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Mind's Eye Theatre Vampire The Masquerade Storyteller Secrets PDF
Mind's Eye Theatre Vampire The Masquerade Storyteller Secrets PDF
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
© 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.
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.
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
Using Nordic LARP Techniques in MET: Vampire The Masquerade by Martin Ericsson..........................68
Storyteller Secrets 1
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
•
“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.
Storyteller Secrets 3
“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
•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
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.
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
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.
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.
Storyteller Secrets 9
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
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
Storyteller Secrets 15
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
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
Storyteller Secrets 21
•
An information chip, exchangeable for one piece of
unique or advanced plot information (ask the Storyteller
one question)
•
A “gold star player” spotlight each month on the
chronicle’s web or wiki page
Storyteller Secrets 23
“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
• 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
Storyteller Secrets 27
Storyteller Secrets 29
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.
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:
Storyteller Secrets 33
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.
Storyteller Secrets 35
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.
Storyteller Secrets 37
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
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
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.
Storyteller Secrets 45
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
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.
Storyteller Secrets 49
Storyteller Secrets 51
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.
Storyteller Secrets 53
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
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
Storyteller Secrets 59
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?
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.
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
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
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.
Storyteller Secrets 65
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
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
Storyteller Secrets 71
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.
Storyteller Secrets 73
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
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
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.
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
Storyteller Secrets 81
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
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