Download as pdf or txt
Download as pdf or txt
You are on page 1of 86

Mohamad Kalim (Order #27325250)

Credits
By Night Studios Mind’s Eye Theatre: Vampire The
Partner, Lasombra, Creative Direction Masquerade Development Team
Shane “Panama” Defreest, who gave Elissa’s car
a proper name (and license plate holder). Jason Andrew, Developer

Partner, Brujah, Marketing  Kevin Millard, Developer


Elissa “Hashtag Brujah” Ayadi,
who hasn’t lost a frenzy test yet. Ree Soesbee, Developer

Partner, Ventrue, Operations & Development  Jennifer “Loopy” Smith, Editor


Jason “The Eldest Elder” Carl,
who Dominated the Neonates off his lawn.  Katrin Auch, Book Design

Partner, Silver Fang, Events  Authors


Ric “Roll” Connely, who is never gonna give Jason Andrew, David Bounds, Jason Carl, Martin Ericsson,
you up, never gonna let you down. Jess Heinig, Shoshana Kessock, Danielle Lauzon, Kevin
Millard, Jimmy Reckitt, Alex Rushing, Jen “Loopy” Smith,
Partner, Tremere, General Legal Counsel Ree Soesbee, and Peter Woodworth
Robert “Boy in Brazil” Ellis, for testing
the waters (and drinks).
Vampire: The Masquerade Creators:
Mark Rein•Hagen with Steven C. Brown, Tom Dowd,
Andrew Greenburg, Chris McDonough, Lisa Stevens,
Josh Timbrook, and Stewart Wieck

© 2014 CCP hf. All rights reserved. Reproduction without the written permission
of the publisher is expressly forbidden, except for the purposes of reviews, and for
blank character sheets, which may be reproduced for personal use only. White
Wolf, Vampire, World of Darkness, Vampire: the Masquerade, Mind’s Eye Theatre,
Mage: the Ascension, Werewolf: the Apocalypse, and Changeling: the Dreaming
are registered trademarks of CCP hf. All rights reserved. Storyteller System, and
Storytelling System are trademarks of CCP hf.

All rights reserved. All characters, names, places and text herein are copyrighted by
CCP hf.

CCP North America Inc. is a wholly owned subsidiary of CCP hf.

This book uses the supernatural for settings, characters and themes. All mystical and
supernatural elements are fiction and intended for entertainment purposes only. This
book contains mature content. Reader discretion is advised.

Check out White Wolf online at http://www.white-wolf.com/

Check out By Night Studios online at http://www.bynightstudios.com/

B Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


Table of Contents
Introduction by Jason Andrew and Jason Carl................................................................................................2

The Economy of Cool by Jason Andrew.........................................................................................................5

The Storyteller Toolbox by Ree Soesbee........................................................................................................11

Roleplaying by the Numbers by Kevin Millard..............................................................................................18

It’s Alive! Tips for Creating Dynamic NPCs by Jen “Loopy” Smith............................................................ 25

This Mortal Coil: Making More Out of Mortals in MET: Vampire The Masquerade by Jason Carl......... 32

The Dirty Secrets of Running Convention Games by David Bounds......................................................... 39

A Guide to Encouraging Community Building by Jess Heinig.....................................................................44

Proper Care & Feeding of the Undead by Peter Woodworth.......................................................................49

“Yes, and…” How to Improve Your Storytelling Through Application


of the Rules of Improv by Jimmy Reckitt.............................................................................................55

Monsters and Mayhem: How to Run Adult Content in Your World of


Darkness Game by Shoshana Kessock.................................................................................................62

Using Nordic LARP Techniques in MET: Vampire The Masquerade by Martin Ericsson..........................68

The World is a Stage: How to Stage Your World by Danielle Lauzon.........................................................75

Breathing Life Into a Clan by Alex Rushing.................................................................................................80

Storyteller Secrets 1

Mohamad Kalim (Order #27325250)


Introduction
By Jason Andrew and Jason Carl

A magician invites the audience to participate in a performance, organizing a chronicle, creating a setting, and developing plots
to speculate with their minds and to imagine in their hearts and scenarios. There is advice for tackling difficult subjects,
that perhaps, just perhaps, the magic is real and they’re lucky such as player agency, dealing with disruptive players, and
enough to catch a glimpse of it, brightening the mundane. creating an inclusive game.

Good Storytellers encourage their troupe to ignore what they But it is just the beginning.
know to be true—that everything is just a game—and to feel
the raw emotion of the moment and experience by proxy the It is said that a good magician never reveals his secrets. Once a
terror and delight of the World of Darkness. trick is revealed, it is forever robbed of its mystery, killing the
enjoyment of the performance. Of course, the sole exception
Mastery of this subtle art is a slow process born of tireless to this taboo is teaching the seekers who wish to become
work and experimentation, and it begins with Chapter magicians themselves.
Eight: Storytelling of Mind’s Eye Theatre: Vampire The
Masquerade. Reading through that chapter provides a solid Skilled Storytellers have much in common with magicians. They
educational foundation to help a new Storyteller begin a need to understand their audience and play with their perceptions
journey mastering storytelling. It provides guidelines for in order to fully immerse them into the story. Storytelling for

2 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


a LARP is doubly difficult, as the Storyteller must conquer the players behind a successful game and how to keep that
limitations of the fundamental laws of reality and, worse, dealing community happy and healthy.
with budget, time, and scale restrictions.
•
“Proper Care & Feeding of the Undead” by Peter
LARPing is a community-driven artform, and learning Woodworth reveals excellent roleplaying tricks that a
to storytell takes experience and mentoring within that Storyteller can utilize to help players feel immersed in the
community. It can be a daunting responsibility to weave an game.
immersive story for your friends, and rarely will it go exactly
as planned. Each session is a learning opportunity to advance • “‘Yes, and…’ How to Improve Your Storytelling Through
your skills and master your craft. By Night Studios can’t Application of the Rules of Improv” by Jimmy Reckitt
individually assist every Storyteller in the world, but we can details how a Storyteller can leverage improv techniques
pass along some advice and secrets of the trade. In these pages, to increase player agency and investment in the chronicle.
we reveal secrets and tricks from a wide berth of Storytellers.
• “Monsters And Mayhem: How to Run Adult Content
We have gathered essays from past and present Mind’s in Your World of Darkness Game” by Shoshana Kessock
Eye Theatre writers. We’ve included noted Storytellers discusses how a Storyteller can introduce sensitive and
of experience and unique perspectives from different adult topics into a chronicle while being respectful and
organizations. Each essay in this anthology represents a distinct aware of the community’s limits.
approach to storytelling that can help you make the best use of
your strengths and weaknesses as a Storyteller. • “Using Nordic LARP Techniques in MET: Vampire The
Masquerade” by Martin Ericson presents an alternative
• “The Economy of Cool” by Jason Andrew expands upon method of running games in the Nordic LARP style.
that eponymous theory and how it plays out in Mind’s
Eye Theatre: Vampire The Masquerade. This essay • “The World is a Stage: How to Stage Your World” by
focuses on the merits and flaws system and how it helps Danielle Lauzon showcases techniques that a chronicle
each character be special and unique. can use to improve a play space and heighten players’
immersion in the game.
• “The Storyteller Toolbox” by Ree Soesbee discusses useful
techniques that Storytellers can use to run a Vampire • “Breathing Life into a Clan” by Alex Rushing focuses
The Masquerade chronicle. on how a Storyteller can use individual clans’ source
material to create stories that delve deep into the history
• “Roleplaying by the Numbers” by Kevin Millard reveals and culture of said clan.
a number of the design philosophies that form the
foundation of Mind’s Eye Theatre: Vampire The Whether you are a novice or veteran Storyteller, we hope that
Masquerade. you’ll take inspiration and encouragement from these essays.
Welcome to Storyteller Secrets—Guidance and Advice for
• “It’s Alive! Tips for Creating Dynamic NPCs” by Jen MET: VTM Storytellers.
“Loopy” Smith details methods to craft multifaceted and
interesting NPCs for your chronicle.

• “This Mortal Coil: Making More Out of Mortals in MET:


Vampire The Masquerade” by Jason Carl showcases
methods that a Storyteller can leverage to improve their
chronicles by using the mortal world, contrasting the lives
of humans and vampires.

•
“The Dirty Secrets of Running Convention Games”
by David Bounds explains best practices for running
and managing a Mind’s Eye Theatre: Vampire The
Masquerade convention game.

• “A Guide to Encouraging Community Building” by Jess


Heinig reveals the importance of the community and the

Storyteller Secrets 3

Mohamad Kalim (Order #27325250)


4 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


The Economy of Cool
By Jason Andrew

“The only true currency in this bankrupt world is what earn the maximum XP. Characters in networked games may
we share with someone else when we’re uncool.” have a cap to balance out monthly XP earnings across multiple
— Lester Bangs, Almost Famous games. However, clever players can earn extra XP for games
that they have missed via downtime scenes, background
A thriving economy revolvesround the tension between the reports, or email roleplaying, with Storyteller approval.
scarcity of goods and services versus the demand for them.
Many LARPs share a common fallacy—assuming that game A LARP is an organized social contract designed to provide
economy is based on the earning and spending of XP and the enjoyment to every player involved. If the LARP is a stage,
gaining of additional power. then the hidden economy of the game environment is time
on center-stage. In this system, all of the LARP’s players are
This misconception is shaped by an unconscious acceptance consumers and producers of that unknowable quality known
of the Hero’s Journey trope. Coined by Joseph Campbell in as cool.
his legendary book “The Hero with a Thousand Faces,” the
theory of the Monomyth opines that important myths from Some players with natural charisma and force of personality
around the worldhave shared a common default structure seem to always create interesting characters that become
for thousands of years. Traditional roleplaying games tend to magnets for the spotlight. Other players discover that their
strictly follow this narrative structure. characters fizzle stillborn despite an extensive history and
powerful character sheet. The answer lies within the subtle
Imagine a thrilling gaming session about a callow youth who dance of the Economy of Cool.
unexpectedly receives a strange call to adventure from a wise
mentor who will show him the wonders of the universe. The The basic principle of the Economy of Cool is that there
hero endures increasingly dangerous tasks and trials to prove is a finite level of cool in any given moment in a game.
his worth, until he masters his destiny to achieve a decisive Players naturally accrue social cool points over time, and the
victory against evil. Should the hero survive, he is offered a investment of said cool points can determine how well they do
choice to return to the mortal world with special insight or to in the game and, more importantly, how much fun they have.
improve the world with what he has learned.

This archetypical story could have been inspired by the tragic The Metrics of Cool:
The Merit System
tale of King Arthur, the cunning legend of Odysseus, or
perhaps the adventure of Sinbad the Sailor. Or from a modern
perspective, this story can be seen reflected in many recent Poets have argued and debated for centuries about two aspects
classics, such as Star Wars, Lord of the Rings, or the Matrix. of the human condition: love and the ephemeral nature of
cool. For the purpose of this essay, cool is defined as the ability
The perspective of the Hero’s Journey presumes the to partake and share in the story of the LARP in such a way
fundamental story is about the adventure and evolution of the that it is fun and interesting for the people involved.
title character. This narrow focus unconsciously encourages
selfish, and sometimes destructive, behavior from players as Mind’s Eye Theatre: Vampire The Masquerade provides the
they begin to see their own character as the most important Storyteller with an easy means of moderating the Economy of
and all other characters as less important. This mentality Cool via the merit system. Previous editions of Mind’s Eye
results in hyper-aggressive behavior and an obsession with Theatre used merits as simple advantages that a player could
XP as the metric by which the game measures progress and purchase to add flavor to a character. By limiting players to only
success. 7 points total in merits, MET: VTM leverages the Economy of
Cool, forcing players to make fundamental decisions about
This perception fails to take into account the LARP the nature of their characters.
environment. Players in a Mind’s Eye Theatre: Vampire The
Masquerade game do not directly compete with each other to Let’s imagine that a troupe decides to create a chronicle based
earn XP. Earning XP is not a zero-sum game; the XP gained on the Knights of the Round Table as Ventrue. Some of the
by one player does not detract from other players’ earnings. characters might take the following merits:
All players who attend a game have the innate potential to

Storyteller Secrets 5

Mohamad Kalim (Order #27325250)


•P
 rince Arthur: Paragon (3 point merit) and Regal •M
 erlin: Loremaster (1 point merit), Oracular Ability (2
Bearing (4 point merit) point merit), Thaumaturgic Training (4 point merit)

•L
 ancelot: Path of Chivalry (3 point merit), Unyielding (4 The limitation on merits forces the players to make essential
point merit) choices about their characters that forge memorable
experiences and force them into the Economy of Cool.
•P
 ercival: Golconda Seeker (5 point merit), Code of
Honor (2 point merit) Prince Arthur is primed for leadership with his merits, but he
will certainly need to lean on Merlin for advice and insight.
•G
 awain: Ambidextrous (2 point merit), Calm Heart (1 This partnership will create opportunities for roleplaying and an
point merit), Daredevil (2 point merit), Lucky (2 point economy of weaknesses and strengths. If Arthur’s player could
merit) simply buy those merits when he had the appropriate amount of

6 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


XP, why would he need Merlin? By limiting the amount of cool the troupe would eventually sit around and wait for Arthur to
in the game, the importance of both characters increases when resolve every problem without getting involved.
the spotlight turns towards their individual strengths.

The differentiation of merits allows characters to explore many Investing in Cool: A Technique
to Prime the Cool Economy
different iterations of the same general concept. Many consider
Lancelot to be the archetypical knight who eventually fails for
daring to endulge in love. Percival seeks to use the framework A Storyteller can leverage the existing rules to encourage
of being a noble knight to pursue enlightenment, whereas her players to prime the well for the Economy of Cool.
Gawain seeks out adventure to test himself. Each of these The accumulation of XP sometimes can be a problem when
knight concepts allow the players a unique means to roleplay encouraging players to actively participate in the Economy of
together without overstepping onto each other’s concepts. Cool. Aside from merits, a character can eventually acquire
anything she wants via spending XP. Once she has attended
For more information about the mechanics behind the costs a few games, she can spend her points on purchased like a
of merits, see the essay “Roleplaying by the Numbers” by pimped-out G-5, influences that control the police, or mastery
Kevin Millard on page 18. of the Computer skill.

If allowed to proceed unchecked, players can buy whatever they


Jumping the Shark: need at that moment, killing the Economy of Cool. Encourage

When the Economy is Broken your players to trade with other players in ways that acknowledge
and share the cool, allowing others to shine.
The expression “jumping the shark” describes the moment in
a story when the original concept has been so diluted that it Imagine that a player wants her character to build and open
effectively becomes a parody of itself. The trope’s name was a hot new nightclub during her downtime. She spends her
inspired by the ultimate King of Cool from my childhood. saved XP on the Haven and Resources backgrounds, expends
Can you guess who? Did you guess the Fonz from Happy some influence and downtime actions, and then writes an
Days? Correctamundo! interesting downtime report. Bam! The player created an
instant nightclub, which failed to include anyone else and will
In the early seasons of the television show “Happy Days,” the likely be ignored by the rest of the troupe, because it isn’t real
Fonz was part of the ensemble cast. This cat was cool. He to them.
defined cool. He could start a jukebox by punching it and
summon forth hot girls by snapping his fingers. And yet, a How much fun was that?
good portion of his time was spent helping or being helped by
the rest of the cast. Richie and his friends mingled with the Now imagine that the Storyteller decided instead to make this
cool guy. If this show was a LARP, you could argue that these alteration to the common sandbox of the city into a challenge
characters went along on each other’s adventures. for the player. Some of the possibilities include:

But, alas, the Fonz undermined the show when he jumped • What if the property was owned by the Ventrue primogen?
the shark. Suddenly, he could do everything all of the other
characters could do, but better. He became a mechanic, a •
What if the local Goodfellas needed to be properly
businessman, a school teacher, and family man. The other motivated to ensure that there weren’t any “accidents?”
characters shrank away, and the economy of cool died. What if the local underworld were controlled by the
Giovanni?
Why? The Fonz quit investing his cool. Richie was a nerd who
owned his funky pre-hipster geekness. When the Fonz cared • You can build a nightclub, but you can’t presume that
about his friend’s adventures, he invested cool points into his the mortals will automatically attend it. What if the local
friend. This investiment was paid back, and the cool factor Toreador have a lockdown on the hipster crowd within
magnified both of them. The Fonz only became a joke later, the city, and their blessing is required to build buzz for
when he forgot the first principle of the Economy of Cool: the club and help book the hip acts?
cool shared is cool magnified.
• Are there musician characters in the troupe? Imagine the
Imagine that Prince Arthur from the previous example was synergetic relationship that could develop between the
able to keep purchasing merits with XP. He would quickly two characters as they form connections that share the
surpass the need for knights or mystical advisors. The rest of spotlight.

Storyteller Secrets 7

Mohamad Kalim (Order #27325250)


• Is there an architect character in the troupe? Imagine how • If a veteran is planning an important meeting, encourage
strong of a tie that player would feel to that club if he her to take along a new player. Imagine a hoary elder
designed the building. teaching a neonate the art of politics and war. Allow the
new player to witness and understand the dynamics of the
• What if the club owner hired some of the street- thug moment. Explain your complex political and social games
characters to make sure that criminals didn’t harass the to the new player, so that he might understand that level
patrons attending the club? of the game. Occasionally, this method will backfire, and
said new player will betray the veteran, but that’s good for
A simple background story can entertain the entire troupe the drama of the game.
by encouraging a single player to include her fellow players.
These players invest their own cool points into the story of Storytellers set the vision for the chronicle, and if they believe
their fellow players, making all of their characters feel more in the Economy of Cool then the players will strive to achieve
real and connected to the chronicle’s story. These players are these goals. Here are a couple of methods to help you spread
going to remember and have an interest in that nightclub, the cool around your chronicle:
and it will eventually become a common set piece for the
chronicle. Slowly, that nightclub becomes a little bit more real •
Help place new players into the thick of the story by
as characters have meetings there and start to include it in encouraging them to create neonate pawns for one of the
their history and their roleplaying. local elders. Ask the elder players to pit their neonate pawns
against their rival’s neonates. This scenario allows new
(For more information about this sort of technique, see the players to test themselves against other players of similar
essay “‘Yes, and…’ How to Improve Your Storytelling Through experience. Encouraging the veteran players to recruit new
Application of the Rules of Improv,” page 55.) players into their lineages invests in new players and injects
more cool points in the future of the chronicle.

Cool is a Dangerous Game • Elder and veteran players have a responsibility to watch
Players often forget this important secret after they have out for the health of the game. Storytellers should monitor
experienced the thrill of Mind’s Eye Theatre: Vampire The the flow of the Economy of Cool, and if a single player
Masquerade for a while. New players want to risk their sheets to is hoarding the cool and abusing new players, you have a
experience the visceral danger of the game. They don’t want to be responsibility to get involved and stop it. Every situation
excluded from an adventure because their sheets may be more is going to be unique. Don’t be afraid to talk to players
fragile than the veterans’. and see how they feel.

The worst thing that a Storyteller or a player can do to halt


the Economy of Cool is to exclude new players to protect their Selling the Cool
characters. A coterie of combat ninjas might want to protect Viewed from a certain perspective, professional wrestling may
a new player from being horribly murdered by a Sabbat raid, be considered a type of LARP. Wrestlers take on personas
but that really only isolates and disappoints players seeking to and maintain the story by strictly staying in character. This
participate. Encourage your veteran combat players to bring method-acting is known as kayfabe, and a big component of it
new players along and to teach them the rules. By helping is selling the cool of the other wrestlers.
the new players, Storytellers and players help create and share
stories. Players and Storytellers must sell the cool of the other
characters. Here are a couple of examples of selling the cool
Find out what the new players want to do with their characters, from a character sheet:
and search for a way to include them in the current scenario
or partner with existing character concepts. Here are some • If a wrestler’s story is that he was burned horribly and has
examples: returned from Hell to defeat his enemies, his opponents
will flinch with fear when faux-hellfire fireworks light the
• If a new player wants to be a poet or socialite, encourage arena. In MET: VTM, if a vampire has the flaw Eerie
a veteran to hire him to be a herald. Presence, other characters should react to that flaw with
fear and trepidation. Failing to sell this flaw will disappoint
• If a new player wants to be a bodyguard, encourage a the flawed character’s player and discourage him from
veteran to hire her, even if she doesn’t really need selling the interesting things about other characters.
protection.

8 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


• When a wrestler strikes another wrestler, it is expected that The urge to win is strong in the gamer perspective. Our culture
the faux-injured party will sell the strike to the audience, encourages us to master the game and achieve victory over our
especially if it is a signature or finishing maneuver. In rivals. Society has trained us to think of excluding others as a
MET: VTM, if a vampire possesses Puissance (Potence form of control and power.
5), her targets should sell suffering through her attacks.
This helps both players feel the intensity of the scene and The truth is that winning pales in comparison to sharing
makes the both of them experience the cool. experiences. A short-term victory is a gilded cage that offers
no real satisfaction.
• Wrestlers generate interest, known as heat, via their feuds
against their rivals. When a storyline has enthralled the The real immortality is becoming part of a story that is told
audience, the wrestler strives to keep the heat alive for with bated breath by a player sharing her first experiences with
as long as possible to benefit both sides of the conflict. Mind’s Eye Theatre: Vampire The Masquerade. Imagine your
In MET: VTM, the trick is to capture the mindset of an name spoken in whispers and your tale told at local greasy
immortal monster while fulfilling the needs of an excited spoons for decades as an example of fun. In the end, isn’t that
gamer. Killing your enemies is a waste of an interesting what we’re all looking for?
story. This balance requires that both players agree to
certain ground rules and maintain good conversation
outside of play. It is hardly fair if one player is out for Jason Andrew has been a contributing writer to such RPGs as
blood and the other player is seeking to extend the story. Call of Cthulhu, Shadowrun, and Vampire: The Masquerade.
In addition to his work as a developer for By Night Studios
• Wrestlers are expected to sell their feuds while avoiding on Mind’s Eye Theatre: Vampire The Masquerade, his most
the disruption of kayfabe. This involves attacking each recent projects include Hunters Hunted 2, Anarchs Unbound,
other with violence, clever insults, and political dirty Blood Rites (The Onyx Path) and Atomic Age Cthulhu:
deeds while battling over a championship belt. Off stage, Terrifying Tales of the Mythos Menace (Chaosium). His
they are coworkers and collaborators trying to tell the best fiction has appeared in Shine: An Anthology of Optimistic
story they can for the audience. In MET: VTM, players SF (Harper Collins), Frontier Cthulhu: Ancient Horrors in
should actively sell the pains of maneuvers in the jyhad. the New World (Chaosium), and IN SITU (Dagan Books). In
When the harpy tags a rival with the negative status 2011, his story “Moonlight in Scarlet” received an honorable
Warned, both characters should play the scene to the hilt. mention in Ellen Datlow’s List for Best Horror of the Year.
Ignoring the power of status kills the scene’s energy and Yes, the Kickstarter funded and yes, he bought his wife a pug.
downplays the players’ contributions. Once the scene is
over, the players should meet together and break kayfabe
to congratulate each other. Occasionally, players might
suffer through bleed, where the emotions of the scene
and their characters linger in the consciousness. It is
important to have a clean break, celebrate the story, and
remind everyone that a game is a team effort and that in
the end the health of the chronicle greatly depends upon
a mosaic of characters.

Conclusion
The Economy of Cool depends upon a spirit of cooperativeness
and the players’ willingness to leverage their own self-
enlightened interest to put the health of the game ahead of
their own short term gains.

When players freely share their personal cool with their


fellows, they lift the spirits of everyone involved and increase
the total fun of the entire chronicle. The return on the initial
investment of effort and cooperation is infinite in terms of
goodwill, chronicle growth, and the potential of future stories.

Storyteller Secrets 9

Mohamad Kalim (Order #27325250)


10 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


The Storyteller Toolbox
By Ree Soesbee

At its core, running a LARP is like writing a story, one in which • A list of random names for spontaneously created non-
the readers (the players) are contributing authors of the tale. In player characters (NPCs), or to suggest to players making
writing, you need certain tools: a command of grammar, an new characters. You could even have a few such lists,
understanding of characterization, and a keen sense of plot and organized by culture or geographic location.
timing. Running a LARP requires similar forethought, and
using the right tools can make a Storyteller’s job easier. • Pre-generated weapons, armor, vehicles, and other items,
constructed with the By Night Studios (BNS) equipment
For ease of reference, I’ve grouped these ideas into three general qualities. Because the BNS rules are very flexible, having a
categories: physical, mental, and social. First, I recommend a few pre-gens on hand will save time when players acquire
tangible Storyteller Toolbox filled with administrative items “standard” items during a game.
and resources for LARP sessions. There are mental tools to
encourage creativity, from building a world, to creating plot • Mini-encounters: two- or three-sentence scenarios written
foundations, to suggestions for generating and using player on index cards. When you have an idea for an evocative
buy-in. Lastly, a Storyteller needs to create social structure, scene that isn’t tied to the overarching plot, write it on an
encourage roleplay, streamline the running of the game, and index card and toss it into the Storyteller Toolbox. When
ensure that players feel rewarded and appreciated. you find an evening’s game lagging, or when a few players
want to “go find trouble” in-character, you can run them
through a quick and interesting event.
The Physical Toolbox
It can be extremely useful for a Storyteller to compile a physical
toolbox, tackle box, file box, or some other simple, portable NPC File Cabinet
container with compartments in which to keep paperwork, One useful resource to have in the physical toolbox is an NPC
index cards, and administration items critical to running a file cabinet. When you spontaneously create an NPC at game,
game. Stock the toolbox with the following: write the name and basic stats on an index card. Include three
adjectives describing the NPC, and place that index-card box
• Pens and pencils, index cards in different colors, 2”x3” within your toolbox. Try to re-use these named NPCs when
name stickers, and a few legal tablets. you can, rather than creating an entirely new individual.
Having background characters reoccur from time to time
•
Pre-generated character sheets for new players. Each (even an irascible beat cop or chipper IT tech) makes the world
pre-generated character sheet should include short feel more alive. A few quirks for these bit-part characters can
descriptions of any relevant mechanics for that character. develop the chronicle in unexpected and interesting ways, as
Immediately involve these characters with in-game events player-characters take an interest in their lives.
or player-character backgrounds, so that the players can
start roleplaying right away. You can also fill the file cabinet with Stock NPCs of varying
levels. If you are overwhelmed during a game, you can hand
• A small notebook in which to record plot events, short- one or more Stock NPCs to an assistant narrator and let her
or long-term character goals, downtime actions, and run small scenes on your behalf while you attend to the larger
important scenes. Rereading these notes between games issues of plot.
can spur plot twists or provide information for roleplay
later in the chronicle. Cellphone Applications
• A three-ring binder containing descriptions and images Storytellers can also load and use useful cellphone apps to
of common in-character game sites, as well as notes assist in running the game. Here are a few recommendations:
about any security measures taken by player-characters to
keep those locations secure. Some Storytellers maintain • Texts can help a Storyteller keep tabs on players who have
a binder with updated copies of player-character sheets, moved out of sight. It’s important to be able to contact
although Excel or other programs can be used to keep players for plot or when others are affecting them with
databases of such information rather than printing out long-distance powers such as Presence: Summon or
hard copies. Auspex: Telepathy.

Storyteller Secrets 11

Mohamad Kalim (Order #27325250)


• Find an online map of the in-game area (Google Maps is items indicate a player’s interest in the character’s historical
useful), or upload a PDF of the location to your telephone. elements. A character’s history should explain high attributes
Mark locations that are important, from local Elysiums (or low ones), describe the methods by which the character
to the Rack, as well as any feeding territories claimed by learned skills and developed backgrounds prior to the start of
local clans or important city individuals so that you have play, and explain merits and flaws.
the information readily available.
Each item on a character sheet is a visible manifestation of
• Obsidian Portal is a wonderful wiki site where Storytellers the player’s investment in the game. When a player chooses to
can coordinate character backgrounds, in-game locations, purchase a high Influence level, or puts points in a Retainer,
vampiric lineages, and important events, keeping that she is telling the Storyteller that these items motivate the
information accessible to your players. character. By affecting the character’s Influences or initiating
roleplay with their Retainers, the Storyteller can leverage that
• There are several RPS generators available for use on buy-in to get the player quickly and emotionally invested in a
cellphones. Keeping one available can help ensure plot. If a lot of characters in your game possess a certain merit,
randomness in Storyteller challenge throws or defuse any flaw, influence, or other common investment, you can create a
accusations of bias. plot that hits on the specific theme, and character interest will
develop quickly and naturally.
• A PDF copy of BNS’s Mind’s Eye Theatre: Vampire
The Masquerade book is a handy thing to keep on your However, a Storyteller must use this investment gently.
phone or an electronic tablet. Being able to double-check Constantly kidnapping a character’s Retainers, making her
a rule or look up details on a power can save a lot of Influences useless, or causing players to feel that a particular
headache during combat or other tense scenes. merit is constantly detrimental to roleplay will cause the
Storyteller to lose player trust.
Computer Programs
The more organized you are, the less panicked you will be Let Your World Do the Work
when you have to run things. It’s a good idea to use computer Contrary to popular belief, the most important part of telling
programs to keep character and chronicle information updated a story isn’t running a plot; it’s creating a world. Building a
and accessible, especially between games. setting and populating that world with believable, motivated
NPCs can have strong emotional effects and generate more
• Word, Excel, Outlook, and Office are obviously useful intense roleplay than any manufactured plotline.
programs; most computers come equipped with some
version of these items. A Storyteller should look at most NPCs as opportunities
to educate players about the setting. A setting should be
• Scrivener and Evernote are intended for writers organizing understandable, predictable, and believable. How an NPC
novel chapters or research theses, but they are also great acts provides solid clues about “normal” behavior within the
for organizing your chronicle and structuring ongoing world. If NPCs are presented as well-rounded individuals
plots. Scrivener allows you to link images to specific write- with morals, flaws, and goals, there is a better chance
ups. Scrivener also has a random name generator, which that players will act rationally toward them, and therefore
can be very useful. behave properly within the world. If NPCs are presented as
throwaway cardboard cut-outs, players will treat the setting
with very little respect. Interacting with NPCs helps players
The Mental Toolbox become emotionally invested. Without that investment, player
Storytelling a LARP involves more than compiling physical characters will not act realistically or behave with a natural
props and keeping up with administrative recordkeeping. To self-preservation instinct.
be successful, the Storyteller must develop a realistic world,
create detailed plots, establish realistic NPCs, and be prepared Unless they have realistic interactions with the world, players
to roll with unexpected player actions. She keeps plots visible can forget there is a setting outside the player-character-on-
and mutable, and encourages players to interact with each player-character rivalries within a LARP. This is a tremendous
other rather than constantly seeking narrative attention. loss; the Masquerade is a critical part of Vampire, and the
These things are integral to the Storyteller’s mental toolbox. gothic-punk world that surrounds the game is integral to its
theme. Interactions with NPCs show characters that there
Analyze the Sheet are world-based consequences, and that roleplay matters even
A character sheet is more than a measure of relative power-level when no other players are involved. This sense of pressure, the
within the world. It helps define the concept, and purchased feeling that the world is watching, adds an important dimension

12 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


to the game. The World of Darkness is neither forgiving nor plot causes players to interact with the Storyteller more than
benevolent. If players think they can act without concern for with each other, then it is not a good LARP scenario. LARP
the setting’s norms, or that dangerous consequences can be plots should be open and accommodating, able to incorporate
ignored if they don’t originate from other players, they will a large number of players (or develop with only a few). Unlike
not feel an emotional response. Stories in the game will not a novel, there is no “protagonist,” nor should one character
have impact. receive the lion’s share of attention. Storytellers must take into
account the game’s multiplayer format, integrating characters
Pacing with variable levels of power and providing different catalysts
Remember that drama comes from evolution and change. for involvement. Plots should cause characters to seek each
Properly done, a dramatic moment will change the characters other out and discover strengths (and weaknesses), engaging
involved and might even change the world in which they exist. the players in constant roleplay.
To create emotional risk, the situation must directly threaten
the goals, loyalties, or morality of characters participating. Good plots should continually push players back to the main
In the most climactic cases, the situation may threaten the populace of the game. Use common threats or isolating
characters’ unlives. To be truly meaningful, these situations situations to forge unusual alliances within your player group.
should involve choices that significantly alter the flow of a Give players reasons to roleplay with individuals they don’t
story. The best choices force a character to choose between know well out of character. Keep an eye out for political blocs
equally beneficial things or equally hurtful things, offering and in-character factions as they develop, and don’t allow one
both benefit and punishment regardless of the final decision. group of players to control in-character power in the game.
Save your lover, or rescue your best friend? Destroy the bomb In the same vein, it’s a bad idea for a single clan (or lineage)
that endangers the hospital, or find a way to prevent the villain to overpopulate the game, or for the most charismatic or
from escaping? Characters must have limitations, and those experienced players to form an impenetrable alliance. Such
limitations cause turning points that force difficult and even things throw a chronicle out of balance and cause players to
desperate choices—and therefore, dramatic moments within lose interest.
the story.
Struggling toward such a bloc is a wonderful in-character goal,
It is critical that a Storyteller pose interesting and engaging but it is not beneficial for a single group of players to dominate
opportunities, seeking to make the decision as difficult as a game. A player should strive toward her character’s goals,
possible, but the final choice must belong to the player. The but a Storyteller should realize that achieving those goals could
Storyteller sets the pace of the game, pushes characters into be disruptive. Storytellers should actively create obstacles,
conflict and crisis, and describes the consequence of player cause in-game conflict and mistrust, and build divisions or
actions, but she can’t – and shouldn’t – plan out the end break down alliances within the game. Creating this sort of
of plots. Players must have the freedom to choose whatever interactive environment is critical; properly motivated players
resolution they find best. Otherwise, your players will be with conflicting goals will entertain one another (and most
frustrated, sensing that their actions and choices have no importantly, will do so without constant attention from the
meaning. Don’t be afraid of your players; the plot resolution Storyteller).
is a time for you to be the audience and listen to the story that
your players want to tell.
The Social Toolbox
Remember that no plot survives contact with the players. They Now that you have props and physical tools assembled, and
will think of things you didn’t consider, call on NPCs you had you’ve spent time readying plot and building a living, flexible
forgotten, and focus on aspects of your chronicle that you’d environment, you’re ready to create the third toolbox: social
barely defined. Sometimes this means the end of a plot will mechanisms. Live-action roleplaying is an intensely social
take a sharp left-hand turn. That’s alright. Simply think about environment, and Vampire: The Masquerade is a game
their choices in the context of your chronicle’s setting, and tell with emphasis on political structures and interpersonal
them what happens. Don’t panic, and don’t consider this a maneuvering. As Storyteller, you need to facilitate your players’
slight against your carefully arranged plans. political machinations and power-grabs. At the same time, you
need to keep your friends entertained, cooperative, and eager
Be flexible. Be prepared. Enjoy the ride. to play again. That’s a tall order!

Earn Trust
LARP is a Multiplayer Game There is a critical adage of LARPing: If there is no trust, there
A LARP plot provides reasons for players to interact, whether is no game.
through teamwork or in competition with one another. If a

Storyteller Secrets 13

Mohamad Kalim (Order #27325250)


The most important thing a Storyteller must do is earn (and they don’t want to risk losing in these gambits. While that’s
keep) the trust of her players. If a Storyteller is trusted, she understandable in a game you are playing to win, Vampire:
can make rules errors, run a tedious plot, or drop the ball The Masquerade has no “winning” or “losing.” It should be
on downtime actions—yet her players will still work with her played for melodrama and significant emotional moments.
to develop fun games. If a Storyteller isn’t trusted, she can Encourage players to be ostentatious, perform their social
do everything else perfectly, but her players will question and attacks, relish their victories, and rue their losses as publically
argue every step of the way. The game won’t be fun for anyone. as possible. If necessary to facilitate public spectacle, ask other
players to hold their actions until the moment of drama is
Remember that players see only small pieces of a large and complete. Find a compromise between player agency and public
interconnected game. They don’t know one another’s actions, showmanship. Remember, the game belongs to everyone.
motives, or choices. Vampire: The Masquerade thrives on
political scenarios with labyrinthine motives and hidden To help keep every player involved in the chronicle, a
knives. It is integral that a Storyteller remain trustworthy. Storyteller should take pains to show plot events openly. Avoid
Her players must feel assured that all interpersonal character encouraging small groups to run off and solve issues alone,
conflicts are occurring within the scope of the rules. If the and encourage players to use critical information rather than
Storyteller isn’t trusted, interpersonal character conflicts will keeping it hidden. It is one thing for vampires to want the
quickly become out-of-character arguments. most advantage out of their sneaky, underhanded activities,
but entirely another to have a game stall out or feel boring
Storytellers walk a fine line between creating intense scenes because players won’t share or include others.
and respecting personal boundaries. Players want a sense
of emotional risk, but to create this, the Storyteller must be
worthy of emotional trust. Don’t kill characters arbitrarily. The First Fifteen Minutes
Warn players when deadly situations are approaching, and Once players have developed characters and costuming, and
remind them that the World of Darkness does not balance the Storyteller has readied NPCs and world events, it is time for
threat to character ability. Listen to player concerns, and be everyone to gather and play the game. LARPers are notorious
open with anything that troubles you. As Storyteller, you must slackers, prone to arrive late and spend the first chunk of time
constantly strive to be above doubt. This means providing as at a game chatting rather than roleplaying. Unfortunately, this
much transparency as possible, and having frank and open can set the tone for the rest of the evening, and cause events
discussions with your players. to feel uncomfortably rushed or passionless. Players will slip
into and out of character, trying to decide if everyone else is
A Storyteller must also admit when she is wrong, and seek to “in-game” or not. They will stand around chatting, waiting for
correct those errors whenever possible. She must be willing to answers to downtime actions or trying to organize the coterie
revise rules calls when they don’t work for the troupe. It is also with whom they want to enter, and before you know it, half
important to have a good sense of humor, to give others the the night’s passed by without anything significant occurring.
benefit of the doubt, and to always encourage players to bring Once this has happened a few times, it starts to become a
their A-game. A Storyteller’s attitude is essential to her ability standard pattern of the game.
to build and keep trust.
An entire evening can turn on the first 15 minutes. Kicking
The Visible Plot the game off swiftly and keeping people in character are critical
Vampire: The Masquerade is a subtle game and encourages skills to master, and they can mean the difference between
sneaky political maneuvering from players. However, as a great game and two hours of rushed-feeling or lackluster
Storyteller, you must ensure that plots come to the attention roleplay. The Storyteller should take steps to start the evening
of every player. It is a game that relies on drama, conflict, right, and pay special attention to encouraging those crucial
and showmanship, and vampires thrive on public displays of first few minutes of the game.
power. Plot information and major events should be shared,
and significant actions should occur at the center of the game, •
Before the game, deal with downtime actions or
in front of the majority of players, rather than hidden in a side preliminary feeding issues. If you need to do so, arrange
room. Such situations should provide wide scale opportunity for an assistant to handle minor check-in details while
to react, respond, and promote roleplay. Yes, vampires are you get the game started. Remember—if you aren’t on
paranoid and secretive, but they are also creatures of high time, the players can’t be held to that standard, either.
drama and courtly (i.e. public) intrigue.
• Specifically take time to talk to any players who tend to
When players say they’d prefer to hide their backstabbing, be late, and give them in- or out-of-character reasons to
political coups, or other activities, they are really saying be on time.

14 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


• Call the players together just before the game starts, and familiar with their characters or your setting and require
speak with them as a group. Read a description of the an additional push into roleplay.
setting, or take a moment to talk about the themes and
emotions you hope to incorporate into the night’s game.
Be enthusiastic and smile, but keep distractions and Teach Through Rewards
joking around to a minimum, as they are disruptive to Roleplaying is a hobby, and like any activity, people will continue
the emotional setting you’re trying to create. The more to come so long as they are enjoying their time in the game.
you allow players’ attention to waver, the harder it will be That’s why it’s important to provide each player with a great
to set the scene and help players get into character. moment in each session—not a moment of victory or an easy
benefit, but a fun roleplay moment: something the player can
• Take a moment in your before-game announcements to think about and enjoy for days to come. Regardless of whether
note any new players and thank them for coming to the a player is new or a veteran, young or old, a spotlight is always
game. Ensure that more experienced players go out of thrilling and immensely satisfying.
their way to make sure new people feel welcomed and
encouraged to get immediately involved. Learn to recognize a player’s interests, and guide that player
into turning those interests and character specializations into
• Counting down from three may seem like child’s play, but part of the night’s game. Even if it is a small thing, like a fun
it is an excellent tool to alert players that roleplay is about combat scene, an interesting way to approach the plot, or a
to start. Counting down from three gives players a moment clever idea, everyone wants to feel included and celebrated.
to stop kibitzing, slide back into character, and fall into A little bit of encouragement or a few minutes of personal
roleplay. Calling out “Okay, game on!” doesn’t give players attention can make the difference between a player having
this preparatory breath of time, and the countdown makes a great time or feeling bored and lackluster. Bored players
beginning roleplay feel like a more unified endeavor. It’s a eventually stop coming to the game.
bit of a psychological trick, but it works.
If a player puts extra effort into a performance, plan, or action,
If your game has already fallen into the habit of slow-starting, or if their character accepts a particularly painful consequence
there are some unusual methods you can try in order to break or makes a concrete sacrifice, the Storyteller should do
those bad habits. Think of ways to shake your players up, everything she can to reward that moment with roleplay.
and give them reasons to believe the first half-hour of game These moments are investments in your game, and you should
will have interesting events, unique roleplay opportunities, or always take the time to make such things important, even if
critical plot moments. they weren’t initially included in plot planning. The more
a Storyteller goes out of her way to reward and encourage
• When you are ready to begin, have the players arrange cleverness, creativity, or emotional roleplay, the more often
themselves around the gaming space as they might if these things will occur. Divulge an extra clue, reveal part of
they were in character, creating a frozen tableau. Tell your plot that you’d planned to keep secret for a while, or give
them to close their eyes for a moment and mentally get the player and her allies a minor advantage that relates directly
into character without moving from their pose. Use this to the player’s actions.
moment to dim or change the lighting, start background
music, or otherwise change the game environment in As a Storyteller, think about the lessons you are teaching your
some small way, as a sign that the in-character portion of players. If you always punish a player when she is creative, she
the night is about to begin. Then, count down from three will stop using her imagination at your game. If you ignore a
and tell them to start gameplay as they are. character’s emotional moments or sacrifices, your players will
stop trying to have such moments. If every interaction with
• Depending on the night’s premise, you can start the game NPCs becomes a combat scenario, the players will learn to treat
in media res of a dangerous or critical circumstance. NPCs like a set of statistics and nothing more. Take the time to
Open the game’s metaphorical curtains onto a dangerous reward positive contributions to the game, so that your players
battlefield, a difficult parlay with contrary NPCs, a grand will look for such opportunities and actively pursue them.
procession, or formal announcement by prominent
NPCs (or PCs), or some other visible plot activity. Players Encourage your players to provide positive examples of roleplay
can immediately invest themselves in the political, social, and interaction. Players should be glad they came to the game
or combat-related action, address the issues involved, and and feel as if they received fun and entertainment in exchange
have something to talk about and build on during the for their investment of time. That’s one important way to get
rest of the game. This sort of game opener works well at the players to be active, interested, and return for the next
the very beginning of a chronicle, when players aren’t as session of the chronicle.

Storyteller Secrets 15

Mohamad Kalim (Order #27325250)


The last tool in the Storyteller Toolbox is for the Storyteller
Recaps to use on herself: Know when you’re not having fun. Measure
After a combat, the Storyteller should quickly summarize what your reactions from time to time, and be honest. If you aren’t
happened, providing a brief synopsis of the scene to everyone having a good time as Storyteller anymore, your ennui will
who witnessed the events in character. The VTM system is influence the whole game, eating away at player enthusiasm,
designed to make combat swift and intuitive, but players too. Don’t force yourself to be Storyteller if you are burned out,
don’t usually pay attention to a combat if they aren’t actively no matter how much you want to live up to that responsibility.
throwing tests. A quick recap ensures that the players are on Instead, pass these tools to your successor and take a well-
the same page about the scene that has played out before them. earned vacation as a player. The game will be better for having
a fresh, enthusiastic viewpoint on the world, and you’ll have
After the game, call your players together and give a brief earned a period of rest.
recap of the night’s events. Don’t provide “spoilers” of hidden
information, but do be certain that everyone at the game
understands the meaning of any plot events or public scenes Ree Soesbee, Associate Developer for By Night Studios, is an
and what those developments might mean for the chronicle. award-winning writer, game designer, and author of more than
Encourage your players to share short descriptions of intense 16 novels in a wide variety of fantastic worlds, including the
or meaningful scenes that were less obvious, and take time to ever-popular Dragonlance saga. Ree has been nominated for
thank new players for trying out your game. multiple Origins Awards. She is currently a Narrative Designer
for ArenaNet on the internationally-acclaimed MMORPG
Guild Wars 2. In addition to her work on Mind’s Eye
Conclusion Theatre: Vampire The Masquerade, she was a contributing
A good Storyteller is an organized Storyteller, prepared to author to Clanbook: Lasombra, Clanbook: Tremere, House
handle many difficult situations and to coordinate a large Tremere (Dark Ages), and the MET Sabbat Guide. Ree holds
number of players in a flexible and decisive manner. The a Masters’ degree in Myth and Literature, performed her
more work you put in ahead of time, the more fun you (and doctorate studies at UNC-Chapel Hill, and hopes one day to
your players) will have at the game. Although every troupe diablerize Mithras, Prince of London, after a series of insanely
(and every Storyteller) is different, the right set of tools can one-sided monomacy challenges.
be integral to ensuring a successful chronicle and a happy,
enthusiastic player base.

16 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


Storyteller Secrets 17

Mohamad Kalim (Order #27325250)


Roleplaying by the Numbers
By Kevin Millard

Roleplaying and rules are often thought of as diametrically a strain on player trust, hoping that each new change or
opposed forces. Some players hate it when their roleplay addition to the rules will be seen as impartial and fair.
is interrupted for the purpose of throwing tests or using Even if the Storyteller has the best motives, constant
mechanical effects. Others feel that the mathematical and mechanical alterations will cause accusations of bias or
tactical challenge of rules is more exciting (and more “fair”) cronyism, driving players away from the game.
than relying on dramatics. A great LARP must strike a balance
between the two. A good Storyteller can build a fun game on an unstable
foundation, but imagine how amazing that chronicle could be
The best game systems are those in which rules support and if that Storyteller built the chronicle on a solid and balanced
reinforce roleplaying and the story of the setting. This theory set of rules! A strong mechanical base allows a Storyteller to
can be seen in the mechanical composition of the Mind’s Eye keep her focus on stories, rather than bureaucratic minutia,
Theatre: Vampire The Masquerade (MET:VTM) system. accusations of mistrust, or constant rules arguments.
Rules should support roleplay; roleplay should build from (not
be hampered by) the rules.
Balancing the Rules with Story
This essay covers how we designed the rules and the story to Although no rules system is perfect, the MET: VTM mechanics
work together to produce the best possible game system and are designed to be as reliable and balanced as possible. It was
personal roleplaying opportunities. playtested in massively populous, interconnected chronicles
and also by smaller, independent troupe games. Design
choices were made to facilitate Storytelling and to make the
Why Rules Are Important to Story game easy to learn and easy to run. To understand the game’s
mechanical design, it’s important to explain a few of the
So, why are rules important? If a chronicle is run by a good design pillars inherent to the system.
Storyteller, the game will be fun even if the system is terrible.
On its surface, this is a fine argument, but in truth, a poorly •M
 erits vs. Experience: A character’s power level in MET:
created rules set causes a number of subtle problems. These VTM is represented by experience points, used to
issues wear down even the best Storytellers, deeply affect purchase powers, abilities, and other advantages that
player trust, and can eventually ruin a chronicle. give the character an “edge.” In this manner, characters
that have survived many games have more experience
• S toryteller Workload: Every time the rules fail, a Storyteller points and are more powerful than newly created
must solve the initial problem, create a rules-fix, characters. Merits, on the other hand, are universally
maintain any precedents created, and keep careful track limited to seven points, no matter how new or how
of adjudications and systems additions. This burden senior the character in question. This double-pronged
becomes exponentially difficult in a large or long-running system of advancement rewards older characters by
chronicle. If a Storyteller is constantly dealing with such assuring them a breadth of purchased items, while
issues, it is difficult to allocate time to devising plots, allowing new characters the opportunity to be useful
encouraging character development, or running stories. and distinct from their first night in game by purchasing
an unusual merit. A recently made character must not
• Limited Game Size: A poorly written or badly balanced feel entirely outgunned, otherwise new players (and
system requires a large number of Storytellers per capita. experienced players replacing initial characters) will
These volunteers are needed to judge ongoing issues or have no incentive to join a game in media res. Both
educate new players about “house rules.” This situation systems, and their limitations, are necessary.
requires more and more players to volunteer their time
shepherding the rules rather than playing the game. •O
 nly Important Tests: With very few exceptions, tests
to activate powers or rituals are only necessary if the
• Player Trust: Even if a Storyteller works diligently to mechanic targets another character. If a player spends
maintain rules balance, it is inevitable that difficulties, hard-earned experience to purchase a power or ritual, she
arguments, and simple errors will occur. With an should to be able to rely on that item’s basic functionality.
unbalanced core system, Storytellers must constantly put Performing tests every time a character wants to use

18 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


a power on herself is needlessly time consuming, and rolling downhill, players will typically follow the course
wasting resources (Blood or otherwise) on an item that of least resistance (or greatest efficiency). Be sure to
randomly fails to activate simply isn’t fun. plan for the storyline and roleplay consequences of
any mechanical change.
•D
 on’t Waste the Storyteller’s Time: The MET: VTM rules
are designed to be self-sufficient and not require the •B
 arrier to Entry: Most new players learn a new system
constant attention of a Storyteller. Storytellers have a by reading the published books. When they arrive at a
lot to do at game and cannot constantly pay attention game, they expect the rules to be familiar. It is difficult
to every power activation or ability use. A Storyteller for players to remember custom rules, particularly when
can roleplay a character’s Nightmare flaw if it is a plot they must memorize an entire compendium of changes
point or creates an important character moment, but or additions. With each alteration, the Storyteller makes
merits, flaws, and powers should be impactful even it more difficult for new players to join her chronicle. If
if the Storyteller doesn’t have time to throw pre-game changes are truly necessary for your story, make sure that
challenges with everyone. each one is well thought out and easy to understand, and
be sure new players are made aware of these changes (and
•R
 ules Enforce Theme: Brujah are described in story as are given a printed copy).
being very loyal to one another; therefore, their clan’s
1-point merit offers an advantage when they fight as a • P erception and Trust: Player perception can be as important
group. Nosferatu are described as information-gatherers as game balance. By allowing some players access to an
and spies; therefore, Nosferatu merits and powers item, but disallowing others from buying it, a Storyteller
help them perform such functions in game. Offering can be perceived as having a bias even if her motives are
advantages to characters that reinforce story-based themes pure. It is better to raise costs, but keep the item available
will encourage players to portray those archetypes, while for purchase by all players, if you wish to limit an item’s
still allowing non-stereotypical characters to exist (though rarity in your game.
they may be less efficient) for the purposes of roleplay.

Custom Rules
Every Game is Different Custom rules can be powerful tools to make a chronicle feel
Whether handling an independent troupe game or a massive distinct, but used unwisely, such items can raise the barrier to
international chronicle, every Storyteller runs things a little entry and create serious game imbalances. Before you create
differently, and every game has unique requirements. The custom systems, make sure they are necessary and impactful.
MET: VTM system provides a mechanical base, but it is If possible, Storytellers should rename or add distinct story
also designed to allow Storyteller customization to meet the changes to existing systems and items, rather than creating
needs of her specific chronicle. You can see this flexibility something entirely new. Perhaps the Black Hand in your
in the various settings described in the core book (Anarch, game is an order of Seraphim; perhaps all vampires take
Camarilla, and Sabbat), which add custom items and limited aggravated damage from gold. Such changes have minimal
systems additions or changes. Through creating a setting impact on the rules, but can provide a distinctly unique feel
document, Storytellers can tailor the base systems of MET: to a chronicle.
VTM to the needs of their chronicles.
Mechanics that are restricted to a particular group (such as
The settings in the base book flesh out the traditional Vampire: clan or setting-specific merits) are intended to define the
The Masquerade environments and provide templates for stereotypes of that group. Allowing characters outside that
Storytellers who want to integrate custom systems appropriate group to possess such items will cause significant imbalances,
to a chronicle’s theme and storyline. Still, before adding new especially if only a few characters (Sabbat refugees, perhaps)
mechanics or changing inherent systems, a Storyteller should are allowed to purchase those mechanics. No matter how
carefully consider the possible pitfalls. compelling a character’s background or history, this kind of
unequal access will imbalance the game and create a strong
•G
 ame Balance: Each time a Storyteller adds, subtracts, perception of Storyteller favoritism.
or changes the rules, she alters the fundamental game
balance and impacts the play environment. If diablerie That said, we can offer a few suggestions for Storytellers who
becomes easier or more rewarding, more players will find customization necessary. Once you understand the pillars
choose to diablerize. Therefore, the game’s player- of rules design, you’ll be much more confident tweaking
versus-player conflicts will potentially increase, as things for your chronicle’s needs!
players seek to exploit those new rules. Like water

Storyteller Secrets 19

Mohamad Kalim (Order #27325250)


maximized attribute in all three categories, alliances are
Attributes necessary in order to “cover all the bases.” Creating (and
The MET:VTM system of attribute dots allows characters betraying) alliances is a critical part of a MET:VTM game;
to begin with an equal foundation. As the character spends no character should be able to stand alone or the game
experience (initial or earned), the system offers the player loses a critical aspect of interpersonal connection and
concrete choices that will specialize the character, making it reliance.
better at certain tests or in distinct situations. Bonus attribute
dots are granted with the purchase of Generation, providing Simple Customizations
a tangible benefit to that background, which are carefully
balanced against the experience cost of techniques, skills, and •A
 dditional Attribute Bonuses: A Storyteller could provide
elder powers (among other things). This system touches every a different number of bonus dots per Generation.
opposed test between two characters, determining victory and For example, a Storyteller might give two bonus
offering advantage if one character has a significantly higher attributes instead of one. This change would create a
attribute. play environment where Elders are significantly more
powerful than Neonates. Before you make this change,
Current System Design plan for a larger percentage of your player base to gravitate
towards the Elder generation in order to capitalize on this
•C
 hoice: By allowing players to decide where to place bonus mechanical advantage.
attributes, the system allows for a Neonate to potentially
defeat an Elder in an attribute comparison—depending •R
 emoving Attribute Bonuses: Another potential setting
on the relative allocations. Players can choose for their option is to remove all attribute bonuses, so that all
characters to be utterly focused in a single attribute, or to vampires (regardless of Generation) have a maximum of
create a well-rounded attribute set. 10 in each attribute category. In this scenario, merits like
Skill Aptitude become much more powerful, and players
•A
 lliances: MET: VTM utilizes a thematic rock-paper- will be more inclined to portray Neonates or Ancilla.
scissors randomizer for more than just throwing and
resolving challenges. Different character types (and
different powers) work better against some targets and Merits and Flaws
less well against others, giving items both strengths and The merit system may be Mind’s Eye Theatre: Vampire The
weaknesses. Attributes figure into this balance strongly. Masquerade’s most important cornerstone. Altering the cost
Because a single character cannot have a completely of merits and flaws (or creating new ones) can provide a great

20 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


deal of customization, defining a setting’s unique distinctions. These sub-organization merits provide special background
However, because the merit system is so integral to the balance items with minimal mechanics. Merits can indicate that a
of the rules, altering the system itself or raising the merit cap character participated in a decisive battle, manipulated or
can cause significant problems. Merits are carefully balanced mentored a famous kine, or performed some unique duty
in cost, ensuring that no character can possess two 4-point for her sect. Because players must choose to spend their
items. Further, the merit cap of seven points is built into the limited merit points on these background highlights,
system to ensure that characters must make choices and that story items such as these can be fairly rare (and very
no single individual can possess all of a clan’s stereotypical prestigious).
advantages (thus letting everyone be distinct and useful).
Lastly, maintaining a strict merit cap helps new players feel •F
 lavor: A Storyteller could use the preexisting cost and
that they can contribute in a unique manner from their very mechanics for a merit, rewriting only the flavor of that
first game, providing small advantages not possessed by even item to make it feel more appropriate for her chronicle.
the most long-played characters in the chronicle. This can allow a significant amount of customization
without impacting game balance.
Caveat nuntius.
•C
 ustom Mechanical Merits: If the Storyteller wishes to create
Current System Design merits unique to her chronicle, these new merits must be
made available to all players at character creation, or there
•B
 alance: Merits are specifically designed to be more will be the perception of bias. The best way to point-cost
powerful than an ability or discipline with a similar point- a merit is to overestimate; if players look at the merit and
cost. A 4-point merit may provide an advantage equal to say dubiously, “I’m not sure if that merit is really worth X
the expenditure of 20-30 experience. Raising the merit points,” then you’ve correctly estimated the cost. Players
cap allows players to buy even more of the most efficient should feel as if they’re making a difficult choice, and
mechanics in game, and that can significantly skew game it’s better to adjust a merit’s cost downwards rather than
balance. upwards if you later feel you have incorrectly evaluated the
item’s capacity.
•C
 lan Archetype: Clan and setting-specific merits outline that
clan’s major story themes and stereotypes. Ventrue merits
encourage those characters to interact with the mortal Skills and Backgrounds
world of influences and retainers, and so forth. These Skills and backgrounds provide a great deal of flavor, helping
merits support the stereotypical image of that clan. players flesh out character histories as well as prodigal talents a
character possesses. Fields of study further reveal a character’s
• S ense of Fair Play: Portraying a member of a rare clan or interests and occupations. Backgrounds detail a great many
unusual bloodline is innately powerful. Such a character aspects of a character’s interaction with the mortal world, and
has access to unique disciplines and merits, and even if these items can help a Storyteller can flesh out the environment
those abilities are not overpowering in themselves, their of her game.
rarity will create tactical advantages. Rarity merits ensure
that other players know that anyone could play the same Current System Design
character type, provided they were willing to spend their
limited merit points in the same way. •L
 imited in Number: VTM’s skill list is deliberately limited.
This is to ensure that players and Storytellers don’t have to
Simple Customizations memorize long lists of obscure items, and also because each
skill now provides minor mechanical benefits—benefits
•U
 nilateral: Providing all characters a single flavorful merit that can add up very quickly! Rather than creating a new
for free (all vampires in this chronicle have one Acute skill, try offering new uses for existing ones, expanding the
Sense), or requiring that all characters take certain flaws scope without increasing the overall number.
(all vampires in this chronicle have catlike eyes, and must
take the Eerie Presence), can be a very good tool to alter •B
 readth vs. Specialization: A character with many skills at
the feel of a chronicle. By utilizing the merit system in low levels will have access to a significant number of minor
this way, a Storyteller can promote unusual aspects of her mechanics, providing a great deal of utility. A character
setting without unbalancing the game’s mechanics. that instead specializes in a few skills and purchases
them to maximum levels will have an advantage when
• S ub-Organizations: Some merits define subgroups like the using those skills in static and opposed challenges (both
Black Hand, Josian Archons, or legendary Anarch heroes. offensively and defensively).

Storyteller Secrets 21

Mohamad Kalim (Order #27325250)


Simple Customizations Simple Customizations
•F
 ields of Study: Creating a list of specific fields of study for •
Change the Feel: Storytellers can give already-existing
preexisting skills can help a Storyteller portray the scope powers a visual or theme-based customization without
of her game. For a chronicle set in Rome or the Dark changing the mechanics, if there is a genuine need. A
Ages, a list of fields of study such as Herbalism (under character or NPC that is intended to be “spooky” may use
Medicine) or Cavalry Tactics (under Leadership) might the mechanics of the Thaumaturgical Path of Weather
help players grasp the feel of the chronicle and tune their Control, but the visuals may depict the effects of haunted
characters to that theme. house rather than environmental anomalies.

• S pecialized Backgrounds: Storytellers can highlight a •R


 equirements: A Storyteller who wishes to incorporate a
particular background by allowing players to choose from certain technique or elder power more broadly in her
a list of minor bonuses each time they purchase a dot. campaign might alter the requirements of the preexisting
The Haven background is a good template for this type power. If your chronicle requires all vampires to potentially
of enhancement. teleport through shadows, the Storyteller might give the
elder power Shadowstep an appropriate experience cost
and make it available for purchase by all characters. So
Powers and Techniques long as the power is openly accessible, game balance will
Elder powers are static things, created by ancient and powerful be generally maintained.
vampires over centuries of research. Techniques, on the other
hand, are idiosyncrasies, formulated (or stumbled upon) by
thin-blooded vampires (usually Caitiff). Players commonly ask Sect Status
the Storyteller to allow custom powers, justifying an item’s The status system is specifically designed to promote the ideals
creation with a character’s “long history of study” or “strange and tenets of a specific sect of vampires within the setting,
mix of disciplines.” Storytellers should be aware that custom providing in-character punishments to characters who do
powers and techniques can significantly imbalance a chronicle, not properly adhere to the sect’s social doctrines (even the
both because of the new item’s power level and simply because hypocritical ones), and rewarding those who are willing to
the item is tactically unusual. Further, custom powers can promote those ideals or support the sect hierarchy. Giving
become cartoonish and feel out of place within the gothic- status (or imposing a new status ban) allows a Storyteller
punk theme of the game, harming immersion and roleplay. to communicate and enforce vampire society’s ideal of
Lastly, allowing some players to create custom powers can “appropriate” and “inappropriate” behavior.
make a Storyteller appear biased, providing one player access
to an item that others cannot purchase (even if they otherwise Current System Design
meet the requirements). It is better for a Storyteller to give
the power a visual or theme-based customization without •D
 iscourage Collectors: The core of the status system is in the
changing the mechanics, if there is a genuine need. flow of earning and spending status. Characters should be
encouraged to maintain a fairly constant flow of temporary
Current System Design status, not to hoard an accumulation in order to have “the
most.” A character’s number is not important; it’s the use
•F
 ocus on Common Powers: Don’t allow players to make of status, and how it alters political situations, which makes
custom powers involving the disciplines of rare clans and these mechanics meaningful. Spending and regaining
bloodlines. Those unusual character types already have status is an important tool to encourage players to roleplay,
an advantage. If the chronicle is genuinely in need of a making them actively create and maintain alliances.
unique item, that item should be accessible to the largest Storytellers should avoid giving weight to the number of
majority of characters. status traits a character possesses, because this will cause
the status system to stagnate.
•T
 ransparency: Publish any custom rules in your settings
document, and make sure that all players are aware of the Simple Customizations
item’s capabilities out-of-character. This may lessen the
feeling that the item is a “neat surprise” for the creator, • S tatus Bans: A sect’s status bans help enforce a sect’s
but it will go far toward ensuring that other players views in the social setting of a chronicle. If a sect places
understand the item’s limits, and maintaining Storyteller a ban on the possession of certain merits, disciplines, or
trust from the rest of the player base. backgrounds, it sends a strong statement about that sect’s

22 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


ideals, values, and fears. Adding or removing status bans • A free influence specialization, useable for the next month
during the course of a chronicle is a way to show that
leadership is changing hands or to indicate that powerful
vampiric authorities are paying attention. Conclusion
The ability to make customizations to a game system is the
• I n-Character Prejudice: Many of Vampire: The privilege of the chronicle’s Storyteller. A Storyteller can alter
Masquerade’s themes revolve around prejudices and the flavor description of items, increase or decrease cost, or
bigotry (such a hatred of Caitiff in the Camarilla setting), otherwise modify the systems in her Setting Style Document as
but responsible players have difficulty portraying these is appropriate for her chronicle. However, altering foundational
prejudices, especially if it means avoiding fun roleplay mechanics can cause a game system to fail, resulting in more
or treating a friend’s character badly. To help with this, work for the Storyteller or in significant player discontent.
Storytellers can build setting-appropriate bigotry into Be cautious about such alterations, and always keep in mind
a chronicle’s status system. Such bans might include what’s best for your entire game, not just the interests of a few
limiting certain status traits to “acceptable” character players. Good luck!
types or allowing the expenditure of other traits to only
affect “disreputable” clans or bloodlines. This kind of
customization helps players portray the setting’s bigotry Kevin Millard, Associate Developer for Mind’s Eye Theatre:
and prejudice, supporting players who are trying to play Vampire The Masquerade, is a professional RPG, CCG, and
to these biases without actually asking them to be mean MMORPG game designer, Kevin’s credits range from Stargate
to their friends. SG1 and Spycraft to the popular MMORPG Guild Wars
2. He’s been a professional game designer for more than a
decade, lending his talents to games such as 7th Sea, Brave
Custom Rewards New World, Deadlands, and d20 source books for AEG
When players provide exceptional roleplay, solve extremely Publishing. He’s been a Mind’s Eye Theatre Storyteller for 15
difficult tangles in creative ways, mentor new visitors or years, and we’re not entirely sure he’s mortal.
otherwise provide a tangible service to a chronicle, it’s a
wonderful idea to reward them for that effort. However, giving
extra experience (or allowing a character’s experience total for
the month to go over the game’s general cap) can cause an
imbalance in the game’s power scale.

There are ways to reward individuals without giving a


permanent mechanical advantage. By doing so, the Storyteller
provides all players an opportunity to learn from and emulate
the positive actions of an individual being rewarded. Ideas for
exceptional player rewards could include:

• A free downtime action

• A feeding chip, useable for one immediate refresh of the


character’s Blood pool during game

•
An information chip, exchangeable for one piece of
unique or advanced plot information (ask the Storyteller
one question)

• An involvement chip, useable to insert your character


into one scene that she would not otherwise have access
to (assuming that scene has no possibility of player vs.
player conflict).

•
A “gold star player” spotlight each month on the
chronicle’s web or wiki page

Storyteller Secrets 23

Mohamad Kalim (Order #27325250)


24 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


It’s Alive! Tips for Creating Dynamic NPCs
By Jen “Loopy” Smith

“When I found so astonishing a power placed within my hands, Setting goals will provide the foundation for your NPCs, and
I hesitated a long time concerning the manner in they will inform the majority of your choices as you proceed
which I should employ it. in the NPCs’ creation. Think of it like choosing the skeleton
Although I possessed the capacity of bestowing animation, upon which you’ll build the rest of your creature—these
yet to prepare a frame for the reception of it, objectives will provide both the foundation and direction for
with all its intricacies of fibres, muscles, and veins, the rest of the decisions you’ll make.
still remained a work of inconceivable difficulty and labour.”
— Frankenstein, or the Modern Prometheus, Here are a few of the common reasons why a Storyteller might
by Mary Wollstonecraft (Godwin) Shelley wish to use an NPC:

It’s not easy, making a monster—just ask Victor Frankenstein. • To introduce or continue plotlines, such as two rival
Blessed with genius, imagination and the ability to take elders who seek to use the player-characters to their own
painstaking care in the fabrication of his own creature, he failed ends
to consider its place in the greater world and, for that reason,
Frankenstein’s story did not end well. In the end, Frankenstein’s • To reinforce or highlight an aspect of the setting, such as
monster destroyed everything the doctor loved and led him on a introducing a Nosferatu spy-master to showcase how that
long chase that ended only with the doctor’s death. The monster, clan can thrive in its stereotypical role
having outlasted his creator, was doomed to exist in exile.
• To enhance the realism or vibrancy of the game, such as
Victor Frankenstein created a monster for his world, but he the introduction of a character who is closely attached to
did not create a place for his monster within that world. If he a real-world figure important to your setting
had, perhaps they both would’ve met a more satisfying end.
Similarly, you can help guarantee the success of your own • To provide challenges or introduce obstacles for PCs to
“monsters”—your non-player-characters—by carefully planning attempt to overcome, such as a powerful Sabbat antagonist
their role in your own game world. for a Camarilla game

Creating NPCs can be challenging for Storytellers, particularly • To embody or react to story elements generated by players,
when introducing recurring or high-profile NPCs intended to such as an Archon who responds to a Masquerade breach
make several appearances in your game. Thankfully, there are a caused by player-characters
few tried-and-true ways to not only ensure your NPCs are vibrant,
unique and well-rounded, but these tips can also help you avoid And it’s possible for an NPC to serve more than one purpose
common pitfalls that often occur once an NPC encounters too—in fact, the best ones do—but it is critical to lay out all
your players. Through a little experimentation and a little game of the various reasons why you’ll use an NPC before you
“science,” you’ll soon be making unforgettable, dynamic NPCs introduce it. Remember, these NPCs are often the “face” of
to enhance your game and elevate your players’ stories. your game—the channel through which players directly interact
with your setting and plot. If you don’t have a clear idea why
you’re using these NPCs, neither will your players.
The Bare Bones:
Identifying an NPC’s Purpose Avoid the temptation to create an NPC based on an in-
character task, such as “embarrass the Prince,” or “depose the
As a Storyteller, you are not only responsible for the Harpy.” At this phase, it’s best to keep your objectives wholly
administration of your game, you also serve as the architect, out of character. While your NPCs might take on the above
gatekeeper, and interpreter of the game world, providing both tasks, in keeping with the NPC’s motivation (see below), if your
an immersive setting and a wealth of potential plotlines for NPC exists only for one task, you may find yourself without a
your players to explore that world. NPCs are one of the most reason for the NPC to change tactics or be affected by player-
powerful tools Storytellers can use to achieve multiple goals— characters’ actions. If you have a clear set of out-of-character
but it’s important to identify those objectives, before you can goals for the NPC’s use, it’ll help you keep your stories from
make characters to help you meet them. feeling like they’re “on rails.” (For more information about

Storyteller Secrets 25

Mohamad Kalim (Order #27325250)


avoiding “rail” plots, see Mind’s Eye Theatre: Vampire The
Masquerade, Chapter Eight: Storytelling, Player Agency and Example:
the Railroad Plot, page 344.)
Knowing that your NPCs will exist for purposes related to
Example: the large clique of Toreador in your game, you consider some
Let’s imagine that you’re Storytelling a game with a large stereotypical allies and antagonists of Clan Toreador. Since
population of Toreador characters. Their players have banded you are hoping to provide some challenges, you consider
together and formed an in-character clique; they hold several traditional enemies—such as a Nosferatu, who will probably
positions of power in the game, and they tend to snatch up the dislike Toreador, or a Sabbat Toreador antitribu, who may
best rumors and plotlines and pursue them without involving hold a grudge against clanmates from years before. Looking
the rest of the game. This situation is bogging down the game, through your players’ character backgrounds, you notice that
especially for players of other clans. one of them used to be a Nosferatu ghoul, who was poached by
and then Embraced into the Toreador clan. This connection
You might consider using NPCs for a few reasons in this gives you the ability to meet more than one of the goals you
situation, including providing more challenges to the outlined earlier, and you make the choice to use a Nosferatu
Toreador players as well as the rest of the game, to provide antagonist to offer your players a greater challenge.
some alternative perspectives on how Toreador characters can
interact with your game world, and to pull some elements out With this spark of an idea in mind, you work through the
of the Toreador characters’ backgrounds and bring them to questions outlined above:
life in your game.
•W
 hat is this NPC trying to achieve? This Nosferatu wants
to make the Toreador—and her allies—pay for poaching
Flexing Some Muscle: the ghoul.

Identifying the NPC’s motivations •W


 hy does the NPC care about this situation? He feels
Once you’ve determined the out-of-character reasons why you something precious was not just stolen from his clan, but
need an NPC, it’s time to bridge the gap between intention also turned into something he despises.
and action by outlining some reasons why this NPC is
motivated to interact with player-characters. This step is a little •W
 hat does the NPC stand to gain or lose? If he succeeds, he
like adding muscles to the skeleton you laid out earlier—they gains the satisfaction of revenge; if he loses, he damages
give your creature the ability to move. the reputation of his clan in the city.

Determining a character’s motivation is a technique often •W


 hat might cause this NPC to change its mind or alter its
used by professional actors to make their own performances tactics? If he becomes convinced that other vampires, not
more believable—try using the same technique with your NPCs of the Toreador clan, were responsible for poaching the
to provide clear motivation and enhance both your actors’ ghoul, he may focus on another target.
portrayals and the player-characters’ reception to your NPCs.
Ask yourself the following questions:
Showing Some Skin:
NPC Inspirations and Backgrounds
• What is this NPC trying to achieve?

• Why does the NPC care about this situation? At this point, you may be tempted to simply give the NPC
a name and run with it—“after all,” you might think, “how
• What does the NPC stand to gain, or lose? much more do you need for a stereotypical NPC?” Resist this
temptation—you’re just getting started. There’s much more you
• What might cause this NPC to change its mind or alter can add to this character to not only make it more dynamic,
its tactics? but to also equip it for success—and remember, success is
measured not by whether the NPC “wins” or “loses,” but
Motivations can and should change as your players react whether you meet the objectives you outlined in step one.
(or fail to react) to the NPC’s own actions. Periodically, you
should ask yourself questions to the ones above, and see if you Although your NPC should not need a background as fully
need to make adjustments. fleshed out as a player-character, it should still have enough
of a background to make it feel like a character, instead of
caricature. At a minimum, you should identify the relative

26 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


power level of the character and the resources it could bring to the hey-day of the mob; a character from Chicago may
bear to reach the goals set by its motivations. have lived through the infamous Chicago Fire and have
Derangements triggered by fire.
Ask yourself the following:
Take the time to write some detailed notes about the NPC’s
• How powerful should this character be, relative to the background. Even if the character isn’t slated for many
average Experience Points (XP) of your game’s characters? appearances, you may find it helpful as inspiration when
you’re working on related stories. Your actors will also find
• How powerful should this character be, relative to the in- your notes very helpful as they prepare to portray the character.
character resources possessed by your game’s characters?
Example:
• What makes this character uniquely itself, as opposed to Considering your Nosferatu antagonist, you spend some time
a simple stereotype? researching your locale’s real-life history. Since your game is set
in Hawaii (lucky you!), you draw on the attack at Pearl Harbor
• What methods does this character use to meet its aims? for inspiration. You decide that the character used to be a Navy
mechanic, who was badly injured during the attack, particularly
• Are there aspects of the setting you can reinforce in this across the face, and even after his Embrace into Clan Nosferatu,
character’s background? you can still see the distinct scar marks that crisscross his face
from that injury. Because he dealt with the social stigma of
• Are there aspects from player-character backgrounds that his scars during his mortal years as well as his vampire ones,
could be tied into the NPC’s background? he bitterly hates attractive people—a hatred he often channels
toward Clan Toreador. Additionally, you check your characters’
• Are there any roleplaying quirks I can give this character, backgrounds again, and confirm that the time frame works
to help guide my actor’s performance? so that this NPC can also be the Nosferatu domitor of the
character who was poached as a ghoul and Embraced into the
Consider for a moment how these questions will inform your Toreador clan. Now he has two reasons to desire revenge on the
choices about the character. For example, while you may clan of roses.
wish for your Nosferatu character to present a considerable
challenge, you can easily make your players feel powerless to Making these decisions will help shape some of this character’s
affect the story if you make it too powerful. other attributes and will help you determine the resources he
might use when he acts on his motivations. For example, this
Tip: Power Balance character has been Embraced for about 70 years—he is not
You can often balance the power level of an NPC, relative an elder. As a former mechanic, he’ll likely be comfortable
to your game’s PCs, by giving it powerful in-game resources, working with technology. As a former military man, he likely
without giving it a large quantity of XP. For example, if an knows how to fight, and so forth. You decide that he’ll be of
Archon comes to your game to investigate, but the Archon Ancilla generation, and you focus his Skill purchases in Brawl,
doesn’t have a significantly high amount of XP, that Archon Melee, Computer, and Crafts: Engineering.
will likely be forced to build alliances and hire player-
characters to assist it with its task. One of the character’s
motivations may be preventing the PCs from discovering The Breath of Life:
Foibles, Flaws, and Falsehoods
that it is not particularly powerful in combat. This will not
only help your actor portray a more complex character, but
it will also give your players more opportunities to become At this point, your creature’s shape is nearly complete—it may
active participants in the story the NPC generates. even look perfect—but the human (or vampire) condition is
never flawless. Even Doctor Frankenstein could not see his
Tip: Draw On Local History own creation’s horrific qualities until he gave it life. In order
In Vampire: The Masquerade, characters can be inspired to give your character a touch of realism, now’s the time to
from nearly any period of history, and using real-life past introduce some defining weaknesses and really give that NPC
events almost always helps a character feel more real, assists a spark of vitality.
you and your actor identify unique roleplaying opportunities,
and enhances your game’s setting. Do a few minutes of Defining your NPC’s flaws is just as important as defining its
research on the history of your setting and see if you can strengths and resources. Without weaknesses, not only will the
find an anchor for a vampire character there. For example, a character lack authenticity, it may also present too daunting of
character from Las Vegas may have been Embraced during a challenge to players. Give your NPC a few limitations that

Storyteller Secrets 27

Mohamad Kalim (Order #27325250)


can be exploited—and make sure to introduce flaws that mesh
well with a few different types of play styles. For example, if you Braaaaains: Selecting
an Actor to Portray the NPC
design an NPC who is physically weak in combat but has no
weaknesses that social roleplayers or downtime-action masters
can use, you narrowly limit not only the types of players who There’s one more important thing to consider before you can
can be involved in its plots, but you also restrict the strategies allow your NPC to encounter the players—who will portray
that can be employed against it. Take a variety of play styles it? Think of this step like choosing the right brain for your
into consideration as you build your NPCs. creature.

Example: Often, Storytellers feel they don’t have a sufficient pool of


You’ve established that your Nosferatu antagonist hates people—or the time to properly prepare those people—when
attractive characters, and since this is a defining characteristic, considering potential actors. But even the most theatrically
you want to represent this quality as an actual mechanical Flaw. skilled Storytellers can’t portray every NPC, and splitting your
You give him a Destruction Derangement with the trigger time between NPC portrayals and Storyteller duties often
“attractive people,” but this Flaw is one-dimensional, so you results in lack of time to do either role justice.
consider your players’ tactics and look for other weaknesses to
introduce. You decide that although the character’s Computer There’s also an additional benefit to selecting an actor to
and Crafts skills could be very useful, he lacks money and portray your NPC—they frequently add their own flourishes to
equipment to utilize them to their fullest potential. You opt those characters, giving them new angles and hidden depths
to give the character zero dots of the Resources background, you would never have conceived on your own. This not only
nor does he possess any Equipment to boost his technical adds further realism to the characters, but they also help your
skills. This means that before he can fully realize his plan to NPCs avoid feeling routine or predictable to your players.
act against the city’s Toreador, he’ll need to find other allies
who might compensate for those obstacles. Now you’ve not Even though having an actor provides many benefits, it can
only established a flaw the Toreador might exploit, but you’ve feel tough to find actors sometimes. Consider the following
also given this character a new secondary motivation (obtain people when looking for someone to portray your NPCs:
resources)—complete with a related task (find allies)—to act out
once it’s portrayed at game. • Former players who left your troupe on good terms

28 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


• On-again, off-again players who are too time-challenged objectives? Maybe it’s time to allow the NPC to fade back out
to routinely attend game on a long-term basis of the story. Perhaps alterations to the story have created a
situation where the NPC cannot possibly meet the objectives
• Current players whose characters seem to be stagnating you laid out for it—this may be the time to script a dramatic
death. Are the players relying on the NPC too often? Maybe
• Experienced players from other games in your area it’s time to have the NPC fail spectacularly, to reinforce the
fact that it is fallible. When you create the character, make
• Potential new players—ideal for groups or teams of NPCs sure to estimate the amount of appearances it may have, as
led by a knowledgeable player well as how long it will be available as an offstage resource for
your players—and revisit this information when you reconsider
It’s important to consider those actors’ strengths and the NPC’s purpose.
weaknesses when casting NPC roles. Some players may be
experienced with the game mechanics, but aren’t personally
eloquent. Others may have unique skills, such as costuming or Sample NPC:
Franklin Stein, Nosferatu Antagonist
real performance skills, that will enhance a given role.

Once you’ve selected an actor, provide him or her with your


character notes as far in advance as possible, and invite the •P
 urpose: Provide challenge for large population of
actor to suggest additions or modifications to the NPC— Toreador players; Reinforce game setting utilizing local
particularly modifications that help the actor play the role history; Encourage alliances between smaller groups of
using her own personal strengths. This collaboration will not non-Toreador.
only help you provide a unique and realistic character, well
suited to its purpose, but it will also help the actor prepare for •M
 otivation: Character desires to get revenge on the
and feel comfortable in the role. Toreador clan for poaching his ghoul—he wants to see
the clan humiliated and to tangibly lessen their power.
Secondary motivation is to increase personal resources
Opening Your Eyes and Ears: and build alliances to support the primary motivation.

Maintain Player Agency •B


 ackground: Former Navy engineer, injured during
After putting all this work into your NPC, it is natural to WWII attack on Pearl Harbor. NPC has military
become attached—and if the NPC becomes popular, your knowledge and experience, harbors grudge from
players will seek out ways to encounter it as much as possible. disfiguring injury towards those he feels are attractive.
This is good—it means you’ve built your NPC well—but it can
also lead to a slippery slope in which the NPC slowly steals •R
 elative Power Level: Moderately challenging—20% more
more and more spotlight from the PCs. After a while, the XP than average player-character; Ancilla generation.
players may come to believe that their actions don’t matter
as much as the NPC’s, and this can damage the health of •R
 esources Available to this NPC: Physical prowess, local
your game. area knowledge, computer and engineering skills.

Remember, NPCs are merely a tool to enhance the story the •R


 oleplaying notes: Unreasoning hatred of attractive
players are telling—the NPCs are supporting cast, not the people, regardless of whether or not those people are
stars of the show. Every time an NPC appears in game, you vampires or of a particular clan. Uses slang appropriate
should make sure that both you and your actor reinforce the to the 1940s.
importance of the players’ actions in the course of the game’s
events. This can be done directly—such as by having an NPC •E
 stimated Timeframe for Use: Three months—scheduled
make a public announcement praising a character’s actions— to appear for four games—two back-to-back games the first
but you can also introduce subtle ways of making players feel month, and then once every other game for another two
empowered to affect the course of the story. For example, months.
your NPC could simply ask, “What do you think we should
do?” This straightforward question can go a long way to help •P
 ossible Exit Conditions: Successfully embarrass or cause
maintain players’ sense of agency. to harm to multiple Toreador; Suffer significant social
embarrassment or public condemnation; Convinced
It’s also important to periodically revisit the purpose you to target another opponent who is not a PC; Character
established for the NPC in step one. Have you achieved your death.

Storyteller Secrets 29

Mohamad Kalim (Order #27325250)


•P
 ossible Exit Conditions: NPC is expected to be
Alternate Sample NPC: discovered and destroyed; possibility exists that NPC will

Victoria, Toreador Antitribu uncover one of the two Volgirre PCs and will attempt
to abduct them and bring them to Mexico with the aid
What if we’d chosen the other option we considered at of her pack (likely to result in pursuit and combat). If
the beginning of this exercise and opted to use a Toreador NPC is not uncovered and does not succeed in finding a
antitribu antagonist instead? Here’s how this antagonist NPC Volgirre in four games, NPC’s pack will insist they depart
might look: and return to the mainland U.S., at which point the NPC
will deliver the information she’s collected (to be used in
•P
 urpose: Provide challenge for large population of future plotlines).
Toreador players; Reinforce the cold war between the
Sabbat and the Camarilla as dictated by the default
game setting; Encourage players to explore the roleplay The Bride of Frankenstein:
Preparing for the Sequel
opportunities presented by juxtaposing Humanity against
Paths of Enlightenment.

•M
 otivation: Character desires to punish the Toreador of Once you’ve had the opportunity to build and observe your
the Volgirre bloodline for leaving the Sabbat; Character creations in game, you’ll see how a well-crafted NPC can
seeks to infiltrate the Camarilla and obtain information not only enhance the game’s richness and excitement for
useful to the Sabbat. your players, but you’ll also be better prepared to build even
better monsters in the future. Perhaps your creations’ stories
•B
 ackground: Although not of the Volgirre bloodline, will live on past your tenure as Storyteller, much like Doctor
this NPC used to have a Volgirre member of her pack— Frankenstein’s monster surpassed his creator’s infamy and
the NPC considers the departure of the Volgirre to be lives on to capture our imaginations to this day.
a personal betrayal as well as treason against the Sword
of Caine. The NPC came to Hawaii only a few months
ago; she is previously from a nomadic pack ranging the Jen “Loopy” Smith has more than 15 years’ experience as an
American Southwest and northern Mexico. Before her editor; her credits include working as the editor and a developer
Embrace, she was a driver for Mexican drug cartels— for Mind’s Eye Theatre: Vampire The Masquerade. She’s
she is a Neonate, familiar with modern customs and a life-long gamer and has been playing Vampire since 1994,
technology. Her pack—the Desert Scorpions—has come primarily as a member of One World by Night, where she’s
with her and routinely checks up on her to ensure she held a number of global administrative positions, including
remains loyal during her infiltration. Camarilla Sect Coordinator and Toreador Clan Coordinator.
She has a favorite punctuation mark—the dash—and she’s not
•R
 elative Power Level: Extremely challenging—75% more afraid of semi-colons.
XP than average player-character; Neonate generation.

•R
 esources Available to this NPC: Physical prowess,
assistance of her pack (which includes a Coyote, a Brujah
antitribu and a Tzimisce), skilled at tracking, survival and
subterfuge, possesses an established Alternate Identity as
a Camarilla Toreador.

•R
 oleplaying notes: Integrates Spanish slang into
casual conversation, follows the Path of Cathari and
has difficulty concealing her desire to indulge in vice.
Possesses Camarilla lore, but not all of her information
is correct, will occasionally make awkward mistakes of
understanding.

•E
 stimated Timeframe for Use: Two months—scheduled
to appear for four games.

30 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


Storyteller Secrets 31

Mohamad Kalim (Order #27325250)


This Mortal Coil: Making More Out of Mortals
in MET: Vampire The Masquerade
By Jason Carl

Players in Mind’s Eye Theatre: Vampire The Masquerade to risk institutionalization or incarceration by sharing their
chronicles tend to forget easily that their characters are in the convictions with others, and who are therefore more effective
minority. When every other character in the game session is if they remain as hidden as their prey. In the broader sense,
also a vampire, the player has no incentive to remember or individual mortals may pose relatively little threat to a
care that the world population is overwhelmingly mortal, and vampire character, but the technology that mortals possess
that those mortals are important and dangerous. You, the could enable them to locate and wipe out most vampires
Storyteller, can and should use mortals more prominently in with shocking efficiency, should they ever discover and share
the chronicle, both to reinforce its core themes and to provide convincing proof of their existence, and it is this possibility
strong, interesting story opportunities for your players. Mortals that underscores the necessity of constant secrecy.
are too often overlooked or ignored in MET: VTM, except as
sources of plot information or blood. They’re seldom either Hunters in Your Chronicle:
portrayed as individuals or as the very real threat they represent A new hunter threat emerged during the Nights of Turmoil,
to the characters. This is doubly true in chronicles where all striking with shockingly lethal efficiency, and nobody knows
the important action happens at game sessions. And while whether it was religious or secular in nature (see MET:VTM
there is certain inevitability in this—there are only so many pages 34-41 for more about these mysterious new hunters
hours available in any given game session in which to engage and how their activities have forced vampires to once again
in roleplaying—Storytellers can bring a greater dimension of contemplate the possibility of utter destruction at the hands
personal horror to the experience by reminding players about of mortals). And today’s hunters are better equipped, better
the vital role that mortals play in the chronicle. informed, and better resourced than ever before, and they
are scoring victories that alarm all but the most foolish or
ignorant vampires. Entire domains have been wiped out by
Hunt or Be Hunted these hunters, and their threat is made all the more terrifying
The very name itself—Mind’s Eye Theatre: Vampire The by the fact that their origins, motivations, and identities have
Masquerade—reminds us that hiding from mortals is a remained hidden.
foundational element of the game. Historically, there is a
good reason that the Masquerade exists: the First Tradition is The most obvious way to emphasize the immediacy and
intended to preserve and safeguard vampires against mortals, danger that mortals pose to your players’ characters is to run
whom most elders consider an enemy far more dangerous a hunter plot that endangers the veil of secrecy the vampires
than the most aggressive lupine or vengeful ghost. Elders who have constructed around their societies. Regardless of whether
endured the horrors of the Inquisition remind cocky neonates the setting of your chronicle is Camarilla, Sabbat, or Anarch—
that the truth is merely simple math: the human population or something unique—the hunters represent danger that can
outnumbers vampires by many, many orders of magnitude. drive external and internal conflict.
The elders know what happens when mortals decide to hunt
vampires: they saw it happen, and they remember the high Running a hunter plot requires making a few key decisions
price they paid for ignoring the threat. before setting it in motion:

The Inquisition, which led directly to the formation of the •W


 ho are the hunters? The MET:VTM core book
sects, seems today like an event that could never happen—the offers some information on three hunter groups—The
organized religions that do acknowledge the existence of the Inquisition, The Arcanum, and Project Twilight (see
supernatural mostly give it lip service as a way to illustrate pages 291-293 for details)—that each make worthy
what they define as morality and good and bad behavior. adversaries for the characters. Your hunters may be from
Genuine belief in vampires, demons, ghosts, and werewolves one of these groups, or they might be mysterious hunters
as malevolent supernatural entities that should be hunted that now threaten vampires everywhere. If you opt to use
and destroyed has been until very recently the province of the latter, you’ll need to give them an identity that works
small sub-sects and offshoots larger religious organizations, for your chronicle.
small private groups, or lone hunters who couldn’t afford

32 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


 he hunters aren’t part of any organized faction.
T S everal years ago, a vampire murdered the only child
Instead they are a small group of city employees—clerks, of a wealthy investor residing in the city. Maybe it was
accountants, data analysts—who have started to notice a feeding gone bad, or perhaps it was deliberate killing.
weird and unsettling patterns and anomalies in zoning Regardless, the investor didn’t believe the police or
law changes, tax payments, street closures, and other coroner’s reports, and she’s spent a lot of her money
seemingly mundane activities. Investigating, they traced and time tracking down the real cause of her son’s
one such anomaly to a careless vampire but, realizing death. Now that she has finally discovered the vampires
that nobody would ever believe them, decided to kill responsible, she’s financing a small but very lethal group
the monster themselves. Now they’re looking for more of dedicated hunters to seek out and destroy them.
of these horrible parasites and intend to destroy every
one that they can find.  he hunter wants desperately to find a vampire for
T
his own very selfish reason: immortality. Convinced
 he hunters are all professional soldiers of fortune
T that all the stories about living forever are true, he will
employed by a wealthy patron specifically to hunt do absolutely anything to preserve his youth and good
down and destroy vampires. Essentially a team of looks forever. Bribery, arson, murder—all are acceptable
mercenaries, they can rely on their patron’s money if he can convince a vampire to make him immortal.
and influence to keep them well-equipped and well-
informed; they receive information about a possible •W
 hat do they know? The plot has to start someplace.
vampire threat, requisition the appropriate gear, and A good method of initiating a hunter plot is to first
conduct a covert operation to find and kill their target. decide on the above two points early in the chronicle,
and then wait for an opportunity to present itself. And
 his lone hunter was merely an unlucky victim,
T it will: even the most tactically-minded players and
someone who had a chance encounter with a vampire their characters make the occasional mistake that risks
and survived the experience. Maybe a vampire fed from the rules of secrecy, and sometimes random chance or
him but didn’t succeed in covering up the truth, or bad luck results in an error. Maybe the hunters have
possibly he was just in the wrong place at the wrong time an operative or two in your chronicle’s city, and they
when the Sabbat and some Giovanni clashed. Regardless, regularly monitor the TV, radio, print, and online news
he is aware of the truth and wants to learn more. for activity that might point to the presence of vampires.
Or maybe they have their own Allies, Contacts, and
•
What do they want? Most hunters want to destroy Influences in the city that can provide them with
vampires, and their collective motivation is quite clear. information that launches an investigation into possible
Their desire to wipe out the undead enemy creates direct vampire activity. Once they have a place to start, the
conflict, and this plot is likely to end in violence. (The hunters can begin their work.
motivations of the individual hunters, however, can be
varied and interesting in their own right: see The Human  he hunters know more about the vampires’ local
T
Touch, below). A few, like the Arcanum, want to study activities than they do about vampires. Thanks to good
and understand them. Motivation is key to determining investigative research, they have a handful of names, a
how your plot will begin, and probably where it goes, few of the properties the vampires own, a half dozen of
though once it is in motion, the players will have a strong the places where they like to hunt, and perhaps one or
impact on its outcomes. Hunters who wish to observe two of their significant influences. But they have yet to
and document the supernatural aren’t likely to pose an penetrate any of the deeper secrets of the undead—they
immediate threat, but their accumulated knowledge can don’t know about clans or generations, for example,
be as devastating as any True Faith-wielding Inquisitor if or about disciplines. They presume that vampires can
it falls into the wrong hands. do some of the things they’ve seen in movies or TV,
but they haven’t yet verified any of it through firsthand
 he hunters won’t stand for it. They simply cannot
T experience. But they will.
bear to sit idly by while the vampires leech the very life
from the city. They feel that they are duty-bound to  he hunters possess a lot of detailed information about
T
fight these things, even at the risk of their own lives. a very few specific vampires. Names, havens, preferred
And they wake up terrified every day that their families hunting grounds, vehicles, maybe even the name of their
or friends might accidentally encounter one of the clans. They have evidence of some common vampiric
undead and become its next meal—or, worse, that the powers (probably Dominate, Celerity, Potence, and
vampires might learn who the hunters are and target Fortitude) and are prepared for them. While they guess
their families deliberately. or assume that their targets are not the only vampires

Storyteller Secrets 33

Mohamad Kalim (Order #27325250)


in the world, they don’t know anything about greater Every mortal who represents a background, meal, or threat
vampire society, yet. has a motivation. This shouldn’t be confused with Archetype,
which is a foundational character trait related to the Willpower
 he hunter knows almost nothing about vampires yet,
T refresh mechanic; it’s merely a shorthand for what makes an
except that they exist, and that they can sometimes be NPC tick, and helps to make your side scenes more believable.
found in a few specific locations in the city. It has no mechanical effect. Take 30 seconds before starting
any side scenes and decide what that motivation is, and make
For more help with the basics of plot construction, see Chapter it the foundation of that NPC’s interactions. Some examples:
8 of the MET: VTM core book.
•A
 ddiction – The mortal NPC is hooked on drugs, vitae,
or an emotional experience, and will do anything to
Out of Sight, Out of Mind: satisfy this craving. The vampire represents a means of

The Human Touch obtaining his next fix.

Vampires do not exist solely among their own kind, but it  odrigo is an ambitious young attorney who has a bad
R
might often seem that way. An MET:VTM game session cocaine habit. He’s been buying his coke from Lewis,
represents part of a single evening in the characters’ a ghoul who serves Callie, a Brujah neonate. Lewis cut
eternal existences, and when the characters aren’t Rodrigo off because the lawyer can’t pay this week.
interacting directly with one another, the chances are very
high that they are interacting with mortals. Many of these  onnie loves the Kiss. He’s been a meal twice now, and
D
mortals will be known personally to the characters and he can’t wait to give up his blood again. The physical
even helping them achieve their goals: Allies, Contacts, pleasure, the emotional high: it’s all he craves now, and
Influences, and some Retainers are all mortals, and he’ll do anything to experience it again.
they are not mindless automatons. They have their own
thoughts, hopes, aspirations, dreams, and fears, and while  aria served her domitor Timothy, an academically-
M
they may do a character’s bidding, they usually have lives minded Kindred, for several years. Now he’s missing,
outside that function—lives that their vampire associates maybe dead, and without his blood she’ll revert to a
impact in usually negative ways. These people may suspect normal mortal again. But worse, she misses the sense of
or even know the true nature of the vampires in their lives, purpose being in Timothy’s employ once gave her. She
but most of them will say nothing, either because it’s too needs to feel that again, to give her life meaning.
dangerous or too advantageous to keep silent about it.
•V
 engeance – A thirst for revenge against a rival drives
When mortals are encountered at all during an evening’s this mortal relentlessly. She sees the vampire as a means
play, too often it’s generic, undifferentiated sources of power of pursuing her vengeance.
fuel or plot information during hastily-narrated side scenes.
The most important thing about these scenes, to both player  nly the vampire has enough Influence to help Samuel
O
and Storyteller, is to conclude them quickly so everyone can crush the rival industrialist who is threatening to
get back to the “real” game. And that’s understandable; the destroy his small business.
demands of managing a MET:VTM game session don’t leave
the Storyteller with much opportunity to explore the details  he pack of near-savage vampire warriors who hang out
T
of every interaction with mortal NPCs. And that’s a shame, sometimes at the old freight yard are exactly the kind of
because each of the people who represent backgrounds—the threat that Wilson needs to make sure the cops don’t
criminals and cops, the socialites and social workers, and come near his meth lab again.
everyone in between—is a story waiting to be told.
 iving up some of her blood in exchange for a favor that
G
Fortunately you can infuse these side scenes with a bit of only a vampire can provide seems to Karen like a small
verisimilitude that will remind players (and their characters) price to pay. Next week she plans to ask Theobald if he
that their mortal associates aren’t mindless robots. The more can make sure that her ex-boyfriend pays for cheating
detail that you provide for mortals, the more genuine they’ll on her.
seem to your players. Mortal NPCs who seem to have real
personalities, hopes, fears, and idiosyncrasies feel more like •R
 eward – This mortal is motivated primarily by the
people than cardboard cutouts who are standing around just rewards available to him. He views the vampire as a
to feed the characters the next plot clue. source of gain: praise, money, material possessions,
advancement, power.

34 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


 nne has been working hard toward promotion all year,
A of the mortals the characters encounter during the period of
but it went to a coworker who has some kind of dirt on time between games. Few Storytellers have the time needed
the boss. She’s willing to spill all the company secrets if to make every downtime action into a new mini-story, and
she can move up the corporate ladder. that’s not necessary to achieve the desired contrast between
vampires and mortals. Any of these downtime actions can lead
 reg is jealous of his sister’s new Jaguar and wants a
G to subplots or even full plots when they involve descriptions
cool new care of his own. But he can’t afford it, or that of mortals.
new set of premium golf clubs he’s been coveting. Or
a motorcycle, he’d really like one of those. And a boat. •C
 rafting – While building or repairing things is often
Maybe it’s time he called that dude his brother is always a solitary activity, the materials or supplies the vampire
telling him about, the weird, pale guy who always seems employs have to come from somewhere. Sometimes, they
to have a lot of cash to loan at low interest. come directly from mortals who sell or provide them,
maybe for a price or in return for a favor.
 ne kind word from Robert is all that Eric needs to stay
O
motivated for an entire week. Just one pat one the back, • Feeding – The most obvious chance to contrast a
one compliment, one nod of approval, and Eric is ready vampire with a mortal is the simple but terrible necessity
to do or die for his domitor. And he wants all the other of obtaining fresh blood on a regular basis. Avoid the
ghouls in the haven to know it. temptation to allow players to think of feeding merely
as a way to “power up” their characters—every feeding
•C
 uriosity – The lives (and unlives) of others are endlessly activity can be a means of reinforcing the game’s main
fascinating to this person, and she often makes poor themes, and not merely a tactical activity in service to
decisions when her curiosity gets the better of her. Who intra-character competition. Try making a feeding action
is more fascinating than a genuine vampire? more meaningful for at least one player every month by
describing from who they fed, and what happened.
 tto has always gotten his kicks from observing other
O
people. He’s got a huge collection of digital photos  he vessel resists, violently. He kicks, punches, bites,
T
that he’s taken of his neighbors doing everything from screams, and begs for mercy, not for himself but for his
washing their cars to having dinner. Now he’s found children who depend on him. “Don’t do this! Darcy
the most interesting voyeuristic opportunity ever: a and Bobby need me!”
vampire! He cannot wait to rush home from work every
night to take more photos of the extraordinary creature  our pack is licking its fingers and going through the
Y
living in his own neighborhood. wallets of your slaughtered victims, looking for a little
cash, when they find an FBI badge and ID card. Oops….
eslie can’t remember when her burning curiosity
L
wasn’t getting her into trouble. That’s how she ended  s the last thread of the victim’s life is cut by the feeding,
A
up in jail that one time, and how she’s suffered through she breathes a single, whispered word: the name of the
more bad blind dates than any person ought to ever vampire’s clan. What the hell did you just do?
endure, and how she managed to find herself becoming
a willing member of a vampire’s herd. • I nvestigation – Snooping often involves employing a
character’s backgrounds to dig up clues, and that almost
 ertrand is a biologist at the top of his game, but he’s
B always means that mortals will be involved. Allies and
been intensely bored at his research firm for a couple Contacts might want something from the vampire in
of years. It’s been a long time since he’s had a genuine exchange for their information, leading to opportunities
challenge. Now one has dropped into his lap completely to illustrate the individuality of mortals in the vampire’s
by accident: a vampire. The creature must be studied, personal story.
of course, and preferably detained so that proper
experiments may be performed. And what’s wrong with “ Yes, I can definitely trace the owner of that warehouse.
that? It’s not like a vampire is a person, after all. I’ll look at the last bill of sale and work up a portfolio of
information for you. But I won’t be able to get around to
Storytellers blessed with enough available time can also bring it until that street gang stops selling crack in front of my
the mortal world to life during downtime. The core book’s mother’s apartment. You can take care of that, right?”
section on Downtime Actions (see MET:VTM pages 307-308)
covers the mechanics of how a character’s downtime happens, “ The guns are being smuggled into the city through the
but these actions can be further enhanced by describing some docks, but not in regular freight shipments. I could find

Storyteller Secrets 35

Mohamad Kalim (Order #27325250)


out more for you, if you want, but I’ll need some cash Kevin Millard (see “Roleplaying by the Numbers,” page 18)
for bribes. And a thousand dollars for my trouble. I got pulls back the curtain on the design philosophy behind the
two kids in college, that gets expensive.” Humanity system, providing invaluable insight into why it
exists and why it functions as it does.
“No, I don’t think I can get that done by tomorrow
night. But I know who can! He owes me a favor. And to Previous morality systems (both in LARP and in more
cash that in, I will also need a favor, from you; let me traditional tabletop versions of the game) have attempted to
borrow your limo and driver next Saturday night, okay? represent two separate ideas: the struggle between a vampire
I want my date to be impressed!” and her Beast and whether or not the vampire is a good or
bad person. While both of these are important, it is difficult
•P
 atrolling – While the intent of this downtime action to represent both of these ideas with the same mechanic.
is to spot trouble, it doesn’t necessarily mean that the After considering the most important aspects for mechanical
character wanders the streets solo, observing silently. design, we decided to focus almost entirely on representing the
Interacting with the mortal population can be an struggle to keep the Beast at bay, and allow players to determine
important part of securing a territory. Asking questions, whether their character is “good or evil.” After all, the fight
making small talk, and showing an interest in the nightly against a vampire’s Beast is not a true indicator of good and
lives of the local people can help the vampire recognize evil; a good person can be forced to do bad things (feeding the
when something is amiss later. Beast each time), and an evil person can use intermediaries or
find political methods to commit her schemes without directly
 agda has been hustling on the corner for months.
M strengthening her Beast.
She knows exactly who spray-painted “Eat salt, Brujah
dirtbag!” on the side of your building. She doesn’t This struggle is one of the central themes of Vampire: The
know what it means, of course, but she can finger the Masquerade. In design, we center on this struggle with the
little hoodlums for you. Beast because it is an abstract concept, a semi-self-willed
creature that acts outside of the character (player’s) intention.
 scar runs a junkyard that specializes in the disposal
O Conversely, the concept of being a good or bad person is
of abandoned, wrecked, and unwanted automobiles. something we can all easily understand, and is entirely in the
His loves his pet Rottweiler more than life itself, and control of the player.
together they see and know everything that happens
north of the river. In previous systems, there were plateaus where the mechanics of
the struggle against the Beast no longer mattered; a character’s
The only thing that Wilbur doesn’t remember is who actions no longer provoked the Beast, and the player could all
he is. And he doesn’t much care about that—all he but ignore the danger of wassail. The system mechanically
cares about is where his next meal is coming from and encouraged a character to drop to Humanity 2, where they would
where he’ll sleep tonight. Apart from that, his eyes and no longer have to deal with this aspect of the vampiric condition.
memory are sharp, and nobody ever pays attention to In our design team’s opinion, there should be no such plateaus.
the homeless. A vampire’s struggle with her Beast should always be a major
consideration of her unlife, and we chose to reflect this ideal in
the MET: VTM morality mechanics.
Human Nature: Humanity as Drama
Players frequently imagine that their vampire characters are In order to heighten drama and provide tangible risks (and
better than mortals. And in some ways this is true: in a direct consequences), most systems have a certain amount of
comparison of capabilities, vampires have powers that few randomness within their mechanical design. However, hinging
mortals can withstand, and they have access to decades or huge, persona-changing (and possibly ultimately destructive)
even centuries of experience. This thinking tends to encourage moments on a single test can make a game feel arbitrary, and
players to devalue or even forget about mortals except as losses seem anticlimactic. Instead, the By Night Studios team
elements of the game’s tactical side. The Humanity system built a system where a character must deal with morality and
is a powerful reminder to players that there are significant the Beast in a form of give-and-take, letting the character risk
downsides to being a vampire. Re-read the Humanity herself and feed the Beast in small ways, but knowing when
section in the MET: VTM core book (pages 299-307) before to slow down or stop before risking permanent morality loss.
proceeding; it cannot be emphasized often or strongly enough This further encourages a player to act out the Beast’s current
that how vampires cope with the Beast is vital to how the game strength as it grows stronger over the course of a night, lending
lands emotionally with the players. to better all-night roleplay.

36 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


When a vampire commits a sin, she makes her Beast stronger, voices—present to offer a contrast, the vampire may forget that
rousing it from dormancy. An awake and alert Beast has a the Beast is waiting to devour the unwary and unwise.
better capacity to take control of a vampire’s actions. Before
a character commits sins, her Beast is asleep and there is
no chance the vampire will frenzy. Every time the vampire Conclusion
sins within a single night, her Beast gets more powerful. Mortals make a richer, stronger, and more memorable
A character’s odds of frenzy go up, and you get closer to a chronicle, not only because they make formidable antagonists
permanent loss of morality. Vampires can feel their Beast and provide good sources of stories, but also because they
rousing, and they know how strong it is within them due to help secure the vampires’ precious grip on their Humanity.
their actions. This means that a vampire must carefully plan Whenever your players seem to be treating mortals as a mere
out her sins, avoiding those that will cause a permanent loss, inconvenience (something they can use, abuse, and forget)
and actively working to restrain the Beast’s rage over the course it’s time to remind they by building mortals more firmly into
of a night. your story.

Gaining Beast traits can cause a character to change her Don’t let the characters forget that they, too, were once
desired actions during a game. The character may have to mortals.
avoid killing a hated enemy—for today—because she already has
Beast traits, and does not wish to risk further loss of morality.
On the other hand, the vampire can make longer-term plans Jason Carl has been managing game projects and properties
to kill her enemy on a night when she is not inflicted with for a couple of decades: at Wizards of the Coast, Microsoft
Beast traits (or has prepared some way to soothe the Beast Game Studios, and Young & Rubicam Group. He’s also been
despite the killing). These “Beast management” strategies are a contributing writer to Mind’s Eye Theatre books, including
part of vampiric life; they are a fundamental consideration Laws of the Night Revised, Laws of the Night Camarilla
for a character living night to night with a ravening, hungry, Guide, and Laws of the Hunt, as well as Dungeons & Dragons
enraged spirit permanently infecting her soul Third Edition. Although he oversees book development for
the By Night Studios team, there is no truth to the rumor that
Consider the vampire character who has gained 3 Beast he has approved a new Brujah clan flaw that requires the aid
traits; situations that were dealt with easily when she had of an inflatable [redacted by the Ventrue Council].
only 1 or even 2 Beast traits become much more challenging.
Let’s presume the vampire started the night’s game session
with 1 Beast trait and gained 2 more over the course of the
evening, and she decides to leave to avoid being tempted into
actions that might risk gaining even more. On her way down
the street to her car, she runs into a street gang of mortal
thugs—a common enough occurrence in this part of town,
and usually not a serious issue, but now it’s a big problem
because her Beast is closer to the surface. If the gang attacks
and inflicts just 2 or more points of damage on her, she must
attempt to resist a rage frenzy. If she fails to resist, things will
quickly get ugly.

The same vampire who has gained 4 Beast traits can barely
interact with mortals at all; she must attempt to resist frenzy
if she so much as sees mortals—she can’t even walk down
the street outside her haven without risking losing control
completely! Before the vampire can return to her haven where
her ghoul retainer is waiting patiently to carry out her wishes,
she must first deal with her Beast traits and regain some
measure of her eroding Humanity.

Using mortals in this manner helps reinforce the idea that


Humanity is a precious and vital aspect of every vampire
character. The Beast whispers in the vampire’s head and heart
every moment of every night, and without other voices—mortal

Storyteller Secrets 37

Mohamad Kalim (Order #27325250)


38 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


The Dirty Secrets of Running Convention Games
By David Bounds

You find yourself standing in a room with more than a set in a single city block, fighting off hunters to try to make
hundred other people. Some you know, some are complete it to the morning. Games with large scope may influence the
strangers. Every single one of these people is looking to you course of the entire game world as a whole.
to establish a cohesive environment, reason for attendance,
and their entertainment for the next five to six hours. If you Running a small-scope game allows you to focus on the details
succeed, you will be remembered as a legend and coopted to of a setting, narrowing your focus to the events surrounding a
do this on a regular basis. If you fail, your failure will be on city block. Players may have more of an opportunity to see their
display for hundreds of your peers. actions have immediate effect in a small-scope game. Large-
scope games involve more non-player-characters and influence
No pressure. more of the setting itself, meaning that the player can have an
effect on the world itself, but represents a greater strain on the
Running a convention game can be an intimidating prospect. Storyteller to make sure these effects occur through the prism
Even Storytellers who have dozens of games under their belt of the core setting and themes themselves.
sometimes shy away from the concept of facing hundreds of
players in a single location, all of whom are looking to the Setting your place on these two axes define the type and amount
Storyteller for their focus and entertainment. of work necessary to prepare for your upcoming game.

Rest assured that you are not alone and, using the tools Please note, these scales and requirements are not absolute and
available to you, you will not be unprepared. they are not immutable. They are intended to be a method to
plan your event. If you find the need to modify or reject their
This guide is intended to cover the range from multi-location guidance, then you are not making a mistake.
“keystone” games, often used as semi-annual events to draw
players together with in-character and out-of-character reasons The Advocacy Scale:
for gathering, all the way to large multi-national trade shows
that can be used as recruitment and retention events.. This • Low Advocacy – The Planned Event
essay shares the planning steps and best practices that have
been learned from (what feels like) a lifetime of running Increased workload for the Storyteller
events large and small.
 repared non-player-characters and pre-generated player-
P
To prepare for your event, you must first consider your position characters
on a grid, with one axis being player advocacy and the other scope.
Prepared interactions between all player-characters
Player advocacy is the degree to which player-characters will be
able to influence and change the world around them. Games Prepared central, branching storyline
with little advocacy might be one-shot games with pre-gens
run at a trade show. The characters are free to take setting- Prepared learning curve for newer players
appropriate actions, but their choices will not have lasting
impact on the world beyond the night. Games with total • High Advocacy – The Framework
player advocacy might be a yearly convocation event that is
the culmination of player-character actions and machinations. Increased Storyteller presence to allow for unplanned
player actions.
Running low-advocacy games allow you to focus on a specific
theme or story with a low chance of deviation or surprises.  tory arcs ready/prepared with adaptation in response
S
High-advocacy games place the reigns in the hands of the to player actions.
players and, while they might miss out on your carefully crafted
plans, can enable players to immerse themselves more deeply. Increased pre- and post-event work to prepare

Scope is the range at which the event will take place within the Games with smaller advocacy require that you prepare goals,
setting. On the other axis, games with small scope might be behaviors, pre-game build-up, and rivalries. Games with high

Storyteller Secrets 39

Mohamad Kalim (Order #27325250)


advocacy require that you paint with broad strokes, as it were, Remember that the Setting Style Document can be used as
creating the atmosphere that the player machinations move its own tool to release information, and it can be updated
within. The scope axis is similar, with smaller scope allowing based on the setting and lead-in stories. Your Setting Style
you to focus on shorter-term stories and quick payoff, while Document should be where your scope, advocacy, and any
large scope requires strict research on your chosen setting, clarifications on actions, such as feeding, that players will need
the background canon, and follow-through to ensure that the to know are kept.
changes to the setting are communicated to the affected games.
Best Practice:
Once advocacy and scope have been determined, you will Consider items that players will commonly ask about, such
have a firm idea of the areas in which you will need to focus. as any feeding restrictions, permitted pre-cast rituals, or
Next you’ll need to determine is your expected attendance. limits on clans, when creating your Setting Style Document.
For trade-show games, this often can be estimated by games of These provide not only an opportunity to allow your players
similar setting or ticket sales, and for yearly chronicle-unifying to get into game faster, but also a chance to enhance the
games, you can estimate based on other similar events or story and chosen themes. Blood shortages, unique effects,
previous events. Getting an idea of possible attendance will and prepared responses to things like Contacts and Allies
give you an idea of both necessary narrators as well as density can go quite a way towards setting the stage for an event.
of stories available. You will want to keep a ratio of about 1
assistant narrator to every 10 to 15 players. This is a greater For networked chronicles, one of the concerns is providing
number of helpers than a local game, but remember that these lead-in stories to local Storytellers that give away sensitive
larger games tend to be where players resolve their own plans plot elements that need to remain secret. The urge will be
and strive for resolution of larger goals. You can also enlist to withhold these elements from the local storytellers, but
players who can be used as subject matter experts, ready to put yourself in their shoes when the truth comes out. Any
assist other players with their questions. Storyteller will want to be aware of the full ramifications of
the stories they agree to run. You can either be up-front that
Best Practice: aspects of the plot are missing or withheld, or you can release
Large-scale or problematic combat scenes are often taken to the elements, understanding that there will be an amount of
the side or to separate rooms, commonly called “killboxes.” information bleed.
Allowing a killbox can prevent a combat scene from derailing
your event, especially if it occurs within your main play You can also use a small duration and scope type of plot
space. If you decide to allow these at all, make sure you have kit called a “teaser.” These are often found in the form of
a team that is very familiar with the rules and empowered information distribution or limited data exchanges. Couriers
to run a complex and potentially emotional scene as quickly give out invitations, rumors spread, or posts appear on social
and fairly as possible. media regarding your upcoming event. Make sure to consider
using player-characters as the foci for these kits. Non-player-
Best Practice: characters are easier to plan for, but player-characters can have
Identifying your staff will assist players in getting the help a significant improvement in interest and dynamism going
they need. A bright-colored bandana tied on a costume into your event.
works well.
Best practice:
Next, you should consult your advocacy-scope scale to Sharing sensitive information with the local Storyteller
determine the lead-in needs of your event. As much as you teams, despite the high risk that some of the story for your
and your team will spread the word amongst players, you event will the spoiled, is better than keeping information
must also ensure that the characters are informed, enticed, from those same games. Often sharing some of the “secrets”
and motivated to attend. The biggest opportunities for lead- about an upcoming game with the players can also increase
in stories are the characters themselves and the history of player interest.
the chronicle. Don’t be afraid to talk to the players and ask
what their characters would be interested in. Just as in the When preparing your lead-in stories and teaser plot kits,
local games, often the histories written by the players for their consider all types of media to assist with your preparation.
characters and the history of the chronicle itself are rich for In-game videos loaded to hosting sites (YouTube, Vimeo),
story aspects that maximize buy-in. recorded sounds (YouTube, Soundcloud) or open documents
(Google Drive, Scribd), can have significant effect on the
Once you have the Setting Style Document ready for players interest in your event. Props at the event can also improve
to review, you can release it, barring any synchronization with immersion, from a ritual chalice to a crown or even a scepter
events running at the same time that need coordination. can assist with player focus and direction.

40 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


Best Practice: the success of your event. You will want to make sure there
Designate a Stage Manager who can be assigned the are enough stories to keep the players occupied, but ensure
responsibility of coordinating props, set dressing, visual that any stories that intrude into the main game space, force
themes, and even non-player-character blocking/timetables. characters to stop what they are doing, or keep the focus on
non-players stay direct, have a clear purpose, and return the
Best practice: focus back to the players in a timely manner. It is very easy to
When using physical props, have item cards ready for players fall into the trap of allowing non-players to take center stage
to take instead of the item itself. These cards can detail any given that their actions are directed and planned. Resist this
information or mechanics associated with the prop and can temptation, and accept that even if the carefully laid plans you
be destroyed after use in the case of single-use items. have worked on for months take a background role, allowing
your players to see their genre- and setting-appropriate actions
Once the day of your event arrives, you will want to make sure will result in a much higher player satisfaction.
you have walked your event space, working out placement of
your props, furniture (if any), and NPC blocking (where they Remember that the pacing of your stories is key here. A careful
will enter and where they will move). Make sure your players review of Chapter Eight: Storytelling from MET: Vampire
know where to arrive and when you will begin your welcoming The Masquerade and, in specific, Pacing of a Scenario (page
announcements. 338) can assist you.

In your welcome announcements, you will want to cover Of course none of this is to say that you are an order-taker who
your event description (having flyers for this is a bonus), your is required to provide the result from any and all player-based
feeding methods, and how to interact with your Storytelling actions. One of the main roles of an event Storyteller is to
staff at a minimum during your opening announcements. make decisions for what will meet the needs of your attending
Optionally you can point out your NPC players, identify your players, even if that includes telling a player that her actions are
player helpers, or share elements of the upcoming stories of not suitable for the session. This issue can come up often with
which the players should be aware. combat scenes, or killboxes. These scenes can often add to
the tension and setting of your session, and they allow players
Best Practice: from different locations to play their characters through a
Designating a Storyteller staging area and table can help combat session. Be careful, though, that these combat scenes
both your team and your players to make sure everyone do not take a disproportionate amount of resources away from
knows where to go for more information. Helpers can stage your players. It is perfectly acceptable to tell a player that her
here by default so that players with questions can know killbox would take half the game away for hours while it is
where to find help. You can have a list of storylines ready resolved, and it cannot be run. The player may be dissatisfied,
for bored players and a computer or tablet ready for rules but the game as a whole will not suffer for it.
review.
Best practice:
Throughout the evening, you will want to initiate your Remember that your event will run on economies of
planned stories, spreading them out to ensure you have a attention and cool. Players want their characters to have
smooth building to the climax and epilogue of the evening. more of the cool-economy (which is different to each
You should also have a number of spare unassigned stories character) and there is only so much currency in the form of
ready to deploy, to adjust and react to changes in the setting Storyteller attention to go around.
and player reactiveness to the presented stories.
It is almost a guarantee that something will go wrong during an
Best practice: event. Your NPC staff will go off-script, players will completely
You can have an assortment of small story seeds that can be ignore your stories, a fight will break out (in or out of game),
used to engage players who are bored. The Storyteller who or the host character won’t bother to show up. No matter what
takes the seed can fill in the rest of the details and work with goes wrong, the most important thing is to remember that the
the player to craft a side story that is compelling. players are watching you for their cues. If you become visibly
agitated and upset, the players will mirror your behaviors. If
When running larger games, reacting to players and pacing is you remain calm, adjust as needed, and keep the focus on
where many Storytellers have the majority of their issues. From the player-characters, then the game will run smoothly. The
“railroading” stories that ignore player reactions altogether or biggest thing to remember is that the game runs at the pace
permitting the non-player-characters to take the focus away you dictate. Players will push as much as they can for speed
from the players, the method that you use to implement stories and immediacy. Resist the urge to automatically accelerate
and how well that method reacts to player actions will define your behavior to match. It is much more effective to ask for

Storyteller Secrets 41

Mohamad Kalim (Order #27325250)


a moment, consider your choices, explain your reasoning, and Best Practice:
then deliver a decision, than to give a quick answer that you The epilogue is the perfect time to drop a few hints about
may regret later. a later event, even those happening months later. You will
have to provide closure, but having a few outstanding
One of the last considerations for your event is the climax and questions and unsolved mysteries can be a strong motivator
epilogue. Climax does not mean explosions or epic fights (but for players. Be prepared to handle investigation after the
those are not necessarily bad options), but is the payoff for the event.
characters attending. As much as having a demon burst forth
from the flooring is grand in scale, consider how much the Immediately following your event, you will want to extend
actions of the player-characters have impacted the game and your thanks to the volunteers who helped you. In addition
how much the players, as well as the characters, get to interact to the gracious thing to do, it will make it easier for you or
during the event. other Storytellers to get help for your events. If your gaming
organization provides benefits for service, make sure those
An effective climax is planned, but molded by the events are turned in quickly. You will also have a number of after-
leading up to your event and the actions of the players at event reports to pass to the local and administrative Storyteller
the event. Consider the reveal of a player-character’s true groups in an ongoing chronicle setting. Again, finishing these
affiliations, the combination that leads to an understanding of quickly will ensure that the ongoing chronicle runs smoothly
an upcoming adversary invasion, or the chill of discovery that and your fellow Storytellers are not caught by surprise.
accompanies finding out that the players may have been on the
wrong side all along. These events are not explosive, but keep Running a large event can be one of the most stressful,
the focus on the players and avoid locking your main room in demanding, crazy, and rewarding experiences in a Storyteller’s
a narrated or mechanic-heavy event. career. Despite the enormity of the task, remember than your
fellow players are your best resource. Designing your plan,
Whatever you choose, be prepared to run a wave of investigatory focusing on your players, adapting to events on-site, and
challenges to find out more about the climax. Characters will staying true to the themes of the source material will allow
use oracular, occult, and plain investigation challenges to see you to craft a setting and a story that can keep players coming
if they can be more informed than the common character. back for more.
Having responses for these ahead of time will save you time
and energy. Even in low-advocacy events, you will want to Rely on your community, your support network, and your
make sure that the decisions the players make at the event have fellow players and you will have an event that will be talked
a realistic impact on the outcome. Even if it means your plans about at “afters” for years.
do not unfold as you envisioned, showing impact from player
actions can go a long way to improving satisfaction.
David Bounds is a member of several gaming organizations
Best practice: and has run local and global events for the last 15 years. When
Players have become increasingly aware of tropes in all kinds he is not running LARP events, he works in IT. David lives in
of media, including LARP. The ten o’clock monster is often Atlanta with an old pug and the grumpiest cat in the world.
used negatively, but you can also use those expectations to
your advantage. You never want to make the players feel
foolish, but keeping what the players expect and, separately,
what the characters expect, in mind can help you with your
pacing.

Following the climax is the epilogue. Far from a time to slow


down, this is a time to maximize satisfaction for a range of
players who have not gone off to their own designs or are
lagging behind on their character goals. The last few hours of
your event will start to naturally slow in pace, allowing you to
focus on smaller groups of players. Make sure you have a few
small closed-ended stories to seed or lead in to events in the
future.

42 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


Storyteller Secrets 43

Mohamad Kalim (Order #27325250)


A Guide to Encouraging Community Building
By Jess Heinig

Live-action game groups deal with all of the pitfalls that any
social group must confront, be it favoritism, rival cliques, Reciprocity: The Back-and-Forth
or competition for attention. Fortunately, game groups can Reciprocity is the anthropological term for the trading of favors
benefit from the same techniques that help other social groups and gifts among members of a community. In small groups,
to thrive. people often engage in positive reciprocity, in which they give
gifts to each other because they have a vested interest in helping
Players in live-action games don’t have to be enemies, nor other people out—the group as a whole benefits, and you never
should they be. A game is a hobby and a craft, and players know when you’ll need someone else’s help and approval. In
should feel that they receive fulfillment from their investment very large communities like cities, people engage in negative
of time. It’s up to the organizers of games to develop the reciprocity, in which they try to take advantage of one another
structure that allows people to enjoy the game and feel that and then vanish before retribution comes to pass. Somewhere
their time is well-spent. in the middle lies neutral reciprocity, in which you give and get
in equal measure, because you need to at least be tolerable to
While many players believe that the most important way to the people around you if you don’t want to be kicked out of
promote fun is to create a solid set of rules, rules alone cannot the community.
tell you how to have fun. Following all of the rules for chess
will not guarantee a good time playing if your opponent is This concept features in live-action game groups because your
abrasive, abusive, and determined to make sure that you don’t players are trading an important commodity: fun. Players
enjoy yourself. By the same token, the rules of a live-action engage in a give-and-take of who will feature in the spotlight of
game can’t protect players from participants who’ve decided a given scene, and it’s up to you, the organizer, to decide who
to treat other players as adversaries. That means that shutting to feature, when to shift the spotlight, and when to step in and
down bad behavior relies on the game community, and it’s up arbitrate a change of pacing.
to you, the organizer, to create that community.
More important than setting this pacing, though, is setting
a good example for your players. Instead of waiting for your
The First Step players to engage in reciprocity—letting them approach other
The earliest step in building a community is a simple one: participants and ask, “Hey, do you want to be in this scene?”—
make friends! People naturally form social groups out of you need to promote this behavior. Tell your players in advance
families and friends. Groups that form around friendships that you want them to engage other players. Tell them that the
allow people to play the game from a position of mutual trust. problems you’ve presented aren’t there to be solved alone. Tell
Without that trust, different groups become adversaries and them to give other players a chance to shine and to ask for the
compete with each other for fun, for victories over each other, same favor in return!
and for the spotlight in the game.
Without guidance, the natural habit is for players to compete
Playing with friends affords the opportunity to engage in for dramatic space. Everyone wants to snatch up as much fun
reciprocity—the trading of favors in a constructive fashion. as they can have and nobody wants to trust anyone else to give
Playing with people you trust means that you trust those them that time to shine. Experienced players may have learned
people to give you opportunities and to play with your fun that the give-and-take of gameplay works best when they bring
in mind, instead of treating you as a means to the end of other people into their stories and everyone at the game has
their personal entertainment. Playing with adversaries causes a good time. After all, when other players have a good time,
negative reciprocity to appear: players attempt to cheat each they come back to play again, and that’s a key to a successful
other, or try to take more play opportunities than they give, chronicle. As a Storyteller, though, the burden falls upon
because they don’t trust the other players to give them a you to train other players into this behavior. Players will be
chance to enjoy themselves. naturally suspicious of the motives of other players, especially
in antagonistic games like MET: Vampire The Masquerade.
If you can’t make friends with the people with whom you’re Part of your job is to teach them that it’s acceptable to work
playing a game, why are you playing with them? with other players even if that’s to further a story that works
against each other’s characters.

44 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


That’s the point of talking about reciprocity. It’s not enough • Working out ways to provide closure for characters
just to set a game in motion and tell the players “These are who’ve been in the story for a long time. Characters played
the rules and this is the setting.” You need to also give them for an extremely long time amass so many resources that
guidance in how they interact with each other, which means their mere presence shuts out participation by other players.
setting expectations for behavior. Your players need to know It’s important to give other characters their chance to be
not only what not to do—“don’t be that guy”—but also what involved in the game, and that means encouraging very
they should do. That means reminding your players that they powerful, very settled characters to step aside and let the new
should try playing well together, by giving each other leeway, blood play a part of the scene. You may meet with resistance
story hooks, and character time. from the players of older characters about this, but when it’s
your game, it’s your opportunity to make sure that everyone
Some examples of ways to encourage this cooperation include: has a good time—not just the one player who’s played the
same character for ten years, amassed every possible power,
• Reminding players that their characters should act as and dominates every scene in which she participates by
mentors for other new characters. You can reinforce this sheer weight of experience.
behavior by providing valuable social credit—status, boons,
positions, etc.—to players whose characters serve as mentors
to new characters. The Contested Resource:
• Encouraging players to talk to their characters’ competitors The Economy of Cool
and stage their antagonism beforehand. Instead of springing Almost everyone in a live-action game is competing for the
a surprise on another player and relying on rules and traits resources necessary to have fun. Different players enjoy
to resolve the conflict, have the players meet beforehand different aspects of the game, but most commonly, players want
and decide what kind of dispute they want to play out and to interact with other players, to take part in the story, to use
when they’re going to do it. This way, both players have their characters’ abilities, and to feel like their participation
their opportunity to participate, without anyone having was meaningful. Players will chase this satisfaction by using
the conflict “sprung” on them and derailing their evening’s their character abilities and their own force of personality.
entertainment. As a Storyteller, you can promote this by
creating plotlines in which you invite players beforehand to For some players, the contest for fun is a zero-sum game: “In
stake out how they want to participate via public discussions, order for me to have fun, other players cannot.” This kind of
rather than managing lots of secret side-conversations. The adversarial play will drive away other players who can’t find
characters might not know what their enemies are doing, but or make their own opportunities. To overcome this, a game
the players are working to build a story that’s satisfying to community needs to focus on three principles.
everyone.

Storyteller Secrets 45

Mohamad Kalim (Order #27325250)


reasonable expectations. It also lets players know that if they
Characters are Adversaries, Players are Not do something you don’t want in the game, they’re going to be
Mind’s Eye Theatre: Vampire The Masquerade games often asked to change their behavior or find another game!
focus on the politics of dysfunctional social systems—Kindred
engaged in cutthroat competition for blood, territory, and Learning what your players want goes back to another facet
influence. As a game organizer, it’s key to recognize that this of anthropology: observation. It’s fine to poll your players and
kind of adversarial relationship is in the context of the game, ask what kind of game they want to play, but keep in mind
not an excuse to play out rivalries between players. This means that self-reporting is unreliable; players may feel pressured
that players should be encouraged to play out their rivalries to report with answers that they think are cool or socially
with the advice and consent of the rival. Making a secret plan to acceptable, or they may not recognize what they actually enjoy
overthrow the Prince of the city may satisfy the goal of “I want and mistakenly report, or they may simply lie. (The latter case
to be Prince,” but approaching another player and working is common among problem players, who will happily report
out an idea for a conflict between the Prince and an upstart is that they come to games for “story and camaraderie” when
a means to satisfy the goal of “I want everyone to have a good they actually come to games to “defeat other players and prove
time.” If a player’s satisfaction comes solely through trumping my superior rules mastery.”) Instead, you need to watch what
other players via rules mastery, this behavior will drive away your players do, how they react, and to what stimuli their
anyone who doesn’t approach the game the same way. For the characters respond. Don’t just throw out an antagonist and
health of the game as a whole, it’s important to focus these then ask the players what they’re going to do. Listen in on
types of play in constructive directions rather than destructive the players’ conversations and focus on what the characters
ones, by making sure that players always interact with the goal are trying to get or trying to avoid. Watch how they treat one
of promoting enjoyment for everyone involved in their scenes, another and what abilities they use. Read their character
not just for themselves. sheets and see where they’ve spent their points—chances are, if
a player’s spent a lot of points on something, the player wants
A corollary to this principle is that organizers must be ready to use it. This is a lot of work, but nobody said that being a
and willing to eject players who are damaging the enjoyment Storyteller was going to be a gig that you could sleep through!
of the rest of the game. Adversarial players will eventually
drive out everyone but their own friends or people who are so Once you have an idea of what interests a player, you can craft
heavily invested in the game that they would rather have a bad story elements that will engage this player. This in turn helps
time than leave. This includes players whose only recourse is you to build your game community, because you can create
escalation—pressing every dispute into a rules-moderated battle elements that will give every player a chance to engage in the
to the death—and players whose excuse for bad behavior is “I game. When no single player can monopolize the spotlight,
was just doing what my character would do!” These players everyone has an incentive to give-and-take with the other
are placing the burden of reaction to their bad behavior on participants in order to share the chances to develop their
everyone else in the game, and as the overseer of a game, it’s character stories and take part in the action.
your job to recognize that kind of antagonistic behavior and
put a stop to it. Get ‘em Early
It’s easier to create a culture for a game community at the
Players Come in Many Forms outset than to change a community’s culture later. The
While many players simply want to enjoy participating in the Storyteller organizing the game sets that tone through written
story and using their characters’ abilities, some players have documents, announcements, and the choice of how to run
fun through other avenues. Costuming, pageantry, pursuit of and enforce the game. Establish your desired gameplay
immersion, and playing against type are all equally valid ways early; announce what you expect before you run a game,
to pursue fun. Building a successful game community means write it down in a game charter, and create characters and
finding ways to foster those forms of engagement. Players need storylines designed to showcase what you want. If you wait
to feel that their choices for entertainment are valid. This for the game to take off on its own, the players with the most
task falls on the Storyteller, to make sure that these goals are forceful personalities will shape the game culture, and they
recognized. will drive the game toward what they want. Once the players
have expectations about the game, it’s difficult to change those
Conversely, it’s important to establish what your game is not, expectations without alienating people.
so that players don’t come to the game expecting something
that they’re not going to get, and so that they don’t try to If you build a culture early for a game, participants will
change the game in ways that might be difficult for other spread that culture to new players. The game will establish an
players. Letting players know what they’re getting from the unwritten set of mores—behavioral codes—that are transmitted
game up front makes sure that the players who show up have by players interacting with new players. If your initial player

46 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


base has absorbed the culture that you want, they’ll pass it Now it’s time to deploy a little bit of social psychology dressed
on to new players. If your player base has already fallen into up as a game. In the famous Robbers Cave experiment, social
adversarial behaviors, they’ll pass that on too, probably to the psychologist Muzafer Sherif brought two groups of young
detriment of the game. boys to summer camp and gave them group identities and
bonding activities. When the two groups finally met, conflict
When you recruit new players, make sure to impart your game ensued; the groups competed for resources and established
culture to them early on. Your experienced players will do so separate identities, with name-calling, derogatory songs, and
simply by helping them to make characters, bringing them flags to symbolize their claims to territory in the camp. Sherif
into the in-game social structures, and interacting with them attempted several means to bring the groups together with
in play, but you can nail down your expectations by talking shared activities, but discovered that the groups only came
to the new players when they first show up to join. Don’t just together once they had a superordinate goal—a goal that they
send them off with a staffer to make characters and jump into could only achieve by working together.
play; take a few minutes to explain your expectations about
how they should behave, and also about what they should Enter the ten o’clock monster (or puzzle, or plot, or…). You can
expect from your game. That way, they know that if the game bring your cliques together by pitting them against a problem
isn’t going the way you’ve explained it, they should speak up that they can only solve by working together. Naturally,
instead of assuming that “it’s just how the game goes.” This they’ll attempt all manner of clever solutions to get around
is especially important when a large contingent of new players this—but if your Vampire: The Masquerade story involves
all show up at once. Groups like this will bring their own an enemy force that will ruin the city unless it’s confronted
dynamic and they can represent a large culture shift if they with Thaumatugical rituals, hard-hitting Potence, and a lot
bring their own style of play to the game. When a group shows of Obfuscated spywork, your players will have no choice but
up, make sure to set aside time to deal with them en masse so to go to various groups for the pieces of the puzzle (unless
that you can give them all direction, rather than letting them there’s a player whose character has all of these powers, but
divert the style of your game based on their own assumptions. you already know that this is a problem, right?) Putting your
players in a position where they must work together to achieve
Visitors present a special case for your game. Visitors to your their goals isn’t just sensible. According to realistic conflict
game may not understand your local game culture. Set out theory, it’s the best (and possibly only) way to get them to
your expectations early and make a priority of letting visitors cooperate between groups.
know what’s accepted and what’s not; otherwise, they may
bring bad habits from other games that disrupt your story. Of course, there’s one final problem with this: You are then
Visitors are especially prone to falling into negative reciprocity a new antagonistic group. The players are pitted against you.
(as described previously), because what consequences will they Fortunately, that’s your goal; you introduce the story, and the
face? If several visitors show up, murder their way through the players take it and run with it. As long as you’ve established
characters in your story, and then leave that same night, never the basis of trust with your player group, they’ll accept that
to be seen again, there’s no consequence for their antisocial your goal is to give everyone a good time, and they’ll chew up
behavior, but your game has to bear the brunt of it. You need the challenges that you craft while thanking you for it.
to set the expectations from the start that you won’t tolerate
that behavior from visitors, but conversely don’t let anyone Vampires have no reason to trust each other—but their players
blame you when someone else behaves badly. The blame lies do. That trust, and the bond that allows the players to form
with the offenders, and they should never get a pass simply by a mutually-satisfactory game, is more important than any
pointing a finger at you and saying that it’s your fault for not antagonism that should exist solely in the World of Darkness
saying “no.” and never slip over into the world of gaming.

The Ten O’Clock Monster Jesse Heinig is a long-time storyteller with experience as
You’ve set down your expectations, explained to your players a White Wolf developer, a video game designer, and a
what behaviors you consider constructive and what you LARP organizer. His current LARP focus is in bringing
consider antagonistic, and familiarized yourself with your interdisciplinary knowledge to live-action game design.
players’ character records so that you can tell what they want
to be able to do. Unfortunately, you already have four different
cliques in the game, and they’re all scrapping for supremacy
(and for the chance to be at the head of the table when that
juicy, delicious plot arrives). How do you bring them together?

Storyteller Secrets 47

Mohamad Kalim (Order #27325250)


48 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


Proper Care & Feeding of the Undead
By Peter Woodworth

While Mind’s Eye Theatre: Vampire The Masquerade is and to spread any rumors, breaking news, or other common
definitely a game, with all kinds of rules to help resolve disputes, information for the current session. Again, don’t draw this
simulate supernatural abilities, and provide other ways to interact out too long, or it will lose its impact, but make sure the
with the fictional world of the story, it’s important to remember essentials are covered. You can even foreshadow events if you
that it’s also a theatrical experience as well. Some players shy like, though make sure you don’t ruin any plans the players are
away from this aspect, saying things like “I’m no good at acting,” working on in the process. Think of it as the “previously on”
but the reality is that you don’t have to be an ace actor to learn a opening of a long-running show, perhaps with a bit of a “next
few tricks for getting in—and staying in—character. time on” trailer, too. You can and should make it engaging,
but don’t make it so long that players lose track of everything.

Opening Ceremonies Step Four: Ask Everyone to Close Their Eyes


There’s an old pre-show tradition, shared by many theatrical Ask everyone to close their eyes for a few moments. Encourage
troupes, where the company gets together to say a few things them not to peek. This technique is more effective if you don’t
immediately before the curtain rises: words of encouragement, inform the players why you want them to be quiet and close
necessary reminders, some group bonding, etc. It’s a very good their eyes. If you also use the Game-Off Ritual (see below),
habit for LARP troupes to develop too, as having a specific this is a good time to ask players to call up the impression they
game-on ritual helps get a game started right by organizing saved at the end of the last session.
players, distributing essential information, and then giving
participants a moment to focus on getting into character. Step Five: Set the Stage
Dim the lights, start the music, light the incense, and finish
Step One: Gather the Players making the game area ready. Ideally this space should be
Ask all the players to gather around: no exceptions. If anyone mostly set up in advance, so that you just have to push a
is using the restroom, adjusting a costume, texting a friend, couple of buttons and flip a few switches. There’s a surprising
getting a beverage, or is otherwise absent or multitasking, wait dramatic payoff to closing your eyes on a normal room and
for them to finish and join the group. Request that everyone opening them to see a changed space.
put away their phones, tablets, laptops, rule books, and other
distractions for just a couple of moments. Step Six: Call Out the Mortals
Now ask that everyone who is portraying a mortal—including
Step Two: Ask for Silence ghouls—open their eyes and look around. Remind them
Request that everyone be silent, and wait until everyone settles of their differences compared to the vampire characters. A
down. It’s great for a game group to get together, and you’ll sample speech is provided below, but as with anything else on
probably want to let people socialize for a little bit so they’re this list, feel free to customize it to suit your particular style:
not tempted to break character later. This request for silence
signals that the pre-game time is over and gets players ready to “Look around you. Look at everyone who still has their eyes
become immersed in the game. closed. Look; look carefully. This is the only time that you
can look at them in relative safety: while they sleep. They are
Step Three: Ground Rules & Recap vampires. You are not. They’re dead; you aren’t. You love
Begin with a welcome and remind the players of the basic rules them, hate them, fear them, maybe even want to become one
of Mind’s Eye Theatre—not the nitty-gritty mechanics, but of them—but you are not them. Not tonight. Tonight, your
the universal ones, like the no-touching rule. If your troupe heart still beats, your lungs still fill with air without conscious
has its own house rules, including any owner’s requests or thought, and your body knows the little aches and pains of
safety concerns about the play area, this is the time to bring normal fatigue. Treasure this, or loathe it, but accept it, and
those up as well. Try not to drag out this part, but make sure remember: you are mortals. Now please close your eyes again.”
everyone has the basics down, as even veteran players can get a
little lax after a while and might need a reminder. Step: Seven: Remind the
Once the rules reinforcement is finished, this is also a good
Vampires of What They Are
time to briefly recap important events that have recently Finally, speak to the vampire players. Again, a sample speech
happened in game (at least those that everyone knows about) is provided below:

Storyteller Secrets 49

Mohamad Kalim (Order #27325250)


“Vampires...please open your eyes now, and look around. thing to know in an abstract sense that you started the night
Regardless of your clans, your goals, your hopes, rivalries, or with 9 Blood points and now have 3; it’s quite another to
bitter hatreds, you all share one fundamental, inescapable watch your supply actually dwindle in your hands!
trait: you’re all vampires. And tonight, all of you—some earlier
or later than others, perhaps—opened your eyes suddenly and Hunting During Play
looked around. Just like you did now. Right up until that A standard feeding interlude is 15 minutes, during which the
moment, and for many hours before it, you slept. You slept player is considered out of game while their character hunts
like the dead, because you are dead. You have stepped outside for suitable prey. This is a lot of time when weighed against
the normal rhythms of life and remain suspended somewhere the length of an average play session, and if not properly
in the outer darkness. Your eyes don’t blink, your heart utilized, such a long interlude can actually be a a momentum-
doesn’t beat, your breath doesn’t steam in the chill night air, killer. Fortunately, with a little preparation, it can also be used
not unless you will it. Look at the mortals: you resemble them, to really help players imagine what their characters are doing.
but you aren’t them. Not anymore. They are alive, and you are
not. You are vampires.” <Pause> “Game on.” When a player chooses to have her character feed during play,
it’s best to have her check in with a staff member to report
Step Eight: Exit and Re-Enter the activity for rules purposes and then move to a designated
If you prefer to not launch immediately into play, one good out-of-game space while they wait. Once they’re there, let the
technique to help establish setting and get people into player take a few minutes to relax and perhaps tend to a few
character is to ask everyone to leave the play area and then out-of-character needs like using the restroom, checking her
re-enter in character. (A host character or others who would phone, or grabbing a snack. LARP can be tiring, after all,
already be on site may remain, naturally.) This process allows particularly during long sessions, and allowing players to use
people to get any last-minute rules questions out of the way, this pause as a chance for a quick break is a great idea.
finish that last cigarette, tie up some between-game loose ends
with their fellow conspirators, and otherwise handle any out- However, before the player comes back into game, help them
of-character matters out of sight, so that when they enter, they imagine the feeding experience and also get them back into
are really stepping into a game-only space. character. Leave some index cards or a notepad and pen in the
out-of-game area, and ask the player to jot down a few basics
of her hunting scene:
Hunting & Feeding
How characters obtain their Blood points provides one of • Where did she go?
the biggest roleplaying opportunities. It’s often overlooked
in many games, and yet it is something that helps enhance • On whom did she feed?
immersion. Incorporating story and character immersion into
the experience of feeding makes it a fascinating part of the • Name one other notable thing the vampire remembers
story, rather than simply a mechanical aspect of the rules, and from the hunt.
it goes a long way to remind the players exactly what kind of
monsters they are portraying. A few words or a brief sentence will suffice for each question;
just encourage players to be specific. “Out; some guy; he
Make Blood Points Real was tall,” is perhaps a bit too vague for this sort of exercise;
One simple, but surprisingly effective, way to remind players compare those answers to the still-succinct, “McGillan’s
that Blood points are not an abstract “power source,” but Pub; cute blonde; in her old Camaro,” which is much more
instead represent the real lifeblood of a person or animal, is evocative without having many more words. (If players desire
to use some sort of token to represent them. Small glass beads secrecy for these notes, envelopes can be provided, or the
are cheap and available at most craft stores, and they can be entries taped shut for staff to open later.) These details cannot
pocketed easily in most costumes; alternatively, raffle tickets have mechanical effects—the vampire can’t name another
or small index cards can be carried anyplace that will hold a character’s Contact as her target and drain it dry, for instance—
character sheet. If there are concerns about players cheating, but they are intended to make the time spent feeding feel less
rotating through different color tokens, having a Storyteller like a “time out” and more of a roleplaying experience.
sign them, or other simple measures are generally sufficient to
discourage abuse. As a note, while using these moments to build a real,
immersive world is good, it’s important that staff members
Whenever a player spends Blood points, they should hand not use the information on these cards to penalize a character,
the beads to a staff member or tear up the papers, giving the unless someone invokes the appropriate downtime mechanics
process a real physical cost they can feel. After all, it’s one or other rules to do so. Players are asked to be creative and

50 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


evocative in these moments; if they are used against them simulate skills or backgrounds that have not been purchased
without good cause, they’ll simply stop doing it, or give vague, through other means, nor can they be used to take downtime
defensive answers. So as tempting as it might be to decide actions or have other mechanical game effects without also
that the new chief of police lost his daughter to a “mugging” using the appropriate rules for such situations. It’s also worth
behind McGillan’s Pub, thus putting that character in the noting how the experience goes if the character has any flaws
hot seat, it’s probably best to not create such obstacles for the or other qualities that result in Beast Traits for the vampire or
character, or the players are going to feel a bit betrayed for just in exceptional pain or other effects for the victim—this is an
following instructions. excellent way to make sure the character feels the full brunt of
those drawbacks, rather than simply shuffling them off to the
The point is to make the moment of feeding feel real, regardless side most of the time.
of whether the character is stalking a target, breaking into a
blood bank, or doing something else entirely. As time goes by and the vampire feeds more and more, she will
come to know these victims and have a sense of an ongoing
Putting a Face on Herd relationship—even if the mortal is a hapless cultist only too
It’s important to remember that the Herd background glad to give up his blood to his dark master, learning that he
represents a relationship that the vampire regularly exploits for also has college loans to pay off and an addiction to bad sci-
her own benefit in a very intimate and physical way. In order fi paperbacks makes him a compelling small character. He’s
for the player to really feel that connection, it’s important to not just a faceless source of blood, he’s a person. This sort of
take steps to flesh out and define exactly what those victims attachment makes actions that damage or destroy a vampire’s
look like—and make no mistake, they are victims, the willing Herd rating that much more personal in her aggression—
ones perhaps most of all. watching the cards she’s developed over time be taken away,
along with dots of Herd lost, is an excellent way to provoke
The simplest way to add details to a Herd is to ask the player feelings of violation, outrage, and fury that such assaults would
to get a set of index cards, at least one per dot of Herd. For stir up in a vampiric heart.
each dot, write down the player’s name and then attach a
picture representing someone related to her Herd. (A simple In most cases, these cards will represent individuals from
image search will turn up a wealth of available photos to use whom the vampire directly feeds, though if their Herd
for this exercise.) After there’s a face attached to it, give that background represents something like access to a blood bank,
person a name, or failing that, a simple description like “bored animal shelter, or other unusual source, it might represent
socialite” or “drunk beneath the Passayunk Avenue Bridge,” security guards, receptionists, volunteers, or other mortals she
which the player can use to remember the victim. Leave plenty encounters (or avoids) while making use of the location. Or,
of space after adding the picture and the name, however—more with Storyteller permission, the player could use a picture of
will be coming. the location itself and add facts about it and its operation;
this is less effective for putting a face on the feeding process,
Place these cards on the Storyteller table at the beginning but does give the player a strong sense of territoriality and
of each session, and every time a vampire with the Herd familiarity that can serve a similar purpose for this exercise.
background wishes to refresh her Blood points during play, So long as she’s getting attached to her Herd, then it’s working
she must choose one of these cards to represent her convenient the way it’s intended.
victim. These are not true NPCs and don’t normally require
mechanics, but if it becomes important for some reason, Players will inevitably ask if they can toss aside a Herd member
any individual in the Herd counts as being a Rating 1 Stock card and start a new one. The answer, of course, is certainly—
NPC. Even if a vampire has 5 dots of Herd, no one member they simply have to describe on the card why the old Herd
of the Herd is particularly talented or useful—if they want member is no longer one of their victims and give it to the staff,
such capable followers among their feeding stock, they must along with the new replacement. Even then, actually having to
purchase other Backgrounds, such as Allies, to reflect those discard a “person” a player has developed on a card and may
exceptional individuals. have knowledge of or ties to is far different from simply stating
mechanical changes to a character sheet.
During the 15-minute break required to use Herd for feeding,
the player should write one new fact she’s learned about her
victim on the card. It needn’t be elaborate or mysterious— Beast Traits & Frenzy
always puts on Vivaldi before I feed” is just as good, if not Roleplaying a character’s struggle to master the Beast—or at
better than, “bears a mysterious tattoo on his lower back least not lose herself to her primal side—is a major part of the
perhaps signifying membership in an occult society” when it Vampire: The Masquerade experience, and thus deserves
comes to humanizing a victim. Note that these facts cannot some special attention. Many players find it challenging to give

Storyteller Secrets 51

Mohamad Kalim (Order #27325250)


up control of their characters, perceiving Beast Traits and the
frenzies that accompany them as a break in roleplaying rather The Mask and the Monster:
than a chance to accentuate it. The following techniques
should help remedy that situation, turning the slide toward
Making Frenzy Real
Playing a character in the grip of frenzy is another challenge,
the Beast into a unique and memorable experience that hooks
and one that many players shy away from—they see it as a loss
directly into a player’s roleplaying.
of control, but that’s only partially correct. The character
And All the Pieces Matter has lost control, true, and some options are limited in terms
of what the character can do, but the player still gets to use
Each time a character gains a Beast Trait during play, she’s
this moment as an opportunity to put her own spin on the
sliding a little closer to the edge of doing something truly
situation. After all, going out of control is a wonderful excuse
terrible—the mask of humanity, of rationality, that she has
for a character to indulge some of her darkest desires and lash
is slipping away and revealing the Beast lurking underneath.
out at their enemies.
One way to effectively convey is to develop a particular
habit or mannerism that your character only demonstrates One useful technique to help players get into the mindset of
when she has acquired Beast Traits, one that becomes more frenzy—as well as signal to other nearby characters that the
pronounced as the numbers of traits rise. Think of it as a frenzying vampire is out of control—is to use “frenzy masks.”
coping mechanism, if you will, an outward expression of the These are not actual in-game items, just simple masks that
turmoil brewing in your character’s undead heart. players put on as an out-of-character signal that their characters
have entered frenzy. The exact style of mask doesn’t really
For example, one common but very effective “tell” of Beast matter—it can be a plain domino mask, a simple surgical mask,
Trait accumulation is growling and snarling in a feral, a full hockey mask, or other style of mask, so long as it’s easy
animalistic fashion. At 1 Beast Trait, this behavior might keep on hand during play.
be barely noticeable: a low growl at the end of a sentence,
perhaps, or a slight snarl when addressing a rival. At 3 Beast It may not seem like much, but psychologically even a simple
Traits, the character might be growling and snarling almost mask adds a layer of disconnect from on the action, allowing
continuously, softly sometimes but increasingly loudly as she the player to distance the actions taken during frenzy from
goes on, perhaps even to the point where it interferes with how she normally feels about her character, and to heighten
speech unless she takes a moment to focus on what she’s the sense of “it wasn’t me, the Beast took over” when the
saying. At 5 Beast Traits—assuming she doesn’t enter frenzy, frenzy subsides. It also has the added benefit of dehumanizing
which is a very near thing—the character is capable of very little the frenzying character for others around her—they no longer
speech, having reverted almost entirely to savage growling, see the vampire they know, but something else instead.
hissing, and snarling to communicate.
This practice can take a little getting used to, but it can help
It’s important to remember that this mannerism or “tell” players sharply mark the distinction between the vampires
doesn’t have to be something so feral, of course. A few and their Beasts. Of course, if players are interested in making
years ago, I saw a very good representation of this concept. their own frenzy masks, that prop can add a very personal and
A Ventrue player was the very image of the clan stereotype: engaging twist to this practice. Some players may even become
neat suit, perfect hair, commanding smile—a modern big shot. fond of the time they spend behind the mask. After all, the more
You could always tell when his Beast started rearing its head, time you spend behind a mask, the more it comes to fit you….
because he would reach into his pocket, take out a coin, and
start flipping it. The more often he flipped it, or the more he
grabbed it out of the air with anger, told you exactly how close Game-Off Ritual
he was coming to his breaking point. It was a wonderful tell, One commonly overlooked part of encouraging good
because it was still very much in keeping with his character, roleplaying is the ending moment. All too often a game will
and yet it also gave him a way to express how close his Beast simply cut off, which can make for a rough transition back to
was rising to the surface. reality and leave players feeling like the story was arbitrarily
cut off, rather than reaching a more natural conclusion.
And when he put the coin away again, well, you knew all that Sometimes this can’t be helped, of course, but whenever
stress was about to go away. possible it’s a good idea to have a game-off ritual.

One way or another. Step One: Gather the Players


Just like the beginning, call everyone together. No cell phones,
no removing makeup, no last-minute tests: just bring everyone
together for a few minutes.

52 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


suggestions, but don’t like others, feel free to toss what doesn’t
Step Two: Share Stories and Wrap Up work and go with what inspires you. For that matter, if these
Once everyone’s together, it’s a good time to share some ideas don’t work at all, but inspire something totally different
stories—so long as they don’t spill any secrets people wanted that encourages strong roleplaying, go for it! The point is to
kept under wraps—and perhaps even narrate some off-screen find ways to enhance the experience for everyone—and if you
action to foreshadow coming events, show consequences, or make that effort, you’ll find it pays off handsomely in the long
tie up loose ends. Encourage people to share funny moments, run for everyone at your game.
revel in a good dramatic twist, or otherwise bring up what
made the session special. Keep it moving, but give anyone who
wants a chance to chip in. Peter Woodworth is a New Jersey native and resides there
still, happily teaching English at a small local college. He is
Step Three: Spend a Final the author of the Dead Heroes survival horror trilogy, and his
Moment In Character short fiction has appeared in anthologies such as The Ministry
Initiative, Gimme Shelter, and The Lost, as well as on websites
Once everyone has shared stories and decompressed a little such as Terrible Minds and 365 Tomorrows. Working for
bit, ask them to quiet down and close their eyes again for just White Wolf, Evil Hat, Eschaton Media and others, he has also
a moment. Tell them to focus on where their characters were written a stack of roleplaying books for both tabletop and live-
at the end of the night—how they were feeling, what they were action play, most notably serving as a writer and developer
planning, what they gained, and what they lost. Let them fix for White Wolf’s legendary Mind’s Eye Theatre line. He even
those impressions in their minds, develop them as clearly as enjoyed working as a rock journalist until his newspaper
they can so they can easily recall them next time, and then tell finally caught on that most newspaper readers are over 50 and
everyone to exhale slowly and open their eyes again. Game off. do not know or care about Flogging Molly. When he isn’t
grading papers or writing novels, he reads a lot, runs too many
Step Four: Thank You and Clean Up RPGs, is seriously addicted to Fantasy Flight board games, and
This is also a good time to thank everyone for coming out LARPs whenever he can swing it. You can find him online at
and playing, as well as thank the hosts for providing a game peterwoodworth.com.
space (where applicable). If there are special post-game cleanup
instructions, make sure to share those too—hosting is a tiring
task, but it should never be a thankless one!

Moving Forward
It might seem odd to spend as much time on starting and
ending the game sessions as you do on game mechanics like
feeding and frenzy, but on closer examination, it makes sense.
With all the emphasis on rules, tests, and other mechanics,
it can be a little too easy to think in terms of numbers and
forget that the game is also about creating a real, dramatic
environment where everyone can immerse themselves in their
characters.

One of the best ways to encourage immersion is to create


that environment by having a structured process for starting
and ending the game in order to encourage the sort of
focus that roleplaying requires. By adding roleplaying and
character development elements to moments normally ruled
by mechanics, such as feeding and frenzy, you allow players
to recognize those mechanics as a chance to move their
roleplaying forward rather than set it aside while they resolve
the rules involved.

Ultimately every gaming troupe is different, and what works


for one might not fit well for another. If you like some of these

Storyteller Secrets 53

Mohamad Kalim (Order #27325250)


54 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


“Yes, and…”How to Improve Your Storytelling
Through Application of the Rules of Improv
By Jimmy Reckitt

The title “Storyteller” is something of a misnomer. After • “The elder isn’t available tonight.”
all, though the writing of the story is certainly within your
purview, in the course of your duties, you’re really working • “You cast the ritual—nothing happens.”
with the other participants to direct it. If you were solely in
charge of the actors, you would be doing theater and not While these occurrences may be necessary and/or true,
LARP, and you’d be a director and not a Storyteller. It’s a bit these sorts of answers deny the actions of the players without
of nomenclatural irony that Storytellers provide direction, and offering any new avenues to pursue or giving anything
directors dictate stories. meaningful to react to in character. This is very frustrating to
players (especially the new ones!), and it can lead to breaks in
That’s not to say that one tradition can’t borrow from the other. the action, which in turn detract from the mood of the game.
Indeed, LARP has much in common with improvisational Avoiding these moments is important to help keep everyone
theater, where the stories portrayed are the product of engaged and focused on their actions.
everyone acting out their characters. And just as LARP has
rules to resolve disputes and keep the action moving, there are However, that doesn’t mean you can’t tell players no.
some commonly upheld rules of thumb for improv that keep Sometimes whatever the players are trying simply wouldn’t
things moving in a positive direction as well. By applying some work, or the circumstances of the scene or the story are
of these rules to your storytelling style, you can avoid some of such that the players wouldn’t succeed. From a storytelling
the common storytelling pitfalls and even enhance the flow of perspective, this is perfectly acceptable, and in some instances,
creative energy within your game. it can add to the scene.

When you have to tell a player no, try to give them something
Rule 1: Don’t Deny else. Offer them context and additional structure in a way that
Avoiding the practice of denial is perhaps the most important adds to roleplay, helping them steer the game back on track.
rule of improv. It’s defined as the act of negating the direction This is an application of “yes, and…”—the famous rule of
of a participant by declining their attempt to advance story. improv theater. Following this practice helps keeps the players
When denial happens, it runs the risk of depleting the creative engaged in the game and increases their feeling of agency.
energy of the scene, as participants have to work to re-engage
themselves. This can lead to prolonged and awkward pauses, Here are some examples:
which disrupt the flow of things until story resumes.
• “That course of action isn’t going to work. However, I see your
Keeping a positive flow is important in LARP as well. It helps PC has a number of levels of the Science skill. It occurs to you
make the experience more immersive and more enjoyable for that it might work to try….”
all participants. And while it’s certainly important that players
do their best to avoid denying one another, it’s also important • “ You reach out to your contact in the shipping industry, relaying
for Storytellers to avoid denying their players. However, the the details of the antiquities shipment the Prince is looking for.
typical Storyteller isn’t always aware of the ways the players are A few minutes later, you receive an email—no one at the port
being denied. authority seems to know anything. Strangely, there hasn’t been
a vessel from Cairo in weeks.”
Perhaps the most direct form of denial comes in the form of
mechanics. It’s the Storyteller’s job to uphold the rules, and • “ You send a text message to your mentor’s ghoul, asking for a
in the course of action rules calls can be disruptive to creative visit to seek her council. ’The elder isn’t available tonight’, is
flow. Here are some examples: the reply you receive. The ghoul’s reply strikes you as unusually
curt—perhaps there’s a reason for it?”
• “That just wouldn’t work.”
• “ You begin the invocation for Illuminate the Trail of Prey,
• “Your contact doesn’t know anything.” focusing intently on the photograph of the mysterious stranger.

Storyteller Secrets 55

Mohamad Kalim (Order #27325250)


As you reach the ritual’s completion, nothing happens. to the Storyteller will seem implausible. When that happens, it
Uncertainty begins to creep in. What manner of creature can can be tempting to outright deny the players, dismissing their
avoid Thaumaturgical pursuit?” actions as impossible without allowing them to play out. This is
a very frustrating form of denial for the players, especially when
It’s also possible to deny players with NPCs in a variety of ways. they’ve put time and effort into their planning. While not every
Sometimes players will want to get rough with NPCs vital to the scheme on the part of the players should be hand-waved to
story or act out against NPCs you want them to respect. While a successful outcome, finding ways to work with your players
certainly frustrating, you may feel tempted to bring them to heel instead of refusing them can help maintain a positive energy.
forcefully, making the NPCs more powerful such that they can
resist or even domineer over the PCs. A great way to do this is by allowing the players to make the
attempt at whatever it is that they’re trying and integrating
This is another form of denial. While the Storyteller is certainly the attempt into the story. If for example, the players were
under no obligation to make every encounter for the PCs a looking to pay off a Giovanni loan shark by robbing a bank
walk in the park, it’s important to allow the PCs to interact after hours (with no plausible means of doing so), let them
with NPCs in ways that allow them to feel that they have an make their attempt. While you may not be able to allow them
active role in the story, and avoid attempting to negate their to achieve their goal outright, seek to keep them engaged
actions so directly. Just as the players respect your storytelling, through narrative. With a little creativity, their attempt can
so too should you respect the agency of their characters in help advance the story.
creating their own stories.
For example, “The Dominated security guard opens the front
Enjoying some degree of power is an important theme door, and the first part of your plan is successful. You’re led
of portraying a vampire and part of what makes them so past the row of kiosks and through a door into the back area.
appealing. While the cliché goes, “There’s always something Stopping at the vault door, the guard gestures. ‘That’ll open
bigger than you in the World of Darkness,” the mystique and at 6 a.m.,’ he explains. Standing there, with over a ton of steel
superiority of being a vampire quickly fades if every homeless blocking your path, it occurs to you how upset Don Michael
person the players feed on is suddenly a werewolf. For that gets when he’s kept waiting. As you ponder what he might do
reason, consider giving the PCs some leeway. On most to you, you receive a text message. ‘DON’T BE LATE,’ says an
nights, there’s nothing wrong with letting the PCs Dominate unknown number.”
and Presence their way out of speeding tickets and past club
bouncers, and should they beat on the occasional vagrant get Ultimately, the good Storyteller is a nimble one. She finds ways
hit in the head with Puissance, well…these things happen. to work with her players and support their actions, and finds
While it seems permissive to let players finesse or brute force ways to roll with the punches when they engage the storyline
their way through most conflicts, it serves to make those in unforeseen ways. By taking care not to deny, the players stay
moments where the story asserts itself with tougher challenges engaged, and the positive energies flow.
and stronger foes that much more horrifying and compelling
for the participants. But until those moments come along,
avoid making the NPCs unstoppable. Rule 2:
To that end, it’s important not to deny with your NPC Avoid Open-Ended Questions
portrayals as well. While antagonists are certainly an exception, Imagine walking into a scene with no script, preparation, or
it’s no fun for PCs to constantly interact with characters background, and suddenly having the burden of maintaining the
who remain stoic and flat despite their attempts to interact. dialogue placed upon you. You’d likely find it very difficult. It’s
This is especially true of ordinary or stock NPCs, the flat already challenging to be creative in the span of a few seconds,
characters that serve a specialized role, such as a limo driver and it’s immensely difficult with nothing with which to work.
or convenience store clerk. If the PCs are looking to push the
local snitch around, let them! Whenever possible, allow for Now imagine you sat down at a restaurant and were simply asked
the personalities of the NPCs to be influenced and defined what you wanted to eat, instead of being shown a menu. You’d
by the PCs’ actions, and consider that the dynamic Storyteller likely find that a difficult decision as well. You’d have no idea
can advance a plot by building upon the actions of the players. what the chef was prepared to make or what ingredients were
This is another application of the improv rule “yes, and….” on hand. Perhaps you could name something that the kitchen
could prepare, but it probably wouldn’t be the house special.
Denial can come into play in other ways. Throughout the
course of gameplay, players will often dream up complex or These are difficulties that happen when asking questions that
perhaps fantastical solutions to the problems they face, which are too open, another improv taboo. Whereas freedom of

56 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


choice is a good thing, open-ended questions offer no context for the next gathering place. However, a number of Toreador
as to how to proceed or what sort of answer might lead to dignitaries are rumored to be passing through town and are
more story. They’re also create a strong sense of pressure and likely to scoff at a location with a Spartan aesthetic. As the
can disturb the flow of a scene by placing all of the onus on Keeper of Elysium, the choice of location falls to you. Where do
one party as to what happens next. In a game environment, we you hold Elysium?”
often do this to one another without realizing it.
In the case of more immediate choices, Storytellers can avoid
Some examples: an open-ended question by setting the mood as part of their
question.
• Player: “What’s going on with my influences?”
• S toryteller: “The mood in the city is light and festive. The
•P
 layer: “What does my clan’s elder want me to do tonight?” evening air is uncharacteristically lively, and a surprise upset
earlier in the evening has earned the [local sports team] a
• Storyteller: “Where are you holding Elysium?” playoff spot. The rack is packed and lively. Where are you as
the evening begins?”
• Storyteller: “What are your characters doing tonight?”

A great way to avoid this issue is to ask for and offer structure Rule 3:
You don’t have to be funny epic!
as part of your questions whenever possible. This involves
giving some background or a set of parameters to help the
other party answer your question. As a Storyteller, you’re In improvisational theater, it’s understood that sometimes
justified in asking for some structure from your players, just as putting too much effort into being funny can have the opposite
they should from you. These questions engage the other party, effect. It can be difficult enough to keep a scene progressing,
the better for the two of you construct a story. and the added pressure of trying to set up jokes can be too
encumbering for even skilled performers. While everyone
For example, certainly wants to be funny, it’s understood that humor
is something that’s going to happen as a result of everyone
• Player: “What’s going on with my influences?” playing their parts.

• S toryteller: “They’re working people, so they’ve got a lot going In a LARP environment, while the players aren’t necessarily
on. They do call you from time to time with various deals and looking to be funny, they are looking to have a compelling and
opportunities. Let’s go through your list together, and maybe you immersive experience. For the Storyteller, it can be especially
could tell me about your relationship with each of them? tempting to craft especially epic plotlines to help make stories
meaningful. As a story evolves, it’s very common for threat
…and… levels to escalate. Eventually, you may find the players working
together to save the world, a sure sign that things have gone
• Player: “What’s happening in the city tonight?” too far.

• Storyteller: “The city remains a busy place after sundown. But This escalation is something you want to avoid. Epic stories
what’s happening depends a lot on perspective. Is your character can certainly be entertaining. They’re useful for keeping
looking for entertainment, or for profit, or maybe for ways to get players engaged, and they’re great for intensity. However, it’s
into trouble?” not necessary to keep your players engaged. While some degree
of scale and grandiosity can serve as a great tool in many
Another great way for Storytellers to offer structure is to situations, ultimately, the players will find ways to make their
summarize the events leading up to the present moment. This struggles meaningful and dramatic on their own. Attempting
practice can help remind the players of the points that led to add additional depth to stories by making them too epic
them to their current choice, as well as adding drama and can actually be counter-productive to story.
meaning to the current choice.
One reason for this is that stories that are too grandiose are
For example: often too morally polarizing. After all, if the future of the world
is at stake, it’s pretty easy to categorize everyone as either a
• S toryteller: “In the wake of last week’s hunter attack, you’ve good guy or a bad guy. When that happens, many of the moral
gotten the distinct impression that the Prince is in no mood for shades of gray, which are so important to Vampire canon,
another disruption and considers privacy and security essential are lost. The PCs will tend to follow predictable patterns

Storyteller Secrets 57

Mohamad Kalim (Order #27325250)


of behavior, working to prevent the end of the world. Over impulses, goals, and conflicts to come to the surface. Rather
time, the PCs will become conditioned to act as superheroes, than ushering the PCs to their next adventure, consider the
unlikely to initiate story or conflict on their own, lying in wait following:
between adventures for their next epic struggle to begin.
• Allow the conventions of sect life to take center stage for
Plots that are too epic also tend to de-emphasize the characters. a little while. These are great times for Princes to hold
If the external threat is strong enough, lesser conflicts will fall formal court and give speeches and for Archbishops to
to the wayside while the players unite to deal with the threat. give sermons and conduct city-wide vaulderie. This time
Differences in ideologies, after all, tend not to matter very gives the players an opportunity to jockey for position
much when the city stands to be destroyed. Against a common and for conflicts to form.
foe, fights over shared resources seem petty by comparison,
and conflicts between players are often suspended. Player goals • Shift your focus to personal plots and downtime-related
and backgrounds are easily overshadowed as well. Pursuing actions. Some of the more important themes of being a
tangential or personal objectives becomes immensely vampire are seldom explored, such as how the PCs feed
difficult when the urgency of the main plot is so high. This regularly and the sort of havens they’ve made.
is unfortunate, as it’s often these lesser stories that provide
contrast to make larger plots more interesting. • Allow the city to react to large-scale events. This reaction
can take the form of an increased police presence or
Keeping external conflicts small helps keep the focus on the a change in the overall mood of a city as it reacts to a
characters. By allowing players some leeway to pursue their disruption.
individual stories, they better establish their own unique
motivation. This brings depth to their characters and Remember, you don’t need to make big stories for the players
ultimately adds meaning to larger conflicts. to feel important. Any plot is ultimately a series of integrated
choices, and your players will communicate the stories they
When beginning plots, consider the following: wish to be a part of through the actions of their characters.
Knowing when to stand back and allow those to happen can
• I s the plot hook too large? Plots that begin with lead to a truly immersive experience.
immediate and pressing “trouble in the city,” such as
bomb detonations and Masquerade threats, tend to pull
everyone away from whatever they’re doing. Consider a Rule 4: You Can Look Good if
You Make Your Players Look Good
less-direct means of introducing things. Maybe the players
could come across plans for a bomb or catch wind of an
upcoming press conference? LARP is like theater in that its participants often relish
their time in the spotlight. This circumstance often leads
•A
 re the NPCs involved the right size? It’s easy to paint to players competing for the opportunity to participate in
oneself into a corner when using too large of an NPC, plots, sometimes at the expense of others. Likewise, it can be
such as a injecting a Justicar or Cardinal into the story. tempting to advance the story at the expense of the players,
Introducing a high-level NPC leaves the Storyteller very pushing along a course of events in spite of their actions.
little room to escalate or backtrack if the plot demands However, in all cases, nobody looks good if there isn’t some
it. Archons and Templars can carry the authority of their degree of give and take.
employer and are much more disposable. Consider one
instead. Fortunately, the opposite is true. As a Storyteller, while the
plots you write are important, they’ll appear all the more
•A
 re you using the right quantity of NPCs? If, for impressive the more you can help your players shine. By
example, the Storyteller wishes to use werewolves as creating scenarios that allow the participants to succeed based
chronicle antagonists, it would be much more in-depth to on the qualities of their characters, you give your players a
create a single well-established pack, complete with names heightened sense of accomplishment and involvement.
and histories, than to use a nearby city with a nebulous
lupine population. One way to achieve this feeling is by finding ways to reward
the players for the areas of expertise they’ve chosen for their
Naturally, some degree of intensity can be very compelling PCs. Certainly, every character is unique, and characters are
to players, so allow them some time to cool down after a often uniquely defined by their aptitudes and interests. As a
particularly intense plot is resolved. This may involve a Storyteller, you have the opportunity to create scenarios that
game session or two of lower activity to allow their repressed bring those aptitudes into play. By reinforcing those areas

58 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


where the PCs are exceptional, your players will feel rewarded Backgrounds are an important character dimension as well.
for their choices and feel a greater sense of agency within the Consider creating challenges or opportunities to reinforce the
game. There are a variety of ways to go about this. PCs’ background choices.

In storytelling, narrative description is a useful tool, and changing Examples include:


the way you describe scenes to players is a great way to reward
characters who have chosen mental abilities. For example: • Fame can be both a blessing and a curse. Consider having
PCs with Fame recognized from time to time. This can
• The Investigation skill allows players to automatically detect take the form of accommodating admirers, the nuisance
weapons when they use their action to scrutinize someone. of overzealous fans, or the frustration of internet trolls.
Considering going beyond this, offering additional
physical clues and potential avenues of exploration in • Allies and Retainers make great helpers, but sometimes
scenes to those PCs who are especially adept. that’s a two-way street. Perhaps they have issues for which
they need the player’s help.
• The Awareness skill touches upon the supernatural. Set
aside a few minutes and work with a player to determine • Class distinctions remain a factor even in undead society.
how this manifests itself, whether it’s a tinge in their spine NPCs, especially elders, may associate positive or negative
or a stomach ache. Instead of saying, “Your Awareness stereotypes depending on a PC’s perceived level of wealth.
skill goes off,” describe the stimulus to them (“You feel
a tingle behind your ears”). This description can be a • A s any homeowner will tell you, maintaining an expansive
subtle means of letting a single player know what’s going Haven bring a whole new set of challenges. Perhaps the
on without alerting the group. PC with several dots in Haven has some bothersome
neighbors to deal with?
• Fields such as Science, Academics, and Lore represent
a great deal of study. Pointing out opportunities to Ultimately, factoring in the unique qualities of the PCs into
use these skills to understand what’s going on can be your scenarios makes players feel more connected to their
especially helpful to those PCs who may not have the characters, which helps immerse them into the storyline.
same expertise out of character. This can be as simple as When it comes to storytelling, it’s best to share the spotlight.
asking, “Is anyone specialized in…?” Making your players look good makes you look good.

Storytellers can also highlight and reinforce the unique social


qualities of PCs through their NPCs. Just as relationships Rule 5: [Allow the characters to]
Tell a Story!
differ from one person to the next, endeavor to have your
NPCs interact with each PC in a different way. If a PC wants
to be a Toreador seducer, a Gangrel bully, or a Ventrue
businessman, treat them accordingly! Supporting their core Theater, like LARP, is about telling a story. It’s intuitive, after
concepts through roleplay is very validating, and it works in all—if everyone’s gathered together, something is supposed to
accordance with the rule of “yes, and….” happen. But unlike theater, roleplaying games are especially
involving, because the outcomes to those stories aren’t
For example: predetermined. As a Storyteller, your involvement in this
process is especially important. But while you control the stage,
• The Empathy skill involves the ability to connect with so to speak, it’s important that you avoid exercising too much
others. Where appropriate, allow NPCs to act more open control over the story. In fact, there’s much depth to be found
and accommodating to those PCs with higher levels of in working to involve your players more.
this skill.
This process begins by giving the players control of the plot
• PCs with high Intimidation are not typically attacked by whenever possible. While providing direction is important,
low-level NPCs. Give them a little extra mileage for their strive to keep plot outcomes a function of player choice rather
skill selection by having NPCs give them a wide berth. than predetermining their outcomes or swooping in with
NPCs to settle them. Stories that end in a fixed outcome have
• The Subterfuge ability covers deceit. Allow your PCs a way of invalidating the choices that led to them. Players
some leeway when it comes to duplicity, with those PCs find this experience especially souring, and it runs the risk of
with a knack for Subterfuge more likely to be believed by greatly diminishing their agency.
most NPCs.

Storyteller Secrets 59

Mohamad Kalim (Order #27325250)


In the course of storytelling, keep in mind that the inner and if yours do, it’s not a sign of bad design. When the PCs’
conflict that takes place within a character can be equally interests or motivations take them elsewhere, let them follow.
compelling as the outer conflict. Challenge or tempt the PCs It’s possible that the natural progression of their characters lies
to act in ways contrary to their core concept and/or nature. in a different direction than the plot you envisioned, in which
This conflict allows your players the opportunity for their case, great! They’re still active and engaged. In fact, they’re
characters to evolve or for them to better define themselves saying “yes, and…” to you.
along their chosen direction.
As an exercise in collaborative storytelling, LARP is at its
Examples: best when all parties are actively immersed and engaged, each
working from a place of agency in tandem with the other
• A PC built as a Fanatic is presented with a crisis of faith. participants. Although your role as a Storyteller is to provide
Does she abandon her beliefs in the face of adversity or structure, you are at your best when you remain open and
remain devout? flexible. Through their actions, your players will tell you the
stories they wish to be a part of, and the themes that matter
•
An aspiring businessman and Architect is given the most to them. Learning to listen to what they’re saying and to
opportunity of a lifetime at the expense of his morality. say yes to it makes for a more engaging game, and ultimately,
Does the end justify the means? a better collaborative experience. So, in the course of telling
your stories, don’t tell your players no; tell them “yes, and.…”
• A PC who’s always gotten through life as a Survivor
must risk himself to save his friends. Where do his true
priorities lie? Jimmy Reckitt is a former Head Storyteller of Chicago: Dark
Requiem, a founding chronicle of One World by Night.
It’s also important to introduce storylines that affect the He’s been hooked ever since he attended his first LARP
relationships between characters. You can do this by in Rockford, Illinois, in 1999. In his spare time, he enjoys
introducing events that will affect the characters differently, yoga, weightlifting, and meditation. His spirit animals are the
ones which will benefit some players while hindering others, elephant, the bear, and the giant squid.
possibly due to differing backgrounds or motivations. Use this
choice to challenge their established structures of friendship
or rivalry so as to better define them.

Examples:

•
The city council is holding a vote to demolish a
longstanding housing project, relocating the residents
to outlying suburbs. This project could be beneficial
to Ventrue real estate interests, but detrimental to the
Brujah with ties to local community organizers. Politics
can be a messy business, sometimes.

•
A recently discovered hunter cell is rumored to be
dangerously on the verge of discovering the location of
the Tremere Chantry. Any civic-minded Nosferatu would
do their due diligence and alert the domain officers—
wouldn’t they?

• An up-and-coming local artist and satirist has offended


the sensibilities of an Assamite elder. However, any
Toreador worth her salt can recognize his talent. It seems
the gallery where next month’s Elysium will take place
has an unexpected vacancy….

In the course of storytelling, don’t be afraid if the characters’


actions take the story off the beaten path you envisioned.
Any of the above scenarios can go in a variety of directions,

60 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


Storyteller Secrets 61

Mohamad Kalim (Order #27325250)


Monsters and Mayhem: How to Run Adult
Content in Your World of Darkness Game
By Shoshana Kessock

The World of Darkness is a twisted reflection of the worst Storytellers potentially lose players, they may also bring harm
aspects of our world. When your players step into your Mind’s to someone who came to their game for enjoyment. That, at
Eye Theatre: Vampire The Masquerade game, they come the end of the day, does not a healthy game make.
prepared to enter a setting where monsters battle monsters
for control over the mortal world. They will expect games full The level of comfort of each group should always be assessed
of elaborate power struggles and the chance to play creatures by the Storytellers. For some player groups, their threshold for
struggling against their own inner demons. Due to the nature R-rated content might be high, but the old adage really does
of the World of Darkness, those game experiences can apply: you’re better safe than sorry. A player who experiences an
include content that television or film would consider adult intense, horrifying experience in character may feel so affected
content, material rated R for violence and/or sexual situations. by what happened in game that they carry those feelings of
That kind of content can lead to some intense storytelling and discomfort into their everyday lives. That psychological effect,
roleplaying experiences, and the responsibility lies with every termed bleed, can cause harm to a player and violates the idea
storytelling team to consider how they handle that difficult that games should be safe spaces for enjoyable experiences.
subject matter. How a game handles adult subject matter You, as the Storyteller, are responsible for creating those safe
can mean the difference between a rewarding storytelling spaces and maintaining their integrity. It is important to
session and a possibly troubling, uncomfortable, or damaging remember that you hold the reins to the carriage; your foot is
experience for a player. The trick to handling that content is on the gas. You set the pace for the players and they trust you
recognizing what it can do in your story, what affect it can to create that safe environment for play. You are in charge and
have on players and staff, and implementing structures in your lead by example. That is a responsibility that should always be
game to help deal with the more troubling content should it kept in mind.
become too much.
By following a few simple steps, you can put safeguards in
place to make sure you’ve done due diligence in at least trying
Caution: Cannibalism Inside! (Or, to prevent stepping over any out-of-character lines.

How Much Caution is Necessary?)


You might be asking yourself: is this kind of content monitoring Warning: Dismemberment!
(Or, What Content is Considered
really necessary? After all, as we started out discussing at the
top of this essay, this is the World of Darkness. The setting
itself is meant to be a terrible world, where the shadows run
long and blood can fill the streets in wars between immortal Adult?)
vampires and their horrifying enemies. There is a baseline First, let’s address what can be classified as adult content. The
understanding that games like Vampire: The Masquerade are fact is, the answer isn’t a simple one. There isn’t a magic list of
not for children and, perhaps, not for the faint of heart. topics that are considered problematic, since every game group
is different. What might be considered troubling content for
All of that is mostly true. World of Darkness games are set in a one group of players might be completely alright with another,
realm where things go bump in the night and are often exactly and the same can be said for individuals. Content considered
as awful as your nightmares suggest. Still, while players go into problematic to an individual might range in severity too,
these games expecting to interact with intense situations that starting out at simply distasteful or objectionable to the
could terrify them, they also come to the game for a good time. downright psychologically harmful. For example, A Storyteller
There is a line between being chilled by a frightening, even might have an entire game gung-ho about exploring a Tzimisce
gruesome event in game and being honestly disturbed out of crypt where people are skinned and made into chairs, only
character. Players opt into the game, choosing to attend and to have one player think that flaying people alive steps over
interact with the game content, and should the subject matter their comfort line. Now unless a player has had some personal
step on lines they would rather not cross, not only will the experience with vivisection, their objection might be a simple

62 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


case of distaste. The player might think a vampire using alright with the kind of violence one would see in an action
someone as an armchair is awful and doesn’t want to engage film, the idea of participating in a scene where someone is
with the idea, even though it has no personal stake for them. ritually tortured in a gruesome blood ritual might make a
player have to leave a room. Pay attention to scenes including
Some content, however, can dredge up a player’s memories of certain kinds of violence (such as torture, mutilation, or
a previous life experience and cause discomfort by association. cannibalism) or violence enacted against certain groups
Most players, for example, wouldn’t consider a high-speed (children, animals, or the elderly).
chase resulting in a devastating car accident that bad, but for
a player who lost a loved one in a bad accident, the roleplay Sexual content:
could bring back terrible memories. That kind of reaction to This topic is a serious issue in a live-action game, and it can
content is not based on abstract distaste for an idea, but on present two separate types of problems. First, how are sexual
associations that are very real and can be deeply troubling. situations presented in game, i.e. how comfortable are players
That instance, when a storyline element causes a person to with sex as played out in game? Second, consider the hard
experience emotional or psychological distress, is often called lines players have regarding how sex is treated in the game as a
a trigger. Again it is important to note that material that may plot point. Carefully consider these subjects before including
trigger one player might be completely fine with another. them: issues of sexual violence, slavery, and anything that
For that reason, classifying what content to watch out for is might remotely approach what would be considered illegal
difficult, but still vital to a safe play environment. sexual activity in the real world.

The simplest way to solve this problem would be to simply Hatred against a particular group (such as sexism,
poll your players before game begins. The poll should racism, homophobia, transphobia, or religious
ideally provide a structure for players to tell the Storyteller discrimination):
team which topics they feel are over the line for them. It’s These issues, while rife with potentially strong storylines, can
important to remember when asking these questions that not also provoke responses from those who have experienced
only are these difficult questions to ask, about sensitive subject such discrimination in their everyday lives. These topics
material, but you are also addressing players of various degrees should be approached with the utmost respect for the real-
of social skill and comfort with communication. Find ways world implications of such hatred and for the potential issues
to present the questions without judgment or pressure when that might come about when players interact with them as
possible. Confidential emails or online forms, read only by part of plot.
the Storyteller team, can allow players to feel secure expressing
themselves in ways they might not when speaking face-to-face. When polling players, it is imperative to stress that you are
Creating a rating system for discomfort (zero being fine and offering them a comfortable way to express their concerns
five being extreme discomfort) can allow players to put an without the need to explain why they feel the way they
understood metric to their comfort with a subject. Whatever do. Electronic surveys can reduce confrontation for some
system is set up by the Storytelling team should be included in player groups, while others might benefit from a one-on-one
the Setting Style Document created for the game. discussion with a staff member who can address their concerns
face-to-face. Consider allowing the players to rate their comfort
It usually helps to avoid asking why a player feels discomfort in certain areas on a sliding scale. For example, if given a scale
about a particular subject. The act of speaking up about one’s of one to 10, a player could mark off a one when asked about
feelings can be hard enough for some players; there is no need torture being included in the game, meaning they have no
to make the process more difficult. Instead, instituting a no- problem with it whatsoever. Yet later in the poll they might put
questions-asked policy regarding particular issues lets players down a nine when asked about violence against children. That
speak up without pressure to explain themselves. requires no explanation, but instead gives hard lines that the
Storytellers can see when planning their future plots.
Once the players have been polled, Storytellers can then look
at the material and mark off the absolute no-go zones. Some Don’t forget, during this process it is important to talk to the
basic areas to look out for when polling players include, but members of the Storytelling staff about their own personal
are not limited to: boundaries. Managing difficult content isn’t just for players,
after all. No one wants to put a Storyteller in a situation to
Graphic descriptions or depictions of violence: engage with something that makes them uncomfortable while
Violence is to be expected in a Mind’s Eye Theatre: Vampire they’re trying to create a good experience for the players as well.
The Masquerade game because, again, it centers on monsters Talk among the staff and set boundaries before game ever begins
in a dark world. Yet there are levels to depictions of violence with clear lines that should not be crossed.
and how they are represented. While some people are perfectly

Storyteller Secrets 63

Mohamad Kalim (Order #27325250)


players just what kind of potentially difficult content they
Danger: Boundaries Ahead (Or, might encounter and allow a player to choose whether or

Finding the Line in Your Game) not they want to play in that game. This disclosure allows
Storytellers to do due diligence by warning players what to
expect and letting the player opt out of the game, while still
Once you’ve heard from the players about what content they including many shades of R-rated content.
might find problematic, it helps to sit down and consider the
lowest common threshold that you can use. The players have Examples of trigger warnings include: mutilation,
provided a road map to the outer boundaries they’re willing to claustrophobia, representation of mental illness, violence
approach when it comes to things that go bump in the night, against children, arachnophobia, or extreme darkness.
and Storytellers then decide what to do with that information.
In some areas where players have indicated only mild It is also helpful for a Storytelling staff to consider why a piece
discomfort, a Storyteller may choose to include the material of R-rated content is important to their plot in the first place.
anyway, because it is something they feel is integral to the A Storyteller’s job is not only to present the story they want
story they’re telling. However, they’re going into the planning to tell, but also to present a fun and engaging experience for
stages of a game forearmed and forewarned about any issues the players. That does not always mean including the grittiest,
players might have out-of-character with that material before darkest content just for the sake of being gritty and dark. Ask
the issues might come up. yourself: could this plot point be told a different way, or does the
scene need to go really dark to make a point? If, upon inspection,
This information also allows for Storytellers to telegraph to the only reason that the R-rated content is being included is to
their players before a game begins exactly the kind of content be shocking, then maybe it’s not necessary after all.
that might come up in play. A common practice among many
gaming and online communities is the inclusion of trigger It is equally as important to consider whether that material
warnings posted for players to see. These warnings will tell is being presented in a respectful way. If a play group has

64 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


indicated that they are alright with difficult content, they are disengage from the immediate content that is bothering
essentially telling the Storytellers that the players trust the them and permits them to negotiate what happens
Storytellers to present that material responsibly. A Storyteller next in a way that is less uncomfortable. Often this will
team should take that trust seriously when planning their involve conversation with the other players involved, or
game material. If a game is going to include, for example, else a Storyteller might step in to mediate the situation
issues of child abuse, doing a little research about the issue (Chapter Eight: Storytelling: Mediation, page 351). It is
and making sure that it is not treated frivolously during game also important to impress upon players that Fade to Black
goes a long way to handling such a sensitive topic with care. ought not to be used to try to avoid the consequences of
one’s in-game actions, but should be used when a serious
need arises. Again, it’s important to remind players that
Game On: once a fellow player chooses to Fade to Black, they should

Managing Content During Play not have to explain why they feel uncomfortable. Their
choice needs to be respected and diligently addressed.

After all that planning has been done and the players’ feelings During game:
have been considered, the game must go on. Yet anyone who
has been a Storyteller for a LARP knows that even the best- 1. Monitor any NPC elements that are in play to make sure
laid plans can go completely awry upon engagement with the that they aren’t going overboard and including content
players. No matter how hard you try to manage content before that is over the comfort line.
game, players may improvise something on the fly that steps
into unacceptable territory for one or more players. There are 2. Keep an eye out for players who may be crossing the
recommended ways to prepare for such potential situations, content lines set at the beginning of game. Some players
and there are techniques to use during the game session to may get carried away in their roleplay and stray into
address problems as they happen. territory that has been set as off-limits. If a Storyteller
spots that kind of problem during play, a quick step-
Before game begins: in before it gets too out of control might save a lot of
mediation later on.
1. 
Present players with the trigger warnings that were
prepared for the game. Make sure that all those who are 3. If something does occur, be prepared to step in and
present are aware of the content they may come across. mediate as necessary. Sometimes players will be able to
Again, forewarned is forearmed. deal with any uncomfortable interactions on their own,
but being ready and open to providing support will go a
2. Announce any content that has been vetoed outright long way to settle a difficult situation.
from inclusion in the game. For example, if the staff has
decided that issues of homophobia are not to be included 4. Note any situations in which players seemed uneasy with
in the game, make that expressly clear, so that players gritty, dark, or difficult scenes. Players may not always
know not to include it in their role-play. Be as explicit know their own boundaries until they are presented with
as you feel is necessary to make sure those lines are well them, and sometimes you may stray into uncomfortable
understood. Confirm that any decisions made about territory without ever knowing it. Mediate if needed on
content are added to the Setting Style Document, so it the spot, but certainly note that situation for discussion
remains explicitly clear. after game.

3. Indicate to players that if they become uncomfortable


with the content any time during play, they are capable of The Wrap-Up:
After Game Equals After Care
stepping out of a scene and disengaging with the material.
Make certain that players are aware that there ought to
be no stigma for disengaging with something that makes Once game has wrapped for the evening, it is important to
them uncomfortable, and that there are simple techniques provide players with a structure for feedback on the events of
to resolve scenes without being viscerally engaged with the evening. This feedback might simply be critiques on how
something that pushes their buttons. the game went, but they can often include personal incidents
that a player might want to address with a fellow player or with
4. Explain the use of the Fade to Black technique. (See the Storytellers themselves. It is important to have structures
Vampire: The Masquerade, Chapter Eight: Storytelling: in place for players to do that with one another and with the
Fade to Black, page 345.) Fade to Black allows players to staff in a way that will make them feel heard.

Storyteller Secrets 65

Mohamad Kalim (Order #27325250)


One way to accomplish this follow-up is to set up a round table in mind that you may be discussing difficult subject matter
discussion after the game, in which players can speak about with that player, so be as understanding as possible. Listen
their experience in-character. This is more than simply a place and avoid judgment, and note the feedback for future games.
to regale fellow players with stories of a character’s amazing
adventures. The round table allows players to express how a
game made them feel, whether there were any parts that were Forewarned Is Forearmed
objectionable, and perhaps discuss parts that were completely Remember, none of these preparations are completely
over the line. There are pros and cons about the round table foolproof. You may run into a situation that is still triggering
experience. On the one hand, having a discussion out in the or difficult during your game. Yet with a little work before
open can allow a player to find support from other players and during play, you can do your best to provide a safe out-
who agree with them and their conclusions about the session. of-character experience for your gritty World of Darkness
Some players may feel intimidated by speaking in front of players.
everyone about their feelings, especially if they are concerned
about tensions their objections may cause with other players.
As a Storyteller, it is important to encourage open dialogue Shoshana Kessock is a writer, game designer and scholar
among players, but you can’t guarantee that it will happen. specializing in tabletop and live action roleplaying experiences.
A graduate student at the NYU Game Center, she is the
You can take this follow-up a step further by encouraging founder of the Living Games Conference, the first academic
players to speak to one another about any difficult situations conference in the US dedicated to live action role-play games
that occurred between them in play and offer to act as in all their forms. She is also co-founder of Phoenix Outlaw
mediator should it be necessary. If a player feels as though Productions, an independent role-play game design company,
she is not being heard or a situation has not been resolved to with several titles in production for publication. She is the
her satisfaction, encourage players to feel comfortable coming author of Dresden Lives, the Dresden Files LARP book for Evil
and speaking with you about the problem. It is imperative to Hat Productions, as well as such freeform LARPs as SERVICE,
resolve in-game issues that develop around difficult content The Last Ten Minutes, and Dangers Untold and has staffed and
in order to keep games a safe, fun environment for players. organized LARP events for nearly eight years in the New
Making sure those spaces stay safe is ultimately part of a York/New Jersey area. When she isn’t running and writing
Storyteller’s job. games, she travels the world speaking about innovation and
design in the LARP community and topics like social action
For that reason, it might become necessary to step in and speak and activism in gaming spaces. Her first ever LARP was
to a player regarding her behavior. Be firm but understanding Changeling: the Dreaming.
about the issue. Listen to both sides of the situation, but make
sure to reiterate the boundaries that were established about
game content again. While honest mistakes can happen, if you
make clear just where the player stepped over the line, you can
make sure that the problem won’t happen again.

Additionally, take the concept of bleed into account once


again when speaking to your players. Feelings brought up in
game may have bled over into the way players are interacting
with one another out of game. It may be necessary to help
untangle those instances and remind players that actions
occurring between characters are not necessarily indicative
of negative intentions out of character. Separating those in-
character and out-of-character feelings can deescalate heated
disagreements and allow players to unpack their reactions to
game events more clearly, so a resolution can be reached.

Finally, make yourself available to speak privately with players


about any issues they had during play. This approach might
be as simple as an email, but could involve a more in-depth
personal conversation as you and the player feel is necessary.
Again, a Storyteller’s job is to make sure her players are having
fun, and part of that is addressing their concerns. Try to keep

66 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


Storyteller Secrets 67

Mohamad Kalim (Order #27325250)


Using Nordic LARP Techniques in
MET: Vampire The Masquerade
By Martin Ericsson

Let me tell you about one of my favorite LARPs. In the to look like their characters. If a character is a master Sikh
summer of 2011, I played a closet-gay New York psychologist assassin, you could expect the player to hit the gym, grow a
in a Nordic LARP called “Just a Little Lovin’.” At three July beard, dye his hair, learn a few Farsi expressions, and put
4th parties (1982, ‘83 and ‘84), my character struggled with on some spray tan. Game masters may even deliberately cast
the slow death of his ex-wife, as well as his own self-doubts and players in suitable roles, asking those who look “right” or
chronic infidelity to his boyfriend in the ever-present shadow have certain skills to perform a specific role at the game. The
of the HIV epidemic. It was a respectful and well researched venue, too, has to be correct: prepped for realism and staged
game, where breaking down in tears was expected and even for visual impact. In a Nordic LARP, if you want the game to
treasured. It was a great example of a Nordic LARP. When be set on a cruise ship at sea, you rent a freaking cruise ship
reflecting on my experience, I found myself thinking about and sail into the night. Everything must be as real as possible.
Vampire: The Masquerade. The setting, the power of blood,
the subcultural edginess, the metaphysical symbology and the In this kind of LARP, players truly become their characters.
violent internal struggles of the characters remind me why I There is no “try,” and there are no out-of-character moments.
fell in love with the Vampire setting back in the early ’90s. If the characters would kiss, the players kiss. If the characters
Could the methods used to make “Just a Little Lovin” such a run, the player must run. If the character wishes to decode a
powerful experience be used in a VTM LARP game? Latin text, the player must hit the books (or the internet), and
if a character wishes to persuade another, the player must be
This essay is a product of this train of thought, presenting ready to lay on the charm. Characters achieve exactly what their
methods from mainstream and progressive Nordic LARP players can get away with, acting in dramatic improvisation
for use in Mind’s Eye Theatre. These methods can change with their fellows. These wholly immersive games often use
your game, or even rewrite it entirely, to make it accessible to very simple rules systems. The rules typically govern only
participants more interested in the challenges of improvised violent conflict or player safety.
acting and play down the competitive aspects of the hobby.
There are very few “symbolic” props in an immersive game.
Items must be crafted to appear as representational as
Immersion possible, depicting strange magic items, scientific gadgets, and
Imagine that a magic circle surrounds your game. Stepping other things as realistically as possible. You will occasionally
in, your players take a solemn vow to truly be their characters. see visual effects suitable for theatrical performances, or find
To talk, walk, drink, sleep, kiss, and think as their characters, NPCs or players in monster-makeup. Nordic LARPs do use
without breaking that bubble of immersion. The players blunted weapons, soft-airguns, blank-firing guns or weapons
choose to believe that the other players, in turn, are their made of latex, attempting to portray as much realism as
characters. As long as everyone acts within the safety rules, all possible while ensuring that nobody gets hurt.
of their actions occur within the magic circle of the game. The
responsibility for any actions belongs to the characters, and Blows, armed and unarmed, are commonly done in stage-
the characters are treated accordingly. fighting style, using half-speed contact (or rougher, if the
combatants have agreed beforehand to play “hard”). The most
For a long time, this was the default aesthetic of Nordic common system for fighting is for the losing player to decide,
games. Even though this style is being challenged by several based on how the scene physically occurs, how hurt she is and
contemporary organizers, it’s impossible to talk about Nordic what kind of injury she has received. The loser of the fight
LARP without pointing out its obsession with keeping the ends up in the power of the winner, and must surrender items,
unreal as real as possible. social status, freedom, or some other important stake in the
game. The fight prevents her from succeeding, and the other
In an immersive game, almost everything is exactly what it character’s goal is achieved.
appears to be. Believable, tactile, seamless, and visually
impressive acting and staging is a far higher priority than Immersion and Vampire: The Masquerade
simulation-like rules. Your players make a tangible effort At first glance, it appears that Nordic LARP’s utterly immersive

68 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


aesthetics are incompatible with VTM games. The plethora I should say a few words about Nordic attitudes toward player
of disciplines, rituals, and even the basic physical facts of the competition. It’s considered extremely bad form to deny
Cainite condition are pretty much impossible for a garden- a fellow player agency by, for instance, wrestling the other
variety human being to fully emulate. How could the players player to the ground, handcuffing them, and letting them rot
immersively portray a character who doesn’t breathe or blink? in jail for the rest of the game. Alright, some Finnish players
How can they portray jumping over buildings, or moving might love it (kidding!), but most players will feel cheated.
faster than the eye can see? Those things can’t be physically Everyone puts a lot of effort into their pre-game preparations
simulated by the players and would break the immersion of a and roleplay, so everyone should be allowed to play actively
Nordic LARP. throughout the game.

Option One: Change shit that doesn’t fit. The same attitude prevents most killing of characters in the
A Storyteller can adjust the setting of the VTM game to make it game. It doesn’t really matter whether you could steamroll
more appropriate to fully immersive live-action play. Tweak the another player by invoking your awesome sheet-stats or
fundamentals, until you have a vampire myth that allows full whether you could physically overpower them. Both would
immersion—or at least provides a cool way to emulate whatever remove that player from the game—and that is not the point
powers vampires use in the game. Drop the rest of the material, of a Nordic LARP. The point is to experience something
and don’t use it. Some readers will ask, “But isn’t that heresy? incredible, to actively engage, feel emotion, and portray a
Is it really Vampire without Tzimisce flesh-crafters and Gangrel living world. Removing a character from the game removes a
who shapeshift into wolves?” The best answer is for the story from the game, and that makes everyone in the LARP—
Storyteller to know her audience. Is it really important to the yourself included!—lose. Growth and victory often have more
overall story of the game that vampires don’t breathe? Would to do with the kinds of emotions and scenes a player wants
the Camarilla collapse if you remove Protean, deciding that to experience than it has to do with her character’s actual
the powers are too much work to illustrate through immersive goals. Many Nordic players will tell you that they’ve had more
special effects? Will the thematic power in the War of Ages fun when their character loses her goal (but has an awesome
be diminished if elders replace their physical disciplines with emotional scene) than when they gain something their
mental ones that can be acted out in-game? In the end, these character was striving to achieve.
changes are up to the Storyteller, but a powerful and realistic
story can certainly be told with a few changes to the world. Playing to lose is more fun than playing to win. In Nordic
LARP, the players who artfully fail and create openings for
Option Two: Choose a setting that works well others to have emotional scenes are much more celebrated
within the immersive aesthetics. than players who continually have character victories. In the
A Storyteller can choose to run a game with a theme that Nordic LARP circles, even talking about “winning” a LARP
doesn’t require the more “magical” powers of VTM. Focus is a suspect proposition—why would you want to win all the
on thin-bloods, ghouls, revenants, hunters, mortal retainers, time?
or the families of neonate vampires. Even in a strictly canon
World of Darkness setting, these close-to-normal characters And to reiterate my previous point—if “winning” is not
can be portrayed without resorting to any simulation rules important, why have rules?
systems at all. The few powers they have can be managed
with Nordic “meta techniques” (see below), through
cooperative agreement between individual players, or through Safewords
environment announcements such as, “Mortals will always get Even the most fundamentalist immersion-game needs rules to
their ass kicked by Sabbat Revenants.” In this manner, the make players feel comfortable and stay safe. One of the most
VTM setting can be a backdrop for the exploration of social basic rules in Nordic LARP is the concept of a “safeword.” A
issues and personal stories, in the Nordic manner. safeword (typically “cut,” as in a movie production) is typically
established for the game, and all players know that safeword
before roleplay begins. Thereafter, if any player uses the game’s
“Winning” and Nordic LARP safeword, all roleplay stops immediately and the players sort
You might think that Nordic, immersive games are starting out whatever prompted the game-break. This is one of the only
to sound elitist. Certainly, there is some advantage given to times you will see Nordic LARP players breaking immersion
physically fit or exceptionally smart players in an all-immersion or stepping out of character.
game. However, the games don’t play out that way, because
they are not competitive. There is no “winning,” so there is Having the power to stop emotional scenes at any time gives
no “advantage.” players the confidence and security to go crazy with their roleplay,
while still being safe and ensuring that everyone is comfortable

Storyteller Secrets 69

Mohamad Kalim (Order #27325250)


with the scene. “cut” is respected as a safeword, so it’s only used fellows using kid gloves rather than roleplaying for maximum
to indicate that things have gone too far and need to stop. Casual emotional impact.
use of the term for any other purpose is avoided like the plague,
and the word causes instant time-freeze.
Meta Techniques
Other commonly used safewords are “break” and “go.” “Break” It’s important to remember that while the immersionist
means that a player hasn’t yet reached her emotional limit, attitude is a strong foundation for LARP, it is never the end-
but is forewarning the other players in the scene that there all be-all of a game. In recent years, the trend is to run games
may be difficulty. When other players hear this word, they will with a high level of physical fidelity (be it over-the-top surreal
roleplay with a little less intensity and may offer the player an or deeply minimalist), using only a few, very necessary, rules
in-character way out of the potentially uncomfortable scene. that fly in the face of full purist immersion. This juxtaposition
“Break” doesn’t necessarily stop the game in the same way as of physical believability with a small amount of magical
a call of “cut.” abstraction often creates an interesting, heightened sense of
poetry and meaning for the game. “Dramatic” rules, as they
The use of the word “go” means the exact opposite of the are called, can be very good for the emotional impact of the
other two safewords. In this instance, the player is telling the game—if handled with care.
other individuals in the scene to step up their game. The other
players can feel free to be more physical, abusive, or erotic. So, what’s the difference between the dramatic rules of
You’d be surprised how often players are annoyed by their a Nordic LARP and the rules of the MET system? Some

70 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


Storytellers argue that Nordic LARP creates rules designed we fell out of love in Paris during the revolution.” The two
to simulate impossible things, rather than rules designed to players then proceed to the Black Box and play out an event
influence the narrative of the story. Dramatic rules explain that occurred centuries or even millennia ago, creating those
things or add emotional impact. They do not alter the story memories for their characters. When they have completed the
or give concrete advantage to one player over another. These scene, it becomes an actual memory that may be referenced in
narrative or dramatic rules are often called “meta techniques,” the game’s “now.”
making them sound highbrow or difficult to institute. Don’t
worry. Meta techniques can be used in any game, and they If a player gives another the black rose, they go to the Black Box
work very well to up the emotional impact for your players. and play out a different scene. The receiver of the rose tells the
giver about a mortal she’s lost in the sea of time: someone she
In general, Nordic players approach meta techniques very misses very deeply. The receiver sets the scene as a particular
seriously. These rules are not the out-of-character flippant event that occurred between the two. “You are Henry, a naive
comparison of mechanical traits or the distant-feeling socialist poet in Victorian London. We were friends. You
description of a character performing some impossible didn’t know I was a vampire. This is the memory in which my
physical action. Even if events portrayed with the dramatic character finally falls to hunger and drains you to your death.”
assistance of meta techniques fall outside the here-and-now The receiver portrays her usual character, while the rose-giver
of the immersive game, these events are always treated with takes on the role of the mortal. The scene concludes when
a measure of reverence and respect by the assembled players. the dramatic goal is achieved (when the receiver declares the
scene finished). After the scene, the giver continues play as if
Players often imagine that they are on a theatre stage, actively the receiver’s character described the scene just played. She
experiencing the situations being described by the meta can use it as a source of leverage (or of empathy) toward her
techniques. Storyteller descriptions of these instances or fellow vampire.
player activation of these meta techniques give everyone a
shared imaginative moment, and the players roleplay out this Option Three: Mortals
moment as it is being described. Players will be inspired to A Storyteller could use a similar technique to focus the game
silence, visualizing the scenario, slowing their movements, and on vampiric interactions with mortals. The trigger for the
consciously remaining aware of the emotions being brought meta scene could be an offer of a drink of blood. If the other
up by the storytelling occurring in that moment. player accepts, they retire to the Black Box and play out a
brief scene. In this scene, the giver steps into the shoes of the
Instead of dwelling on theory, here’s a few classic Nordic meta receiver’s character, and the receiver plays the last mortal on
techniques that might be adapted for use in Vampire: The whom her character abusively fed. The receiver describes the
Masquerade. generalities of the scene, and the giver must play the scene
with as much emotional impact as possible. As the scene ends,
Option One: Bringing the Beast to Life the receiver’s vampire character remembers her actions and
During a game focused on the characters’ internal struggle may act accordingly.
against the Beast, Storytellers dressed in stark black-and-
white animal masks would move among the crowd. Players Option Four: Neutral Space
would be told to ignore the presence of these individuals until Another way that a Storyteller can work with time is to set the
they speak, whispering temptations and dark impulses in whole game in a neutral space. Provide a few strong props to
players’ ears. These meta-characters would be representations, make simulated time periods and locations feel unique. Divide
portrayals of a vampire’s destructive tendencies. the game into Acts, with breaks between them. Each Act
advances time a century. During breaks, the players discuss,
Option Two: The Black Box taking turns to say what they would like to see happen in the
In order to illustrate a group of elders who are entrenched in next Act. Players don’t have to limit themselves to wishes
the past, a Storyteller might set up a theatrical “black box” in involving their own characters, but can offer suggestions that
one of the rooms of the game’s venue. This room is a totally impact other characters in the game. A player might offer,
empty, all-black room, where players don nondescript black “I’d love to see a scenario where the Prince went mad, and
robes and remove modern visual references. no one dared to challenge him.” These opinions are only
suggestions; no one has to act on these player directions. Still,
At the beginning of the game, players are given two roses: the cooperative act of sharing suggestions for the next Act will
one black and one red. When one player gives a red rose to have a strong effect on the game’s overall story.
another, it triggers a flashback scene from another era that
will be played out between their characters. The giver of the As the game jumps forward from era to era, players don new
rose acts sets the conditions of the scene. “I want to play how costume pieces or makeup effects to show the passage of time

Storyteller Secrets 71

Mohamad Kalim (Order #27325250)


for their characters. Props, lighting, and decor change to set experience, if such strangers never know they’re talking to a
the scene, and once again, the Storyteller gathers everyone in a character, they aren’t any worse for wear (though they may
circle. Closing their eyes, every player listens to her introducing think you’re nuts). That’s where the Masquerade comes in,
the new era – the new Act – and then begins the roleplay of right? However, if someone does find out that you were fooling
another chapter of the game. them, they may take offense. If any of this sounds scary or
fishy to you, then don’t add these scenarios to your game.
Each Act within such a game could provide different rule Create feeding scenes where other players provide the mortal
systems, or different meta techniques, that impact or heighten “fodder,” and leave non-players out of it.
the theme of that Act. A game about the seven deadly sins
could provide a free retest to any player acting out the sin A Storyteller can take advantage of the surrounding city as
associated with each Act. A tragic game about a doomed court a pervasive play-space without involving non-players in the
could have limitations on physical roleplaying: disallowing game. Choose three or four physical locations within driving
any physical conflict in the first act, allowing only covert (or walking) distance of each other, and allow players to move
violence in the second, and ruling that any confrontation in freely between them without breaking roleplay. This trick can
the last act must ends with one or both parties facing Final help the game feel urban and real, with varied but immersive
Death. Within the Neutral Space LARP, any technique that locations.
the Storyteller can imagine to heighten the game’s emotional
impact is possible.
Workshops
Theatre, movies, and even board games can inspire Nordic LARPs are intimate affairs that rely on a great deal of
narrative shenanigans to add to the resonance of a LARP. player trust—both in the Storyteller and in each other. Larger
Documentation of Nordic LARPs, especially those in the games incorporate theatrical exercises to help individuals
“Knutepunkt” tradition, is a given source. Do a search and grow comfortable with each other and develop working
see what pops up. relationships as players in the overall game. Improvisational
theatre exercises can provide a great start for breaking the
ice in a new troupe of LARPers. Beyond warming up the
Pervasive troupe’s narrative and dramatic muscles, such workshops can
One of the awesome things about the MET: Vampire: be educational, teaching rules and guidelines for simulation
The Masquerade system is that the game can be played in systems like Vampire: The Masquerade. Here are a few
public without alerting the general populace that they are techniques and systems to use when workshopping with a
surrounded by an ongoing LARP. Playing at goth clubs LARP troupe.
without telling anyone (except the owners of the club) was a
common way to enjoy the game in the ’90s. In recent nights, Power Lines
Nordic LARPs have explored this kind of “pervasive” live- Ask your players to stand in a line, organizing them from the
action gaming as well. character with the highest social status to lowest. Let them
memorize the order of that line, so they are aware of the social
Playing a game centered around ghouls or thin-blooded structure. After a few minutes, have the players scatter around
vampires can be very immersive, even if played in public. Such the room in random patterns, continuing to move about. Have
creatures are not so different from the mortals around them, them greet other players as they pass, signaling whether that
and require few rules and almost no supernatural abilities. player’s character is superior or inferior in status to their own.
A pervasive game could even involve unknowing bystanders, This exercise can be used to help players remember relative
as Kindred must keep the Masquerade. The vampires in the ranks in a military unit, Sabbat packs, or any other in-game
game might be trying to maneuver normal mortals (non- hierarchy.
players) into situations where they could “feed.” In order to
ensure safety (and not freak out an unknowing populace), Frozen Moments
the Storyteller could rule that if a vampire player is alone and This is a great way to create shared memories. Ask the players
undisturbed with a “mortal” (non-player) for a few minutes, to congregate in groups of two to five. Their task is to silently
they are considered to have fed. That vampire gains 3 Blood position themselves in a dramatic pose, illustrating a defining
points. If the vampire is able to get into a more intimate moment in their characters’ shared unlives. If character A
situation with a stranger, or remain alone with that non-player attacked character B, while character B was holding character
for a longer period, she might gain 5 Blood points instead of 3. C hostage, the three players would pose in such a manner and
hold that scene, committing it to memory. Ambient music is a
Is it unethical to lie to strangers? To pretend to be someone great way to set the mood for such tableau. Characters might
else, if you’ll never see that person again? In my personal show the scene of an Embrace, a bold use of prestation, the

72 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


finalization or breaking of a blood bond, a fight scene in a Keep it relevant. Ask hard questions, and encourage your
great war, and so on. players to do the same.

This technique can also be a way to begin a game with high There is no right or wrong way to do a Nordic LARP. Storytellers
energy. Take the players into the game space and pose them as should be encouraged to engage in constant experimentation.
they will be at the start of the game, frozen in some dramatic Learning about staging, techniques, costumes, rules, music,
moment like “the death of the previous Prince,” or “the Sabbat and many other possible building blocks has helped Nordic
break into the safe house.” Add some dramatic lighting or LARP evolve into a powerful form of participatory art. Our
music, and you have an evocative start to your game. stories utilize the avant-garde, the edges where realism and
imagination blur, bringing in cool, tasteful, interesting, topical,
Pre-created Scenes and effective stories for our players. The constant evolution of
Each player chooses one of their character’s disciplines. Divide LARP, Nordic and otherwise, makes me think we’ve seen only
players randomly into groups of five, and explain that these the beginning of this developing art form. Thinking about
are the only Kindred targets for those powers—the five players how our art will evolve, whether you agree or disagree with my
may not use these disciplines on any other characters. These ideas, simply takes my breath away. Keep it unreal.
groups can take a moment to discuss how they will roleplay
the use of those powers against one another, based on the See you on the other side.
characters’ interactions and discipline levels. “I have 4 dots of
Potence, so if I grab you, let me lead. Jump when you feel me
push at you, and it will make me look super strong. Is that ok?” Martin Ericsson is an Emmy-awarded writer, LARP organizer,
“Sure, Let’s try it out!” Or “I chose Presence. If I stare into game designer, entrepreneur, player, researcher and storyteller
your eyes and start whispering to you, your character might from Sweden. Some of his finest nights were spent in Atlanta
call me by his ex-wife’s name. Would that be fun for you?” working as a Senior Content Developer for CCP’s sorely
missed multiplayer adaption of World Of Darkness. The last
Creating small scenes like these ahead of time avoids the time he cried for real at at a larp was playing in the “Blood
necessity for players to throw tests, or to go out-of-character and Betrayal” game at 2013’s LA By Night convention. He is
when a discipline is used. Players create reasons to confront currently dreaming about running an x-rated Vampire LARP
one another in character, helping such confrontations be in a castle in Eastern Europe.
cooperative and fun for both players. The collaborative
nature of the LARP can be used to make the game better for
everyone, encouraging them to work together to create more
such prearranged and cooperative scenes.

Summary
The first choice you should make as a Storyteller is to decide
on the story and theme of the game. This is nothing new to
experienced Storytellers, and it is usually the starting point
for any good LARP. Vampire: The Masquerade has inspired
players and Storytellers to think about theme and mood from
its beginning, setting it apart from other game franchises.
From a certain perspective, Nordic LARP is the logical end-
point of Vampire: The Masquerade’s insistence on emotional,
political, cultural, and social relevance. The current game
reflects the maturity of Vampire’s first edition’s teenage angst,
now grown to self-reflective maturity.

Inspire your players to treat the issues within the game


seriously. Craft relevant tales, and make them important to
your players. A story about ostracism can speak to experiences
of bullying. A game about Tremere refusing to cure a blood
curse proliferating among Anarchs can be an analogy for
pharmaceutical companies preventing medication from
reaching the third world.

Storyteller Secrets 73

Mohamad Kalim (Order #27325250)


74 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


The World is a Stage: How to Stage Your World
by Danielle Lauzon

For a Storyteller, nothing is more satisfying than creating a story Determining the social atmosphere of a game requires the
and plot that wows players and has them asking for more. A Storyteller to work closely with her players to ensure she knows
Storyteller often spends a great deal of time planning for a single what they are planning, and if she needs to designate space for
session of a Vampire: The Masquerade LARP, hoping to create iconic meeting places. A Vampire: The Masquerade LARP can
that effect for her players. From detailing NPCs to designing easily be a purely social and political game, with players spending
scenes and plot arcs, she has a lot of preparation to do. most, if not all, of a game session plotting and planning. Part of
running a LARP is creating player agency when it comes to the
With all this planning involved, many Storytellers forget to social game, allowing players the ability to direct social dynamics
take into account the physical location of the game, though of the game without Storyteller intervention. For instance, if the
this single element could be the one thing that impresses Prince is planning a court gathering for the next session, the
players the most. By considering the decorations, props, Storyteller should be sure to designate a space specifically for
lighting, music, and location of the play space, a Storyteller can the court’s location. The same goes with planned parties such
bring the mood and atmosphere of a scene to life. Picking the as Toreador salons, Brujah raves, and so on. While these social
right elements for a scene or in-game location immerses players spaces should not be considered sacrosanct when it comes to
into the setting, allowing their imaginations to concentrate on plots or evolving scenes, the players should have a reasonable
character interactions. expectation that these areas will foster social interactions.

Players who are invested in scenes drive gameplay and story Not every game session will require you to represent all in-game
forward on their own, allowing the Storyteller time to run plot locations. If the Prince has decreed that his main Elysium is
and the mechanical aspects of the game with minimal direction unsafe and no one should go there, having a space specifically
for the story and social aspects of the game. Keeping players designated for the in-game building is unnecessary. That isn’t
immersed in the game not only allows for continuous scenes to say no one will want to go there, as characters often decide
and role play, but also creates an investment by the players to go against authority, just that no special space needs to be
in the scenes. Simple planning decisions such as identifying designated for those scenes.
specific rooms in the play space to represent specific in-game
locations can easily keep players fully engaged with the game Some clans have in-game locations separate from the normal
for the maximum amount of time. social setting, such as the Tremere Chantry, the Nosferatu
warrens, or a Malkavian-run hospital. Having a room
When planning how to set up scenes and where to place them designated for characters to hold meetings allows them to
within the available space, the Storyteller must consider the make a schedule to use the space. For that matter, providing
following: for any iconic location or meeting space is worthwhile. It may
simply be a dive bar run by the Brujah Primogen or a posh
• What is the social atmosphere of the game? Are the night club owned by a Ventrue conglomerate.
players planning a court, social event, or several smaller
meetings? If a clan knows it is going to meet, but only for a short time,
there may be no need to designate an entire space for them. But,
• Which clans are in play, and which of these clans need if the players are planning a long social scene or lots of activity
special arrangements? Do the Nosferatu meet each revolving around their meeting space, it might be worthwhile
gathering in their sewer domain, or do the Toreador visit to plan a designated area for them. This information also
art galleries to have secret meetings? helps determine how large of a space to provide, and how long
it will be needed. For clan meetings that may take an hour or
• Are any of the plot scenes dependent on specific locations? less, a single room can be designated and alternated between
Will the antagonists show up at Elysium to declare a verdict, the clans throughout the night. Scenes that last for more than
or can they be met anywhere in the city? an hour might need their own reserved space separate from
the rest.
• How long will specific scenes take? Are the Tremere going
to be in their Chantry all night or just an hour, and how In addition to all of the social and meeting locations, the
much time is the long-awaited fight with the Sabbat likely Storyteller must ensure her own scenes have a specific
to take? uninterrupted area. Depending on the size of the game and

Storyteller Secrets 75

Mohamad Kalim (Order #27325250)


the number of Storyteller assistants who can run parallel to predict than scenes involving combat. If scenes are likely
scenes, one area can be designated the plot area, with no to take up large portions of the game, or have widely variable
social or meeting scenes happening in that location. Some lengths, such as combat, then the Storyteller should take that
Storyteller scenes may occur in other designated areas, such into consideration when deciding where to put those scenes in
as someone party crashing the salon or a detonating a bomb the play space, as well as how long to reserve the area. A good
at the Elysium. The Storyteller should make sure that space is rule of thumb is that if the scene is likely to last for at least half
reserved for scenes that are dependent on a specific location. the game session, or if the scene is likely to have combat, then
the Storyteller should designate a space for the entire length
For example, if the local Sabbat Bishop is going to show up at of the game. If the space is vacant later, it can always be used
Elysium to make threats on the Prince’s life, then the Storyteller for meetings.
should ensure that the Elysium is represented in game and
players have reasons to be there. If the players need to perform Designated areas should continue to represent the same in-
a ritual at a specific location to banish a demon back to hell game location throughout the game session (as much as
and destroy its associated artifacts, then the Storyteller should possible) to prevent player confusion. Some play spaces can be
make sure she has the proper space designated for that scene. mutable by nature, such as the plot and Storyteller scene space,
which changes based on the scene.
Planning for how long a scene is likely to take can be tricky.
For social scenes, this is a little easier, as meetings can be
structured to cover a number of points in a short amount Decorating Spaces
of time. Plot scenes’ length can vary, depending on what is Defining play areas as specific in-game locations gives cues
happening. Meetings between players and NPCs may be easier to players, allowing them to remain in character for as long

76 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


as possible during the game session, and it helps keep them
immersed in the game. Maintaining player immersion is a huge Types of Play Spaces
factor in determining the level of investment a player has in It’s essential to familiarize yourself with the available play
any one scene and her enjoyment of the game. The atmosphere space before a game session. The beauty of a LARP is that
of the play space can do a lot to give players a feel for the kinds it can be held anywhere people can gather. Play spaces often
of scenes their characters will experience. Providing simple have similarities that allow a Storyteller to plan even if she
props and decorations can enhance the descriptive elements has never seen the space before. In general, a play space is
of a scene. Decorating the play space gives visual cues to the located in three types of venues: a residence, a rented space,
players about where the scene is occurring, preventing them or a large open space. Residences often have multiple small
from interrupting roleplay to ask for clarification. Decorations rooms, with one or two larger gathering areas centralized
can be small props, large set decorations, special lighting, within the home. Rented space can consist of one or two large
or music playing in the background. Using any or all of rooms with any number of smaller rooms adjoining, including
these decorative elements depends on the kind of scene the none. Large open spaces are usually outdoor spaces, such as
Storyteller is preparing to create. parks and urban city sites. Each type of space has benefits
and drawbacks, but with careful planning, the Storyteller can
Props provide small accent decorations in a room, drawing design her game for any play space.
the players to a set piece or allowing them to interact with
a physical representation of a mundane object. Props are by A large number of Vampire: The Masquerade LARP
far the easiest decorations to use, as they are small set pieces troupes play within residential play spaces. The space is
or hand-held items that can be placed in a designated space often free, volunteered by a player or the Storyteller, and can
without large changes to the room. A stack of distressed accommodate many different meeting and gathering spaces,
books on a table, accompanied by unlit candles, can indicate as well as plot and Storyteller scene locations. The size of the
an elder’s study or an arcane library. Several empty alcohol residence can limit the size of the game, as apartments cannot
bottles stacked in a row against a wall transform a space into hold nearly as many players as a house, and even houses differ
a bar or nightclub. A single print or picture on an easel in a greatly in capacity. Also, decorating houses to increase game
bright room can turn a space into an art gallery. immersion can be a challenge.

Large set decorations immerse the players in the atmosphere A common way to set up play spaces in a residence is to
of the scene, creating a unique location within a simple room. designate most rooms within the residence as a single location,
Large set decorations can turn a room into the lush venue of such as a night club with many side rooms, an Elysium laid
an opulent ball or show players the full design of a ritual circle. out exactly the same as the home, or the public haven of a well-
Decorations do not have to be expensive to be elaborate. Single- known court officer. In this case, the rooms are considered
tone table cloths draped over chairs and tables transform a part of the same location, each seamlessly connected to the
meeting room into a plush salon. Centerpieces placed on next, the same way they are laid out in the play space. The
tables invite the idea of lavish settings. Backdrops painted with Storyteller should designate a specific room, preferably a larger
cityscapes in a completely dark room with fluorescent lights at one, such as a den, garage, patio, sun room, or large bedroom
the top of poles create a street scene. Half-used candles and as a space specifically designated for Storyteller scenes. A single,
melted wax on stacks of old-looking paper on a table in a small smaller room can be designated as all other city locations for
room create a mysterious study. meetings, such as personal havens or the Nosferatu warrens.
Each time either of the rooms change scene or location, small
Beyond props and decorations, lighting and music can vastly decorations or set pieces should be swapped out to give visual
change the mood of a space. Lighting can be as simple as indications that the room has changed. Even a small sign on
turning out the room’s natural lights or only allowing dim the door indicating the room’s current in-game location is
light to shine via a lamp, or it can include colored floor lights acceptable, if the room’s designated location changes often.
and large overhead lights. Music can be played into any room
with small portable music players and speakers, or it can be the Residential spaces can also be subdivided into many different
main focus of a room, with large concert speakers controlled city locations, each one represented by a different room of
from a computer. Dim lights and low background music can the home. Setting the play space up in this manner allows
make a space feel cozy, and the addition of flickering candles all requested locations, such as a popular bar, the Elysium,
can turn the space creepy or mysterious. Bright lights can or the Tremere Chantry to have representation at all times.
make a room feel cheery or sterile and harsh. Loud rhythmic In-game travel time between locations can cause pacing issues,
music and flashing colored lights can change a ballroom in a though unless characters are traveling to Storyteller scenes, a
hotel into a crowded dance club. few minutes of out of game to represent travel time should be
sufficient.

Storyteller Secrets 77

Mohamad Kalim (Order #27325250)


Rented spaces, such as hotel conference rooms, businesses, the ground can designate rooms and divisions, giving visual
and even warehouses have different challenges. By nature, cues for how large a space is. Again, free-standing backdrop
the space will cost money. This monetary burden can be hangers can make room divisions even more real.
shared among players to mitigate costs, or it may fall upon
the Storytelling staff. Either way, rented spaces are usually No matter the size or shape of the location, whether a house,
much larger than residential spaces, but have fewer rooms for a hotel lobby, or a park, the Storyteller can use these tools
subdividing. Making sure rented space has enough smaller to ensure the setting of her game is as elaborate and detailed
rooms poses the largest challenge for Storytellers. In general, as her stories and plots. Most of the planning work for
the largest play space available should be designated as the space designation is completed the first time the Storyteller
main social gathering area: the Elysium or the masquerade uses a space, and afterwards she can use the same plan and
ball hosted by the Harpy, for example. Any smaller adjoining decorations again, leaving more time to plan for story and plot
rooms should take on the role of off-site meeting places. If development.
the space is simply one large room, then the room can be
subdivided using cloth hangings and creative placement of
tables and chairs. One space completely separated from the Danielle Lauzon is a burgeoning freelance writer living in
main gathering space should be reserved for Storyteller scenes Houston, TX with her two dogs, two cats, and husband. She
and plots, even if this has to be outside the building or down has written for White Wolf/Onyx Path games lines including
the hall from the main room. Demon: The Descent, Mage: The Awakening, and The
God Machine Chronicle. This is her first time writing for By
Generally, the rented space’s standard décor is minimal, Night Studios, but she is thrilled to be included in such a
allowing abundant use of props and decorations to transform great project. Vampire: The Masquerade was the first LARP
the space as needed. Table cloths and centerpieces can turn she ever played in, and is still her favorite. She has a Master’s
normal tables into the edges of a ballroom or a cozy restaurant Degree in Animal Nutrition and works as a lab technician
scene. Again, lighting and music can set the theme and mood by day. At all other times she is an avid gamer, LARPer, and
for the location just as well, if not better, than the decorations writer. Danielle also enjoys all things sci-fi, fantasy, and horror.
themselves. Be aware that rented spaces often have rules
preventing hanging things on walls, so any cloth hangings or
backdrops should have their own stands. Some rental sites
have stands available, but purchasing them or making them
can be an inexpensive alternative to additional rental fees.

Large open spaces, such as green spaces and urban parks have
similar challenges to rented spaces, though their use is often
free. Weather permitting, outdoor venues can be a delightful
setting for a garden party or a Gangrel ranch. Depending
on the size and shape of the location, distance from the
main central location can serve to separate on-site meeting
rooms and off-site locations. This kind of space requires the
Storyteller to be somewhat familiar with the location before
designating these spaces. The most convenient or largest open
space should be the central location, allowing players to easily
find their way to the main gathering area without much out-of-
game wandering. All other spaces should be designated using
the central location as a starting point. For example, a pavilion
in a park may be the central social area. The benches down the
hill are the Brujah bar, and the lake’s edge on the other side
represents the Anarchs’ hangout, while the stand of trees just
past the pavilion to the north is the Tremere Chantry.

Decorating large open spaces is a unique challenge. Since most


Vampire: The Masquerade LARPs are generally held at night,
lighting may be an issue. If the site has power outlets, strings
of monochrome Christmas lights can add eerie resonance
or bright cheer to a place. Large cloths draped over areas of

78 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


Storyteller Secrets 79

Mohamad Kalim (Order #27325250)


Breathing Life Into a Clan
By Alex Rushing

Adaptation: transmuting source material into useful that regionalism has upon these experiences. A Nordic player
information for a game is one of the greatest challenges has a very different view of game than an English player, and
facing a Storyteller. This challenge increases when that the United States has entirely different play-styles in adjacent
game belongs to a larger, shared universe with other games. states. The answers to these questions are surprisingly simple:
Unclear expectations frustrate players, while haphazard
implementation fosters distrust between games. How do you • First, you must create a set of standards that holds true
balance the players’ desires with the needs of the game and throughout the organization.
expectations of organized play?
• Then, you use those standards to create positions of
Focus on the barest bones of the character experience in leadership within a clan, which in turn enforces those
Vampire: The Masquerade—the clan a player chooses. Every standards.
other decision about a character stems from this selection:
political affiliation, interactions with other players, core • Finally, you reward the characters who work within the
assumptions, and personal goals. While a concept does not system.
need to be tied to a specific clan, an investigative character
played as a Brujah is very different than one played as These three approaches reap results almost immediately once
a Gangrel. While every clan has a different personality, tailored to fit your organization.
experienced Storytellers find that certain basic essentials will
always improve the overall experience.
Creating Clan Standards
Establishing standards is arguably the hardest—and most
Consider These Three Questions important—part of the process. Every clan utilizes different
assumptions and understandings. Brujah players focus much
How do you allow players creative freedom while permitting more on individual leadership and the illusion of freedom,
the clans to remain cohesive and recognizable? while Malkavian players rarely need more than a shared space
Players choose to play a clan based on several factors; the two in with to roleplay their derangements. A Ventrue player,
factors with the most impact are the number of active players however, expects a good deal more organization and structure
playing that clan and the material written about it. There are from her clan.
few things worse than watching a player’s excitement nosedive
into disillusionment when the gameplay does not match their A thorough reading of the source material is important. The
expectations. clanbooks are an obvious beginning, as are the general setting
books. Storytellers will almost never be as well-versed in the
How do you use the printed material to supplement the minutiae of the books as the players who live and breathe them. As
needs of your game? you work through the material, be sure to identify the differences
The best Storytellers have a vision for their games and utilize between the sourcebooks and the needs of your organization.
pieces of the setting to bring that vision to life. It is no simple
task to weed through the source material and find the seeds Many Storytellers are scared to let go of the reins and trust their
that will improve a game. Some players want to focus on the players. This is why having standards in place before sorting
minutiae of the setting, while others flesh out their roleplay in out the leadership of a clan is so important. Clear guidelines,
broad strokes. There will always be players who do not care both in-game and out-of-game, create a set of expectations
about the plot presented to them, while others dive in eagerly. that everyone can measure themselves against. When done
correctly, you have an awesome mixture of player-character
How do you acknowledge the needs of various regions— initiative and Storyteller-character oversight, and you will find
and their conflicting cultures—while still holding them the clan inhabiting its own own space—living and breathing
accountable to the larger organization? and letting the stories flow.
Storytellers cannot overlook the needs of the shared universe.
Interconnected games come alive when the stories synchronize Integrating Standards with Roleplay
across real-world boundaries. All organizations must grapple How do you get the players to buy into the concept, though?
with the tension between universal experiences and the effect How do you guide that frustrated player into the right groove

80 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


for your game? In the olden days, you would hear advice of the setting. For example, a Ventrue player who insists on
about punishing the player, hammering away at her until she playing an Anarch is already setting herself up for a wild ride,
either figures out how to mesh with the clan’s structure or she and punishing her is not going to make the experience any
quits. That is rubbish. Reward the behavior you wish others more fun. Instead, reward the Ventrue player who respects her
to emulate; don’t punish the behavior that runs counter to elders and serves the clan.
your setting.
Rewarding Desired Behavior
“Appropriate behavior” is tricky to determine. Player- The options for rewards are limitless. Access to disciplines is
characters are frequently created as the exception to the rule, always an easy option. It is more exciting, though, to reward
and the greatest struggle with an organization’s concept of a player-characters who tend to color inside the lines by making
clan is channeling that desire for exceptionalism into roles their gaming lives easier. Resolving personal plot goes further
appropriate to the setting. If your organization values small in making players feel rewarded than dots on a sheet. Opening
personal stories over epic sweeping adventures of Gehenna, doors or providing them opportunities allows them to continue
then a concept based around the big story is going to have to succeed, and it showcases to the game how remaining within
less fun. If your game prefers a four-color approach, the angst- certain guidelines is beneficial to gameplay.
ridden loner bewailing her Humanitas will stick out like a sore
thumb. Again, reward the players who play to the game’s tone, In a shared universe, this reinforcement is even more
and make it clear why the reward is happening. important. Players travel because they want a group experience
that is larger and richer than just one game, but they also
This is not to say that everyone should get what they want; expect a certain amount of uniformity. A Gangrel who runs
drama is about tension, and there is no tension in a Monty in a pack of werewolves may work on an individual basis, but if
Hall cascade of “kewl toyz.” Rather, it is a matter of the proud that is not the norm for the organization as a whole, it breeds a
nail getting the hammer. A player-character who inhabits certain amount of eye-rolling when she travels to a large event
space outside of the expected setting is already going to have and starts bringing in information from an entirely different
trouble establishing herself, and she often will succeed in spite system and forcing other players to acknowledge her story.

Storyteller Secrets 81

Mohamad Kalim (Order #27325250)


If you prefer your Gangrel to focus on vampiric society rather are fundamental questions, however, that must be answered
than mingling with werewolves, then reward the players who before bringing the Call to Arms into play. How does the
make that choice. Perhaps they hear of newly-arrived characters word spread to other Brujah? What happens to a Brujah
before other player-characters, making it easier to introduce character who ignores it? In a troupe game, it is easy enough
plot or new players into the game. These player-characters then to say that the Brujah throughout the chronicle hear of the
act as gatekeepers and take on leadership within the game as Call, but when you have an organization that stretches across
they direct other player-characters towards plot, or introduce a country, how feasible is it to expect a Brujah from California
new players to their Primogen or the Prince’s court. You have to respond to a Call to Arms in Florida?
now rewarded the player who “colors within the lines” with
tangible benefits, and your game prospers. Take care when answering these questions, or Storytellers will
find their players dissatisfied and frustrated. Understanding
the inherent complications of the source material helps prevent
Sample Ideas headaches in the future as you create a baseline of expectations,
Let’s deconstruct three of the 13 greater clans found within and it enables the players to understand the limitations of
Vampire: The Masquerade and use the three steps mentioned their shared universe. A Brujah who summons her clanmates
above to see what details can be fleshed out from the setting under a weak pretext should be held accountable, while one
material. We’ll look at the Brujah, with their focus on who can rally the troops and organize them deserves future
community; the Tremere, who rely on an occult hierarchy; and consideration for leadership within the clan.
the Ventrue, the followers of tradition.

Tremere
Brujah As their clan is based on rank and hierarchy, internal structure
At first blush, the Brujah clan is easy for a Storyteller to is very important to a Tremere player. The most important
moderate. Individualists to the core, they defy attempts to Tremere character in your chronicle is likely the Regent, the
control them and lash out at perceived injustice or persecution. leader of the local Chantry and overseer for the other Tremere
They hold clan meetings—appropriately called Rants—in which in the game. The Regent acts as middle management for the
they hash out problems and policies in an aggressively personal Pyramid at large, and she bears a great deal of responsibility
fashion. They also hold sacred a concept named the Call to for providing for the enjoyment of other Tremere player-
Arms, through which a Brujah can expect aid from her clan characters.
in times of need. These two staples of the clan can send an
unprepared Storyteller into a panic if not managed properly. It is tempting to create a Storyteller-character, dub her Regent,
and then occasionally weigh in on plots or clan matters. A
In organized play, a Rant is an opportunity for Brujah players more interesting approach is to have the Regent’s superior be
near and far to force their agendas on one another. If your the Storyteller-character, and to place a player-character in the
game has Brujah-specific plot, seeding it into the Rant is the position of Regent. The superior holds the player-character
most effective way of putting the plot directly into the hands of accountable for the success of the Chantry, and thus the
the players, but do not be surprised when a roomful of Brujah Regent has incentive to encourage appropriate behavior from
rip the plot to shreds and fashion whole-cloth something the other Tremere beneath her. You have created standards
entirely different. The players will want a consensus, a feeling and found a player to uphold those standards; then her actions
of community, after the arguing and shouting and posturing allow you to reward her if she succeeds. If done properly, the
is done, when they can point at the Rant and say, “this was player of the local Regent will handle the Apprentices in a similar
decided.” fashion, and suddenly you have a vibrant clan structure with
players taking on responsibilities to prove themselves worthy
To achieve this sense of community, identify the key elements of promotion.
of the plot and provide those elements in-character to as
many of the Brujah players as possible before the Rant. If Earlier, I mentioned the need for understanding the minutiae
there are Storyteller-characters present, avoid heavy-handed of a clan. The Tremere clan, founded as it was by a shadowy
declarations, allow the players to lead the charge in any debate, cabal of wizards, has an almost inexhaustible amount of detail
and speak out in support of the characters who pick up the that can come into play. An example of this is Blood Certamen,
threads of the plot. This restraint allows the players to leave a ritualized wizard’s duel mentioned in the clanbook. If your
the scene with a sense of empowerment and involvement. organization has a number of spell-slinging Tremere who
challenge one another to ritual combat at the drop of the hat,
The Call to Arms is another example of harnessing the rather than reserving it for matters of gravest importance,
Brujah sense of community to create exciting gameplay. There Storytellers must identify such behavior as different from

82 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)


the canon. Otherwise, a new player who has done her due boring character, but for those who play the stereotypes and
diligence and read the source material will often be baffled the norms, how much more fun can they have when they are
by these sorts of changes and find her enjoyment of the rewarded for making choices that are in line with the setting?
clan lessened by what—to her mind—is a vastly different play
experience than she expected. It is imperative that you explain No character exists in a vacuum. The choices that the players
to your players why such details differ from the printed make affect their local game. The choices that the local
material, preferably with both in-character narrative and out- game makes affects the organization. Understanding how to
of-character explanation. manage these choices, how to educate the players, and how
to encourage them to make choices appropriate to the game
are the hallmarks of an excellent Storyteller. Showing an
Ventrue understanding of the material and being able to explain the
Once you have set standards for how a clan operates within choices made establishes trust with your players. Giving them
your chronicle, it is time to populate the clan with the the freedom to play in the sandbox is important, and as they
leadership needed to keep it running smoothly. No clan has are rewarded and develop their coteries, plots, and intrigues,
more leaders within it than Clan Ventrue. Player-characters you will see them telling stories they did not even know were
are always a more powerful motivator than any Storyteller- possible.
character can ever be, and they are far more ruthless. Players
create Ventrue characters to lead, to accrue recognition, and Players who trust their Storytellers are more willing to take risks
to foster a sense of excellence amongst themselves. Let them! and engage each other. They will keep coming back to your
No other clan offers as much opportunity to polish an in- game and will travel to other games in the larger organization
character resume as the Ventrue, and it is incumbent upon more willingly. This in turn keeps organized play healthy and
the Storyteller to provide the resources that allow the players unified, which then feeds back into the local games and makes
to maneuver against one another. them richer, and more entertaining.

The Ventrue are organized in a fashion unlike any other clan.


Local board meetings, regional Directorate meetings, knightly Alex Rushing is a quintessential Southerner stuck firmly in
orders: if done well, the modern Ventrue has a myriad of Yankee territory. His love of gaming began in the ancient
ways to allow players to interact inside the clan. Clan Ventrue days of 1982, when he discovered a certain Keep on some
relies on its elders more than any other clan, so utilize that borderlands. As a founding member of Dixie by Night and an
built-in respect to provide guidance and mentorship with active member of both the Mind’s Eye Society and One World
your Storyteller-characters. A wise Storyteller creates these by Night, he has been involved in LARP since 1994.
opportunities and then gets out of the way of the players as
they try to live up to the challenges they set for themselves.

Identify how your players want to get involved; many Ventrue


players love the Influence game, as it is a sign of mastery over
the chronicle. Perhaps assign one promising player the duty
of working with the rest of the Ventrue to coordinate any
weaknesses in the clan’s control over the mortals of the city,
and give her the spotlight during discussions. It gives a player
an opportunity to shine and subconsciously showcases the
clan’s strengths to the players.

Conclusion
Ultimately, the choices Storytellers make when they prepare
for a game will encourage players to play certain kinds of
characters. Each game in a shared universe adds to the overall
feel of the organization. Do not prevent your players from
expressing themselves or force them down paths they may not
want to take. Having a set of expectations informs the players
and allows them the comfort of being able to deviate while
still understanding the results of their choices. No one should
feel pressure to stay inside a nice, comfortable box and play a

Storyteller Secrets 83

Mohamad Kalim (Order #27325250)


Storyteller Secrets is a collection of original essays,
guidance, design notes, advice, suggestions, and,
yes, secrets that will help Storytellers get the most
out their Mind’s Eye Theatre: Vampire The
Masquerade games.

This book includes 13 essays from experienced


storytellers and game contributors from a wide
variety of roleplaying organizations.

84 Mind’s Eye Theatre: Vampire The Masquerade

Mohamad Kalim (Order #27325250)

You might also like