them to become active players.

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Even though directions on how to play can creativity and avoids the formation of locked
and should be added to your community’s cliques.
general information, making the jump between Another potential wall between new players
awareness and practice can be a considerable and effectively getting started is access to the
stumbling block for new players who are less Vampire: The Masquerade materials, such as the
familiar with the format. core rulebook. Facilitating the participation
of these users by providing resources will
You have several tools at your disposal to rescue minimize the risk of piracy. A character
your players from uncertain beginnings. For creation guide and a channel or page to answer
example, once their character is approved, you basic mechanical questions will save you time.
can send them a message from the staff greeting A small compendium of the simplest rules for
them and offering them ways to get started. This play can improve your players’ knowledge, as
primer will considerably lessen the amount of well as prove a useful tool for veteran players
“what do I do now?” questions that you will have seeking a quick and easy answer.
to answer.
For example, in Seattle by Night the staff gathered
Do you have a board where players can seek basic mechanics and the most frequently asked
roleplay partners? Use this opportunity to questions in a primer document, organizing
point your newbies towards it. Are there game its sections in alphabetical order. From the
channels that provide an easy way of finding “B” of “bestial failures” and how to roleplay
people for a first interaction, such as an Elysium? their compulsions to the “W” of “willpower”
If so, list them. Are there coordination channels, and its uses, each reference cited the relevant
or exclusive sect and clan channels where anyone core rulebook page for further details. This
can seek connections out-of-character? If so, list document helps users who are unfamiliar with
those too. Do you think your own character all the details of the 5th Edition.
would mesh well with a new arrival? Offer a
scene and show them the ropes yourself. Staff Presence and Behavior
Playing with new users as a staff member is
One of the cornerstones of a server of any
worth expanding upon. It fosters a welcoming
kind is the behavior of its staff. It is assumed
atmosphere, where Storytellers and moderators
that, before proceeding with opening a
bring people into the fold and, in doing so,
roleplay community to the public, a founder
break the illusion of any hierarchic wall between
and administrator will already have a tight
themselves and regular players, or between
and well-briefed core group of moderators.
established crowds and new arrivals. Smaller
This step is doubly important when these
groups of interaction will inevitably form when
moderators will likely double as Storytellers,
managing a large user base: your job is not to
becoming responsible for shaping the fiction
discourage veteran players from gathering with
and aiding players during their game time.
their favorite writers, but rather to ensure that
these groups of like-minded characters and long-
Staff members greeting and playing with
time friends remain accessible, especially if they
people old and new helps to foster a healthy
come with a veneer of prestige, like moderation
atmosphere. This interchange is likely
roles. Breathing room for your game brings
mandatory during a community’s early

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stages, when the user base is still limited, but it is Here is another useful tip: spread staff so
a rule of good behavior to keep in mind even for that each member can cover different time
established and larger groups. zones. Doing this is useful for communities
with worldwide participation and where play
For example, in Seattle by Night whenever a continues actively without pauses.
character sheet is approved, the staff member who
processed it will give the new player a shoutout in Server Safety
the general chat, welcoming them to the roleplay.
They will then proceed to ping the new player
The first step to guaranteeing a safe
on the relevant clan channel, pointing them to
environment on a roleplay server, or indeed
functions and rules of the channel in pinned
in most communities, is to offer an easy way
messages. This introduction to the community
for users to report misbehavior and, above
will foster easy connections.
all, to have their concerns heard. However
banal this may sound, community rules and
Let us expand on the concept of atmosphere!
especially the people who enforce them may
The kind of jokes a moderator will make in
have blind spots and you need to have a
conversation channels will shape the sort of
mechanism in place to hear about them and
humor that users will consider acceptable and will
adjust your procedures as needed.
emulate. Similarly, the way conflict is handled
will also determine whether users perceive a
It is one thing to state that a server has a
server’s staff as curating chat atmosphere or as
no-tolerance rule for, to name one, racist
interventions to fear.
statements; it is another to notice this
behavior in action and timely respond.
Make sure to establish and routinely reassess
Remember that however much a community
how your staff behave on the server. Address
may strive to include people from different
concerns about their attitude honestly and give
backgrounds in its roster of moderators,
them a chance to correct it if needed. Be certain
the founders of a server are often a group of
that a hobby does not become a burden and allow
friends. If these founders do not endeavor
your moderators to take pauses to decompress.
to diversify their crew as their community
A healthy approach to these roles ensures that
grows, blind spots are bound to remain
the entirety of a community’s staff is ready and
unchallenged.
present enough to answer user questions, be they
mechanical or relating to server etiquette.
What staff might not catch, or not handle
properly, will almost always be noticed by
For example, in Seattle by Night an official
an affected or more attentive party. And the
“Torpor” role for Storytellers and moderators
larger the player base, the more likely it is
came with considerable technical advantages.
that there will be an affected party.
Players knew that the staff member in question
is off-duty and the moderator was not pinged by
It is therefore important to provide methods
role mentions. Organization chat for Storytellers
to report worries and offenses that maintain
will also be invisible to those in Torpor, though
privacy or a semblance of anonymity, rather
their moderation privileges will not be removed
than forcing users to air their issues in a
entirely.

244
public channel or board, where stressful and shapes expectations for the stories of its
antagonistic discussions are bound to happen. characters, and your potential users will be
Privacy may be achieved via e-mails, or bot able to gauge whether this is a kind of story
systems that open private channels where a user they would like to tell with you.
may talk directly and solely with staff.
For example, Seattle by Night’s chronicle tenets
For example, at Seattle by Night the use of a bot have gone through a few more or less subtle
not only allows users to open a private channel, changes. When a tenet about intentional
but also permits the changing of settings so and unintentional Masquerade breaches was
that only certain members of staff will be able included, it was the Storytellers’ response to
to see its contents. This way, any concern can be a lack of care for the first Tradition of the
escalated between moderation groups, all the way Camarilla among characters. This addition
to limiting access to the sole administrator. This brought into sharp focus how this behavior
facilitates communication, even if a player has needed to be redressed for the safety of the
issues with other members of staff. domain. When we realized that stains for
accidental breaches were no longer viable for
What community rules cover in theory is then entertaining stories, the tenet was carefully
enacted in practice, without ever excluding the edited and, with order brought back to the
possibility of a corrective action even against city, eventually removed as obsolete.
a member of the moderation team and always
keeping in mind how the team can mediate
between affected individuals. Take any such Initiatives
occasions as an opportunity to grow, both
personally and as a community. You have got your community all set up, you
have your Storytellers and moderators, and
Can broad guidelines be applied to active play? even a solid group of players. Now it is time
to diversify their play experience beyond their
This is a question best answered by one of the core day-to-day interactions.
mechanics of the Vampire tabletop roleplaying
game: chronicle tenets. Even though communities Since the majority of roleplay on servers
with such a large player base may often lack the is built by players interacting with one
direct oversight that a small group’s dedicated another, drawing the focus on interpersonal
Storyteller benefits from, the use of chronicle relationships and, often–on introspection–
tenets will shape the game of every single user. one of your best bets to provide something
A server that declares “Uphold the Masquerade” special and unique for them is building short
as one of its tenets will offer a very different term chronicles, or “campaigns”, that have the
experience from one that upholds “Do not harm direct oversight of a Storyteller. These will be
the innocent”. structured with specific goals and potential
outcomes in mind, matching more closely
Of course, what is feigned and allowed in play can how a small tabletop chronicle would play out
be drastically different from what is permitted and, perhaps even more importantly, allowing
between users. Nonetheless, a chronicle that does players and their characters to leave a more
not give stains for acts of murder and torture

245
consistent and relevant impact on the metaplot of themselves at risk for the Camarilla—a good
the server. occasion for player characters to interact
with important pillars of the city.
The overarching plot of your community may be
built upon through these campaigns and will also Both small campaigns and server-wide plots
give a sense of narrative cohesion to your shared that affect the wider narrative require the
world. Storyteller’s full attention. They are often
rewarding but charged roleplaying sessions.
For example, Seattle by Night has benefited from To unwind, organize instead easy events,
the many prompts Vampire: The Masquerade gives intended for meetings, conversations, and
that may be used to affect an entire domain building new connections.
and bring action to the characters’ doorsteps.
The server’s first large story was all about a At Seattle by Night, the server organizes
Masquerade-breaching group of thin-bloods who similar events on special occasions: the
used the Second Inquisition to attack Camarilla community’s anniversary, for example, or
locations and institutions. The following blood two weeks of low-effort gatherings during
hunt led to many weeks of intense roleplay. More winter vacations, all the way through new
recently, a shortage of blood provided by the year, when daily gatherings and obligations
Circulatory System in Seattle–capital of the blood tend to minimize activity both for our staff
trade–encouraged characters to group together and our players. Tradition calls for a ball the
and investigate how and why transport vans were first week, with a gifts raffle, and wintery
attacked, so as to restore the comfortable “blood activities like ice skating the second week.
on tap” available at Elysium. Afterwards, the Both times, Hunger-slaking drinks are on
Prince often called court, updating the domain offer.
and asking for action, or thanking those who put

246
GUIDELINES FOR STORYTELLERS
A concept borrowed from the tabletop merges maintaining an action-outcome logic and
roleplaying version of Vampire: The Masquerade, crafting roleplay that enriches the experience
the Storyteller is someone who narrates the for the player. Often, interpreting a character
world and the consequences of actions for player in distress can be an opportunity to flex one’s
characters writing muscles: the Storyteller’s work is also to
ensure that the opportunity is not understood as
The Team and Its Approach a stressful punishment by the players.

The larger the player base, the more difficult it Transparency with mechanics and decisions is
will be for Storytellers to actively follow every often key, and so is the tone with which results
scene as it is happening, and the more arduous it and consequences are delivered. Do not talk
is to create ad hoc stories without disrupting or down to your players if they make mistakes or
contradicting what has already been established ask for their next actions as if you are delivering
elsewhere in the server’s history. Their orders.
availability further decreases if Storytellers are
also players who write their own characters— There are more chances to achieve balance if
and, although staff members who are dedicated the team is used to giving each other input, so
solely to Storytelling may put greater focus on that too harsh or lenient approaches are evened
that activity, often enough people who are newly out. Asking a second Storyteller for input
brought into the role were first evaluated as minimizes the possibility of unfairness and
active players and remain so afterwards. contradicting decisions, especially when the rules
allow for personal flair and more or less strict
Outside the scope of campaigns, then, the format interpretation. Instead, it is better to answer a
of a large community calls for a team, which in player with a group-approved approach than
turn calls for cohesion of approach. with a single person’s opinion that might have to
be overruled afterwards, disrupting play.
Recruiting members to the role of Storyteller
may be done via server-wide open calls or by Here’s an example from Seattle by Night: the
approaching trusted members. Whichever the practicalities of the Storytellers’ team day-to-day
preferred method, it is important that you brief activities pass through a channel aptly named
them on your expectations for them, as someone #ask-the-st, where players may fill out a form
who will shape the game for others. It is and send in requests pertaining to their scenes.
recommended that this briefing and guidelines Does a user want to obtain a new Merit, or a level
are easily accessible for reference. from a Loresheet? Did a dice roll result in a messy
critical in a crowded area? Are two characters
And what is expected of them? Is a Storyteller engaging in a conflict and unsure about what to
handing out consequences, or are they helping roll? All questions of this type are submitted to
the story along? Especially when a player acts in the channel and timely discussed by the team in
a way that is detrimental to their character, the appropriate threads before offering a ruling or a
line may be blurred. Striking a balance ideally way forward.

247
In the online communities that use the full
Fair Vampire: The Masquerade tabletop rules, where
players will often interact with each other
“Fairness” is difficult to define in the realm of
without direct oversight, some things do not
roleplaying. Seattle by Night applies a principle
work or need extra steps to be used appropriately.
of equity whenever possible—a new and less
experienced player will be afforded more
One example is Predator Type standard pools
leniency the first time the character missteps.
(core Vampire: The Masquerade rulebook p. 307).
For example, a vampire who breached the
The Predator pool for Farmer is Composure +
Masquerade via phone might well be flagged
Animal Ken. A player may suggest that their
down by agents of the Second Inquisition. Will
character would instead lay traps around and
this put the character on the path to gaining the
let them do the work, then return later, and the
Known Blankbody flaw, or even to final death?
Storyteller may choose to roll with it and give
If the vampire is a recidivist or should know
an alternate pool, perhaps Dexterity + Survival.
better, implying that the player has been warned
This standard sort of exchange between player
before about the dangers of breaches through
and Storyteller may become quite a burden
technology, or was caught before, perhaps so.
when, instead of a single Farmer, you are dealing
with fifteen of them.
If this is barely the first week of play for a
new arrival, it is more likely that they will
Your team should then choose whether to limit
only receive a warning from the Storytellers,
Predator pools to what the rulebook offers,
and perhaps a helpful Nosferatu from the
handle each hunt individually, or adapt the
Camarilla will scrub the internet of any traces
mechanics, either by downplaying the aspect of
of their mistake—this one time. It is “fairer”,
Hunger on the server (which will make hunts
on occasion, to be charitable with a player
less frequent and pressing) or by expanding the
and account for inexperience, foregoing more
number and type of standard Predator pools
realistic consequences.
available to players (which will significantly
lessen the need of oversight while maintaining
Adapting Mechanics flexibility).

If you are using the mechanics of tabletop Here’s an example from Seattle by Night: how
Vampire for your online roleplay, are there some can Lasombra and Hecata raise the discipline of
among them that do not work when your “table” Oblivion if the Vampire core rulebook chart on
is dozens of people rather than only the four or page 228 that assigns numbers to temperaments
five of typical face-to-face roleplay? and Resonances does not account for blood
empty of Resonance and the vampire cannot (or
Unsurprisingly, the answer is “yes”. Even though does not want to) drink from corpses or blood
online written roleplay does not suffer from bags? It soon became apparent that Storytellers
the visual restrictions of LARPing (you can on the server could not engineer a new ad-hoc
absolutely control a swarm of rats, unlike in real scene every time a character seeking to buy dots
life), limitations and contingencies will become in these disciplines needed to find the correct
apparent the more paths are explored by players Resonance. So, Seattle by Night adapted the
and brought to your staff’s attention. randomized roll chart to include Oblivion. At
Seattle by Night, a d10 that lands on a one for

248
its temperament roll no longer results in a mere Documentation
negligible resonance; rather, the vampire is lucky
enough to have found someone whose blood’s The creation of up-to-date documentation
humor is so flat to be empty, detached, perfect collecting rulings, common rolls, previous
to feed the needs of the Abyss. This fulfilled our decisions and adapted mechanics is of great
player’s requests for a more streamlined method importance when Storytellers must work in
and kept a low incidence of this rare non- a group and account for previous decisions to
Resonance. maintain fairness in their rulings.

Keeping things exceptional is another difficulty Making extensive use of shared spaces such as
of big environments such as an online roleplay online storage, easily accessible by everyone
community. What should be so rare that only in the team, helps everyone in the long run.
one or two characters, playing or otherwise, Any Storyteller-controlled characters and
should have access to it or even know of its antagonists may be fully developed, and their
existence, cannot logically be present on several sheets saved for later use. Extended tests to
sheets at once. Applying a first-come-first- gain merits or purchase new dots in skills
served principle, however, would penalize new may be listed, tweaked, and used again when
players and diminish their options; once again, players make similar queries. Factions in play,
then, these mechanics must be adapted and, at be it Camarilla and Anarchs or factions within
times, even banned from play. the Camarilla, will have fluid relationships,
changed and rebalanced by characters’ actions: a
Some of the more peculiar, exceptional, and document to keep track of this history will help
certainly exciting things the 5th Edition has to with plot consistency.
offer are Loresheets. The process of combing
through every merit from every Loresheet Save any text that is copy-pasted often such as
to decide what can be permitted, what must welcome and introduction messages, common
be adapted or restricted, and what must be policies and storytelling notes, the setup for
prohibited is a heavy and meticulous task, but recurring events such as Camarilla court
it’s only alternative is to exclude these merits settings and rules, templates for submissions,
from play altogether. and guidelines. Bringing in any new members
will be simpler if you bring them up to date with
A good rule of thumb is asking how realistic it existing material.
would be for more than one vampire to have
access to a merit—such as a vial of the blood of There are several methods to save information
Zapathasura—and whether the entire Loresheet and character sheets. Seattle by Night uses a shared
is linked to distant locations that cannot be online drive account, where all documents,
adapted to a new setting. Be cautious and judge sheets, and other miscellanea are stored in neat
your staff’s availability also when handling folders, where each update is recorded by the
Loresheets that call for the intervention of or revision history. Any rulings and interactions
direct interaction with a famous Kindred as with players that happen directly on server in
they always require additional focused attention private channels are logged by our bots in .txt
from Storytellers. files that the staff may download, search for in a
designated channel, and reference at a later date.

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GUIDELINES FOR PLAYERS
How do you play in an online Vampire game, have fun and keep things respectful with other players?

Consent and Etiquette


There are unique ways in which consent can be punch might think that
explored and managed in large online settings. it would be exciting if
When a scene is not overseen by a Storyteller, it landed.
players must personally establish their own
lines of comfort and those of their partners. In these situations, a
Likewise, Storytellers must be able to oversee player can always
the development of a scene so that they may choose to lose
intervene when needed. a roll, to let the
other character
It is crucial for online communities to have at catch the lie, or
least one public channel that is intended for take that punch. This
roleplay coordination. The public nature of negotiation can
scene organizing prevents ambiguity should any greatly enhance your fun
conflicts arise: having negotiations on record and help with leading
avoids a large part of “but-they-said” confusion the story where you are
or intentional misdirection and lessens the envisioning it; the
chances of coercive convincing or manipulative perception of collaborative storytelling
strong-arming of consent. This is particularly between two people will also help with feelings
important for new players, who may be swept of having “lost” or “won” a conflict, replacing
into an environment they aren’t yet equipped to them with satisfaction over a rewarding scene.
navigate properly.
This, of course, does not always happen,
The conventions of Nordic Larp are useful especially if the player’s goals heavily differ and
for players even on servers and other online rolls become necessary. In an unmediated scene,
communities. It isn’t uncommon for players to players always ought to state what they are
“plan” a scene in broad strokes, especially when trying to achieve, state their pools, and agree on
they aim to hit specific narrative notes. Doing so what happens if either character loses.
in writing rather than in person does not make
it any less emotionally intense, even though it Other courtesies of communication are
certainly is less physically taxing. To reach the necessary due to the peculiarity of the writing
maximum fulfillment of dramatic potential, you medium. A common term in online roleplay
may want your partner’s character to understand communities is “metagaming”. Metagaming
that your vampire is lying; or perhaps you would occurs when a character acts as if they were
like your vampire to take a punch despite their aware of thoughts, hidden occurrences, or
dodging—or, conversely, the one throwing the intentions that they are not privy to. A vampire

250
who behaves suspiciously around another play the scene out without excessively disturbing
because the player knows that their character’s plans for the court setting. As the second player
buddy is a traitor is metagaming—acting on confirms she is happy with letting actions and
their player knowledge of the game beyond the reactions proceed naturally, without planning
character’s perceptions. for them beforehand, more involved emotions
can be brought into the writing and enjoyed by
In games where all actions are on record and, the players despite the tense situation. Seattle
depending on the style of play, the writing by Night also requires players to always warn in
out of thoughts and emotions is allowed, this advance if, for example, a vampire is about to
can become more of a problem than in voice sell information about another character, so that
games, where instead the scope of knowledge no player is blindsided by sudden betrayals.
is often comparatively narrower. It is also the
responsibility of Storytellers to mediate such
instances, but politely pointing out to your Information Gathering
partner that their character would have no
awareness of a specific detail can help with However tempting it may be to enter the main
establishing a boundary. chat of an online roleplaying community and
ask how to start roleplaying, more often than
Asking beforehand when about to describe not servers and similar platforms will have step
or include in the scene something potentially by step guides that will lead you through the
upsetting (such as body horror, cockroaches, process of becoming an active player.
terminal illnesses, just to name a couple) is
also good etiquette. A large player base often Begin from server information, then follow
prevents implementing consent methods such introductory channels and resources as they are
as fillable forms on a large scale—this means presented to you. If the community’s design is
that anything not expressly against community intuitive, channels and links will be arranged
rules or chronicle tenets may be considered in decreasing order of importance: seek out
fair game. But no two players are equal in instructions on how to create and submit a
their levels of comfort with specific and varied character and ask for a pointer if you cannot see
topics. Opting in with questions is preferable them. If community channels and pages have
to editing an upsetting post after the fact, and pinned messages or descriptions, make sure to
creating an environment where comfort lines read them for any additional information. Soon
may be altered even during a scene is of primary you will have an approved sheet and a setting to
importance. explore. During the approval process, there will
often be a window to ask questions directly to
Here is an example from Seattle by Night: rolling the staff: make use of this opportunity to clear
a Bestial failure just before a character must any doubts about the next steps.
participate in a packed meeting at court could
disrupt plans, especially when the Compulsion For example, in Seattle by Night in addition to
involved is dominance. A quick chat between a welcome message with pointers that every
the two players in the #rp-coordination channel new player receives when their character is
first established expectations for the behavior of approved for play, the #v5-mechanics-questions
one of the two characters and laid out options to and #roleplay-advice channels exist to solve and

251
clarify problems any players, new and old, may encounter. The server has rules on gathering
your own knowledge, so that players will enter scenes with as much awareness of rules and
circumstances as possible—when in doubt, however, channels of this sort exist to dispel
ambiguities and offer quick answers.

Furthermore, a newly introduced feature on the server is an additional role


that players may pick for themselves that represents their level of knowledge
of 5th Edition rules. From fledgling to elder, picking these tiers helps the
Storytellers with determining how well-versed any given player is in the
technicalities of the game’s mechanics. Knowing how comfortable a player is
with the system determines how many warnings, and of what kind, a Storyteller
ought to give about any declared course of action. In absence of such roles as a guide,
only clear communication can help clarify your familiarity with the rules.

Asking for guidance from Storytellers before undertaking any actions is often vital
to ensure that what you’re doing is in line both with the game’s rules and with your
specific community’s expectations and guidelines. If there is a format to ask for
approval, follow it. If not, the more information is offered upfront, the better it is
for the Storytelling team. Never hide your plans from those who are meant to guide
your character through the story: if you do not trust them to fulfill their role, it will
be doubly difficult for them to judge a plotline and help it along.

Finally, more often than not the answer to a question is in the books. If it’s hard to find, check
whether your community has F.A.Q. or a document with summaries of the mechanics

Beginning Play
Once a character sheet is approved, everything that is left to do is start playing. For users unfamiliar
with a community’s format, it is advisable to first check how other people do it, banal as it may sound.
Open a channel where an active scene is ongoing and read.

Each community has conventions and lingo, which will presumably be explained in their guides, but
seeing these conventions in action can always clear doubts for the more practically-minded.

Seattle by Night uses headers, a short string of text that each player must place at the top of their
character posts. Headers mark the character’s name, a feature that is particularly useful for players who
write more than one, then the specific location within the channel, such as [Downtown, Atrium Dance
Floor], whether they are using Blush of Life, and crucially, they mark with “A” and “NA” whether the
character is available or not for interaction. This conveys at a glance whether a new player is welcome or
not to join an ongoing scene, and where exactly the scene itself is taking place. Then, the users involved
in the scene may be tagged in our coordination channels to ask how to best interact with their ongoing
roleplay.

252
If the community provides a board to search for writing partners, check out the posts and threads
already present before making one yourself. You may well find that someone else is already seeking for
the kind of plot you could offer.

The plots that are explorable in a sandbox setting have the advantage of great freedom and the
disadvantage of having to be conjured up by the players’ own minds, at least outside of the hooks
provided by Storytellers in campaigns and specific stories.

If your vampire can’t start out as the Prince’s personal Scourge, or can not claim to be the designated
cleaner of Masquerade breaches in town, focus instead on what is on your character sheet. Merits
and flaws are an excellent way to bring in complications to otherwise more linear scenes. Does your
character have a stalker? Are they infamous with the police? Do they have a Loresheet, and are trying
to buy a new level? Are they a cobbler? From these starting points, several stories can be built. Perhaps
another vampire needs a mask, or is just the right person to seek when trying to lie low. Negotiate these
opportunities with boons, discuss how a favor could be repaid in the future, or point to a third party
who has exactly the skill that will save the night.

Soon, a web of interactions between characters will naturally grow and link vampires to other vampires.
The kind of relationship map that a small table builds at the start of a chronicle is virtually transferred to
a number of player characters, each with their own goals and ambitions; the actions of some will ripple
through the map and generate more play for fellow users, all without, for example, inconveniencing
important Camarilla authorities. In other words, lean into the personal aspect of horror. And if the
authorities are inconvenienced and the Storytellers step in, take the opportunity to add a thread of
outside influence to your plots.

Creating characters with an outwards focus, or reasons to interact with the world around them, gives
therefore an advantage. Generating stories yourself, which you don’t necessarily have to do in play
contexts where the Storyteller engineers ways for a character, even a loner, to be dragged into the plot,
necessitates an outward push that must come from the character. This doesn’t mean that you can’t play
a loner: even a vampire that seeks solitude by design might feel in danger and wish to find trustworthy
coterie candidates.

The main delight of online communities, the same as in LARP, is often that the plurality of players and
characters lends liveliness and dynamism to the setting. The exchange of ideas and possibilities often
responds better to a proactive approach—but the scope of a server may be intimidating.

Seattle by Night, in addition to greeting newly approved characters in the main chat, has introduced clan
channels for inter-clan organization, where group meetings may be arranged with a Primogen. These
channels also provide an easy point of commonality between any two characters, and a smaller space of
coordination, encouraging new users to get started with easy directions.

253
KICKSTARTER BACKERS

A Godat Allison Campbell Arcanus Wolf


Aaron Gomez Alratan Archbishop James
Aaron Mouritsen Alysa Brice Arielle Cormier
Abby Estes Alzuule Arienna
Adam Grant AmeliaChn Arkady “Wolf” Volkov
Adam Malkmus Andara Shadowfang Aron Hoskins
Adam Rivas Andrea Beduschi Artemio Astolfo Antonacci Magno
Adam Tomplait Andrea Brock Arthur of the Rose
Adam. H. Andreas Öggesjö Aubrey Richardson
Adenak Raven Andrew Cummings Avery Corvus
Adrian Ward Andrew Sayman Avgvst
Adriano Nudo Andrew Wilson Azrael Von Braunschweig
Agnieszka Rogowska & ya Warsaw by Andy - Midian Gaming B.B. Hale
Night Angel d’Argy BA Flowers
Ahrimus of Jericho Angel Sorayama Becca Marshall
Aira Vehaskari Annie Blitzen Ben Haedrich
Alaina Almeida Ann-Kathrine M Ben Parrish
Alek Anole Ben W.
Alex Cresswell Anth Benjamin Claybruke
Alex Thomson Anthony Howe Berber Wierda
Alexander Octavian LeMont Anthony N. Bert “SilentBob” Sanders
Alexander Ward Antoine Boivin Bill Imber
AlexanderTF Antonio Di Luca Billy Littlepage
Alexandra Frund Clinton Apostolis Dousias Bjarke Pedersen
Alfisol April & Jack Björn Butzen

254
Björn-Ole Kamm Cian McCarron Dorian Mae
Blayke Strae Civyl Lovey Doug Laflin
Bob Claire A. Malette Dove “Sun-Seed’s Sword”
Bob Monkman Clayton Gaughran Dr. Reinhardt
Bob Ooton Cliff Stornel Dr. Ryan Blackstock
Bob the Tzimisce Cody Shadley Drake White
Brad Pasmeny Corrigan E. Cassidy Drakenova
Brandon Daniels Cory “Rook” Williamsen DrkDruidProductions
Brandon Landin Cosmogonies Dustin “Ratking85” Varrel
Brianne Markovic Court of Moravia Ed “Finan” Schmalz
Brittany Schoen Craig Anderson Edouard Contesse
Bryan A. Ellis Craig Wrenn Eduardo Ambrosio
Bryan Ballard Criss Walker Edwin Wessels
Bryan Himebaugh Crüjen A Geist Eeyore Page
Bryan Jonker Curty volk Eidolon
Bryan Lee Briggs D. E. Wright El Sobrino
Bumbalachacha Stan Dacar Aria Arundottir Elaine de Mor
C. Hulvey Dakota Poore Elektra Diakolambrianou
Callum Turner Damiano Solletico Eli Irvin
Camarilla Italia Damon Edwards Eli Ramsey
Carey Clevenger Dan Hughes Elke Norman
Carlos Ovalle Dan Rowland Ellijah Burgos
Carolyn Penelope Knowles Dane Carll Jr Elmer Gilbert
Casey Corbin Daniel “Illuminos” Persson Elon G
Cassiopeia Eagle Daniel Atson (Storyteller) Elyn Fritz-Waters
Cassius Kennedy Daniel Fresco Elzo Tovani Benza
Cathi Gertz Daniel Ley Emma Singer
Cattaveria Salvatore Daniel M. Stelzer Eric
Chad Jacobs Daniel Peterson Eric “Vinshalya” Schuler
Charles and Ashley Oliver Daniel Tan Eric Charette
Charles Bacon Danny Roullier Eric Hadley
Charles MageST Campbell Dave “Victor Thorns” Desgagnes Eric Mattson
Charles Wheaton Dave P. as Hoturi Masaki Escapistportraits
Charlotte Svolos Dave Valcourt Eternal Dream Productions Troupe
Chell R David Ashby Etienne d’Espinasse
Chipotlechris David Fuller Evie Kay
Chrifu Bernal David McInteer Eve
Chris “Glacialis” Brinkley David Ongley @evilzug
Chris (UnemployedWriter) David Peters Fae Wilde
Chris ‘eChryxius’ Wai David Petro Fatebender
Chris King David Romako Father Krump
Chris Murphy David Schwartz Felipe Eduardo
Chris Sauter Deena Whelan Felix Vincent
Chris Williams Dennis A Appell Finch
Christine Lutes Derek Guder Flavio Kendi Hiasa
Christopher Bishop Devillok Florian Enaud de la Matelotte
Christopher Campione Dimitri Vladescu Flux
Christopher Michael O’Neill DJI Forbathian & Palies
Christopher R. Wain Dmitry Aveliate Frankie Mundens
Christopher Rowe Dmytro M.A.G. Kustov Fransz Murphy
Christopher T Gibbs Don Diego Santiago Cabrera Delarosa Frédéri “Volk Kommissar Friedrich”
Christopher Wolverton Blackthorne POCHARD
Chuck Poppell Donnie Baker Frederik Symons

255
Gabe and Lexi Villagomez Jacob Tessendorf Jon Munger
Gadesc Jake Nugent Jon Pam
Galcian of Seattle by Night James Andrews Jonathan Feeney
Gandalf the Wookie James Foster Jonathan Patterson (The White Knight)
Gareth Owings James Walther Jonathan S
Garett Kopczynski Jason “Crash” Morton Joonas Iivonen
Garth Westphal Jason Brown Jordan McCain
Gaza El-Diablo Jason Goldsmith José Fabregat
Genghis Pawn Jason M. Joseph Moon
George Dolby Jason Smith Josh Bewley
George Mavroidis Jason White Josh from Tabletop Journeys
Georgii Perepechko Jay (Salvitus) Wright Joshua Burrus
Gideon “Gids” Hawthorne Jay Haller JP Nilson
Giovanni ‘Gio’ Hernandez Jay Page Jukka Särkijär
Giuseppe “Giude” De Lellis Jazz Tattersall Julia Madrigal
Glasgow By Night JD Dos Passos Juse
Glen “Dr. North” Anglin-Ingersoll Jeanne Batiste-LaFayette Justin “Juice” Staley
Grace Black Jeanne I. Justin Pulsipher
Grash Uriza Jeff Szappan Kaalia Raine
Graspiloot Jeffrey Osthoff Kaera Elaina Orphanatropos
Greg Berry Jeffrey Polly Kai Schiefer
Gregory Eburn Jen Kuiper Kallen C
Grymm Jennifer Fuss Kalvelis
Gumborrah Jennifer Fuss Kamo
Gustavo “Brujah” Mattioni Jer DuBois Kari Kvittingen Djukastein
H MacKiernan Jeremy Cottrell Kat Smith
Hao Zhang Jeremy Miller Katie Staton
Heather “Not-A-Seeker Seeker” Bryson Jerome DeFelippo Ken
Heather Minerva Harte Jesse Gennrich Ken Kimbrough
HeftyYeti Jessica Totten Ken Pickering
Heinrich Krebs Jesus Alberto Barrios Lopez Ken T.
Helen B. Jim Flood Kevin Corrie
Henri Jim Glass Kevin Cyr
Henrik Sturesson Jimmi Brown Kevin P. Harris
Hraefn cz Jimmy Reckitt Kevin Thomas Schluter
Hugh Montgomerie JJ Seeley Kevin Zernel
HunteRose Joachim Mander Kim Hosmer
hyppolite Delacourt Joacim Hedin Kimberly Morris
Ian Rugg Joe Burgos & the Vampire Wednesday’s Kisaki & Kravenov
Ian Smith Troupe Kit McManus
Ian Stickles Joe Edge Kit Wickliff
ianLovecraft Joe McNamara KJninja
Ibon Presno Joel MacMahon Klil H. Neori
Ice & Dice Joel-Herustari Underwood Kniqui Hackborn
Idleknight John B. Kość w Eterze
Illara Sunsurn John Ingram Krinnson
Inshara Rafastio John Long KrisP
Iris Rohrh John M. Osborne Kunekunos
Isara John Thomas Kuromaru
Ivo Goudzwaard John Vikør Green, og kattene Sin og Kyle “Vortex” Chapman
J. R. Foster Sofia Kyle Clement
Jacob Bieber John Wells Kyle Luhrsen
Jacob Giovanni John-Paul Diamond Lady Jessica Lilith Darke

256
Lance Larsen Matthias Hofmann Octavian Düm
Lauren Black Matthieu de la Loire Orangebringer
Laurent Wandrebeck Maurizio de Galleani Darkness Ascending: Orlando by Night
Lawrence Cicchetti Max Metzger Oskar “Swedelicious” Mattsson
LeAnn ‘Ellyham’ LaFollette Mazi Melton Owen Alea
Leo Giannoni MB Owen Parsons
Leon Yarwood Megan Dunn OyToy
Leonard Helding Meghan Kuschner Paige ‘Morgue’ Yarrow-Ballinger
Lew Pearce Meghan Mattsson McGinnis Pamela McKinley
Lex Blackthorn Methodius of Macedon Patrick Cossel (307 RPG)
Liam Keptner Micah Hadd Paul Evangelista
Lily Armadou Michael “Milan Mechislav” Brosens Paul Grayson
Lindsey Morse Michael A. Kvam Paul Vlasta
Liselle Awwal Michael Curtis Pericuolo Narr
Liz Clark Michael D. Smith Pete H
Lord Crossbower Michael Day Peter C
LTC Sir Glennwood Justis, Knight of Michael Hawkins Peter Hag
the Blood Michael Kanaris Peter ‘Malkira’ Lennox
Luc Teunen Michael Nason Petri Wessman
Lucas L. Michael Neal Phil Louch
Lucian “Spike” Zantosa Michael Walsh Ventrue1399 Philip W Rogers Jr
Lucian Shadow Scomparsa Michele Tani “Bless” Philippe Molosse Bernatchez
Luke M Mike & Brian Goubeaux Phillip Bailey
Luna Lapine Mike Bosma Pierre Toutain
Lunar Mike Brereton Pip Padden
M. Alan Thomas II Mike Longley Porl Bowdler
Maarten Geirnaert Mikel Ryskiewicz PotentialRain
Magikarp Mirko Schroeder Prince Alianna, Elder of Clan
Magpie Mister Lococco Toreador, Childe of Prince Villon
Manfredi Mangano, Serena Fioretti, Mitsuki/Ilka Prince Lucretia Wright
Giulia Cursi Mlovessxw Quentin A
Marcus Taylor Monty Montgomery Quilliec Thomas
Margaret J Hauck Mord4k R. Herzog
Marinda More local games Raimar Lill
Mario Kellert Morgan Duty “Magnus Cross” Ralph Lacy
Mark “Thunderhowl” Brunsdon Myrtle C. Wells Randall Crawford
Mark Cockerham Nadja Mozdzen Rantimus
Mark Duske Natasha Drake Raven Aviral
Mark Scheid Nathan Kiser Raymond Sweetsir
Mark White Natty Struble Rayni McCollum
Martin B. Wagner Nawguthion Rebecca Catan
Mary Doolittle Neal Blooflat Red
Masud “Maz” Mendez Nederby Renato Gonzalez de Medeiros Junior
Mateusz “Maeliraeth” Rusin Nels von Ralho Renatus “Wren” Ausper
Mathieu Dazé NephthysNile Renee Ritchie
Matthew Carroll Nicholas Chan Rev. Phillip Malerich
Matthew Costa Nicholas Fortugno RexCelestis
Matthew Jones Nicholas Macula Richard Chilton, UEL
Matthew Lynn Nick Julius Richard Steele
Matthew Priestley Nicolas “Dak” Brouet Rick Gower
Matthew Sanderson Nicolas Villatte Riley
Matthew Sharp Nonna Emilia Rioxis “Rocky” Sardonis.
Matthew Wasiak NtsDK

257
Rob & Whitney - 10 Year Anniversary - Simon Hall Tomás Ribeiro
Met at LARP Šimon Kravár Tome Wilson
Rob and Sabrena Hambright Simon Legault Tommie Boatwright
Rob Brockway Skylar Nazar Tommy Johansson
Rob Nunley Snays Tommy Svensson
Robert “Luca” tuc SOL Torge Schepers
Robert Eichler Solene Balezeaux (and his family) Travis Alvarez
Robert L Villafane Solitude Travis Hartland
Robert Recckia Soren A. Hjorth Trent Schulze
Robyn Hackett Stacey “Rie” Marie Trevor J.J. Sherman
Rocco Marando Steals-the-sun Tuula Vilva
Roger Beam / NA / Jochei Stephen “Eddington” Near Ty Storie
Romain Moreau Stephen Whitehead Tyler Bryan
Roman Lanzarotta Steve Stroud Tyler Nafe
Rory Hughes Steven Collins Tyler Rose
Ross Thomas Steven Doyle Tyne Arnold
Ryan of Toronto Steven Splint Vacantfanatic
Ryan Omega Stryk Redkite Valerie Palmowski
Sage Blackwood Stuart Davies AKA Ebonblade Vedic St. Claire
Sam Damon Suvi Korhonen Velvet Alicia Lilith~Victoria Azshara
Samuel Harverton Sven Raabe Divine
San Antonio Yellowstone bani Tremere SwiftOne Veri
Sanpat Suvarnadat T Hansen Victor Inominae
Scarlett Letter T.C. Moore Victoria Donovan
Scott “Oz” Milner Talita Amaral, “Setheus” Ville Uusivuori
Scott Braem Tamara Persephone Johanna MacIntyre Vincent Sharma
Scott Kuban (Auburnt_Amaranth) Vitas Varnas
Scott McIntosh Tc Vivianne Violette
Sean McKay Teagle W. Steven Carroll
Sebastian Tremmel Ted Ludemann Wat3rm0le
Sébastien Côté Teemu Salminen Wayne Hintergardt
Sébastien Mary Teranz Weaver
Selena Victoria Knight Terrence Patrick TERENTIUS Joseph Vekah & Wesley McKeown
Serafina Kunert Micheau William “Jack” Gallagher
Seth C. Polansky, Esq. Terry E Roberts William O’Berry
Seth Taggart Thai Nosferatu William Springer
Shane “Marcus Alistair” Sylvia Thanius William Verheyden
Shane Stimson The Vampire Interpreter Wiz
Shawn “Sutekh” Glass The Virraszstò Xamiel “Xile” Markov
Shawn D. Ulmer, PC-Dorian LeBois Thiago Ribeiro Xavier Aubuchon-Mendoza
Shea Anderson Thunaree Xzay
Sheldon Wales Tiffany Korta Yuri Capadócio
Shimon Klein Tim & Mitzi Gousie Yuria The Witch
Shoshana Kessock Tim Chanting Z Going
Shun & Zami Tim Ryan Zachary DeFoor
SIGIFREDO ALANIS Timothy “Redwulfe” Adams Zachary Thomas Tyler, Ashirra Gangrel
Silja S Timothy Brachtel Zebediah Walker
Simon “The Vampyre” Blackbourne Timothy Snyder Zoly
Simon Dietsch Tinker Tales Studios

258
INDEX
0 - 260 Chapter Nine 122 Fair 248
Chapter One 4 Fakes and Frauds 117
360 222 Chapter Seven 102 Fate 229
Chapter Six 91 For the Love of Cruelty 96
A Chapter Sixteen 241
Chapter Ten 147 G
A Bloody, Bloody Beat 42 Chapter Thirteen 188
about ghouls 110 Chapter Three 27 Gaining Trust 145
Acceptable and Unacceptable Boons 180 Chapter Twelve 175 Gang Boss 47
Actions 230 Chapter Two 11 Generating a LARP Concept 28
Adapting Mechanics 248 Characters 238 Getting Swatted 152
Affordance 223 Choosing Sides 162 Ghoul LARPs 112
After the LARP 208 Cities And Domains 6 Ghouls 102
Agency 223 Coercion 185 Give Up Everything 37
A House Full of Devils 122 Collaboration 233 Glittering Lights 211
Alibi 223 Collaborative LARP 217 Glorious Immortality 102
Anarchs 42 Collaborative Play 221 Grand Plans 184
An Embarrassment of Riches 10 Collaborative Vampire LARP 216 Groups and Engines 124
An Existential Threat 149 Collective Experiences 239 Guidelines for Players 250
Artists: 2 Concepts 220 Guidelines for Storytellers 247
Ashirra 113 Conflict 87
Ashirra Across the World 116 Conflicting Loyalties 163 H
Ashirra Characters 118 Consent and Etiquette 250
A Society of Blood 12 Contested Chronicle 60 Helsinki 82
At the Event 234 Contested Domains 59 House Alea 211
At The Fireside 32 Cover Art: 2 How to Make the Boon System Work 181
Creating Loresheets 210 How To Spend Boons 183
B Creating Play 192 How To Use Loresheets 209
Credits 2 Hunting and Drinking Blood 228
Backstabbers One And All 13
Bad Choices 165 D I
Basic Ideas 236
Before the LARP 208 Deadlines 238 Index 259
Beginning Play 252 Design 236,30,33,36,38,68 Information Gathering 251
Being the Prince 197 Design And Production 237 Initial Impressions 145
Be My Sin For The Evening 1 Designing for Praxis 195 Initiatives 245
Benedictions, Dedications, Developments 51,55,58,85 Interlude 90
and Appreciations 3 Dive Bar 34 Interlude: Boytoy 39
Berlin 50 Documentation 249 Interlude: Enough With the Filth 120
Beyond the War of Ages 63 Domain Design As LARP Design 86 Interlude: Notes From an Execution 64
Big Events 122 Domains in Confusion 98 Interlude: Siege Warfare 145
Big Ideas 123 Don’t Fuck With the Sabbat 90 Interlude: Storage 185
Bleed 221 During the Event or Afterwards? 185 International Influence 218
Blood Rave 138 During the LARP 208 Introduction 4
Boons 175
Boons and LARP 180 E K
Boons As Invitations 183
Boons As Status Symbols 184 Editors: 2 Keeper of the Heralds 213
Boons As Stories 184 Elite Enclave 201 Kickstarter backers 254
Breaking Down a City 62 Elysium 67 Kickstarting Interactions 242
Emergence 222 Kneel In Prayer 141
C Emissary 48
Enter a World of Blood 4 L
Camarilla 67 Envoys and “Envoys” 118
Changing of the Guard 198 Eternity 15 LARP and Larp 217
Chapter Eight 113 Example Domains 4 LARP Concept 30,33,35,38
Chapter Eleven 158 LARP Concept: The Trial 99
Chapter Fifteen 216 F LARP Concepts 98
Chapter Five 67 LARP RESOURSES 208
Chapter Four 42 Faction Breakdown 100 Layout Artist: 2
Chapter Fourteen 208 Failing to Fulfill a Boon 182 Less Among Equals 107

259
Locations 76 S The Stakes 161
Loresheets 209 The Stories 127,130,133,137,140,143,77
Sabbat 91 The Team and Its Approach 247
M Sabbat Characters 92 The Toolbox 225
Safe Swatting 153 The Tunnels 128
Magic Circle 221 Saturnalia 54 The Veneer of Sophistication 125
Making It Your Own 8 Second Inquisition 147 The Venue 126,130,132,136,139,142
Making Things Up 148 Secret Agendas 173 The War 158
Making Your Debut 14 Servants in a Palace of Blood 105 The War Leader 200
Models: 2 Server Safety 244 The Weight of History 115
Mr. Hellquist’s Shadow Cabal 213 Setup 101 The Workshop 231
Small Events 27 The World of Darkness 5
N Social Groups 88 Three Decades of the Dead 7
Special Thanks 3 Transparent vs Opaque 237
Nashville 56 Staff Presence and Behavior 243
New Orleans 53 Stories 80 U
Night to Night in the Anarchs 21 Strange Rules 69
Night to Night in the Camarilla 24 Subsequent Developments 146 Unclaimed 198
No Neutral Ground 160 Sweeper 48 Underneath 128
Nordic Larp Emerges 217 Swimming With the Sharks 29 Up-Or-Down 226
Nordic Larp Now 218 User Comfort 241
T
O V
Tactics 191
Online Roleplay 241 Tapped Out 235 Vampire: The Masquerade™ Creators: 3
Outcomes 101 Temporary Elysium 69 Vampire Culture 9
Outro: Dee’s Home Movies 202 The All Ghoul LARP 110 Vampire Society 11
Outside Perspectives 92 The Anarchs 169,193 Violence 226
The Baron 46
P The Basics 241 W
The Betrayal 79
Peace Talks 199 The Black Box 228 War As LARP 166
Permanent Elysiums 68 The Characters 126,130,133,136,139,142,173 War Is Hell 169
Photographers: 2 The Concept 125,129,132,136,139,142172 War Leader 49
Players And Organizers 5 The Domain 50,54,57,80,83 War of Ages 158
Playing For Praxis 191 The Event 174 War of Ages Table of Contents 4
Playing the Baron The Excitement of Diplomacy 171 Warsaw 74
(And Other Anarch Notables) 45 The Factions 75 What You’re Owed 176
Playing the Prince The Final Witness 117 What’s Cool? 167
(And Other Camarilla Officials) 70 The First and the Last 115 What’s Happening? 89
Play to lose 223 The Flower of Humanity 134 Where? 155
Population Breakdown 57 The Grand Pageant of Diplomacy 171 Where the Kindred Congregate 27
Praxis 188 The Heralds 73 Who? 154
Prevention 234 The Ideologue 49 Why? 156
Primogen 72 The Incident 145 Why Do The Anarchs Hate the Camarilla? 16
Principal Writer: 2 The Ingredients of a Raid 153 Why Do Those In The Camarilla
The Inquisition And LARP 150 Hate the Anarchs? 18
Q The Keeper of the Elysium 73 Winners And Losers 62
Themes 94 Writer of the Chapter
Quick and Easy 28 The Monologue Box 229 About Online Roleplay: 2
Quid Pro Quo 180 The Old Regime 215
The Ops Center 155 Y
R The Power and the Blood 131
The President 198 Your World of Blood 6
Really Really 225 The Prince 71
Recommendations 146 The Quad Cities 78
Refuge 119 There But For the Grace of God.... 97
Remembrance of the Ancients 114 The Role of the Prince 195
Repression 167 The Sabbat 91
Repression in the Name of Safety 95 The Sabbat LARP 96
Revolution 168 The Scourge 73
Rising Tempers 164 The Seneschal 71
Roles 88 The Sheriff 72
Rules and Structures 196 The Social Landscape 110
Runtime 239 The Spook Show 154

260
“Welcome to the War of Ages.
This is your war even if you never signed up for it.
Your elders are seeking to control you, toy with you, suppress
you; your only choice for dignity in unlife is to fight back.”

– Bian the Bloody, Brujah Anarch

Welcome to the night.

Damned by the ancient blood welling inside you,


you try to hold onto the last scraps of your humanity as you
sustain your degenerate unlife on the blood of mortals.

You are a vampire,


existing in secret among the ignorant horde of ordinary
people.

This is the role you embrace


when you join a Vampire: The Masquerade LARP and by
making that choice you become part of a global community
of Vampire LARP extending from the U.S. to Brazil, from
Turkey to Finland.

In this book you find:

~ Inspiration to create your own Vampire LARP


~ Concepts and framework for large & small LARP events
~ Guidance on the use of antagonists in LARP
~ Boons in LARP and to spend them
~ Tools for collaborative Nordic LARP style play
~ Guidelines for running a successful online LARP

ISBN: 978-0-9911312-7-3

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