The Forge Reference Project

 

Topic: Narrativist Vampires
Started by: Uncle Dark
Started on: 1/23/2002
Board: Indie Game Design


On 1/23/2002 at 7:31pm, Uncle Dark wrote:
Narrativist Vampires

Inspired from a thread in Actual Play:
So you want to make a Vampire game.

Start with some design goals. You’ve said you want it Narratiavist, which I’ll define here as focusing on story creation via character interaction with the premise. Important aspects of this will be mechanics which facilitate character-as-protagonist and which also make the game’s overall premise a part of character mechanics.

Now to premise: What do you want to explore here? What is the central emotional issue that grabs the players?

Arguably, the basic premise of VtM is: “How does your character deal with inevitable moral decay?” If you want to go this way, I’d suggest stealing the basic Humanity mechanics from Sorcerer.

A variation on this might be “the Temptation of Power.” You’re strong, immortal, and have snazzy magic powers. What do you do with it? Champion a cause? Acquire power? Sink into an endless, sybaritic party? And how do you deal with that irritating need to drink blood?

Or, you could go with the “Politics of the Night” premise – Machiavellian intrigue where the characters’ vampirism is really just a gimmick, and the threat of discovery/destruction is used as a “push” to get things going when they bog down. No need for a Humanity score here. Instead, detail is spent on motivations and social stuff.

How about “Vamps vs. Hunters?” More focus on combat and vampiric powers. Humanity might be a nice sideline, but you wouldn’t want to push it too hard.

You get the idea.

A few lines up, I wrote “detail is spent.” Let me expand on this. Think of detail as a game-design currency. You have a finite amount of it to use in your game, so you want to spend more detail on the important stuff and less on the less important stuff. The bits where you, the designer, spend the most detail cue your readers in to what you think are the most important parts of the system.

So where to spend this detail? Obviously, premise will dictate this to some extent. Lots of detail should be spent on the mechanics and information which promote/facilitate the premise. But what about other stuff, like vampiric powers?

Is the way various groups/bloodlines/individual vampires differ from each other going to be important to the premise? If not, don’t worry about possible differences. If you spend lots of detail on the various cool things vamps can do, your readers are going to assume that this is a main focus of the game. If you don’t want it to be, give all vamps the same basic powers. This shifts the weight away from differences in power to differences in personality. Keep in mind that most modern vampire fiction says little about differences in the kind of powers vampires have, except when such differences highlight differences in character. In Anne Rice’s work, Louis’ inability to read minds is a reflection of his disconnection from both humans and vampires, not a major point in itself.

Just something to think about.

Lon

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On 1/23/2002 at 7:50pm, jburneko wrote:
RE: Narrativist Vampires


Arguably, the basic premise of VtM is: “How does your character deal with inevitable moral decay?” If you want to go this way, I’d suggest stealing the basic Humanity mechanics from Sorcerer.


Forget stealing just the mechanic. Steal the whole damn game. Doing Vampire with Sorcerer mechanics is as easy as pie. Just treat the players as if they all have possessor demons with a Need to drink blood and that lack the Hop ability. This is very similar to the 'Buffy' version of vampires anyway.

Or, if you want to go the Blade route where vamprism is basically some kind of weird blood disease make them Parasite demons.

Jesse

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On 1/23/2002 at 8:00pm, Uncle Dark wrote:
RE: Narrativist Vampires

I'd go the parasite route myself, but I was trying to allow for the possibility that someone might want to write their own mechanics. You know how many system monkeys we have on the Forge.

Lon

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On 1/23/2002 at 8:53pm, Bailywolf wrote:
RE: Narrativist Vampires

I'll take a shot at it.

You have three human attributes:

Vitality: Physical stuff
Awareness: Mental stuff
Resolution: Force of motivation, will, and will to live (forever).

Further, you have three vampire Aspects:

Power: How physicaly supernatural you are; strength, speed, degree of immortality.

Dominance: How mentaly powerful you are; mind powers, animal control, control, predatory instincts

Occult: How magicaly potent you are; all the other assoretd vampire stuff. Each point is a specific power the vamp can use with a successful Attribute roll (based on the actual occult ability); stuff like weather control, shape shifting, shadow form, flight, fire creation... anything you can think of.


Rate attributes with d6's roll and add, margine of success is degree of success.

Each attribute gets a Description (part background, part ability). for activities within the description, roll all dice, in all others, roll half dice.



Vampire aspects are different. They represent plateus of power, and are fairly absolute. A vamp with Vitality 2 but a Power of 1 is stronger, faster, tougher, and more graceful than any mortal no matter how many dice they have. Roll Power, and this is the level of success against a lesser oponent.

Vamp to Vamp, power cancels out 1 to 1. So two Power 3 vamps go at it with their raw Vitality, but if one had 4, he would get a single die of automatic success instead.

The older the Vamp. the more Aspects he accumulates.


Points of an Aspect can be Burned temporarily to briefly boost that aspect to higher levels. This is with apropriate vampire eye-buldging, hissing, and vampin-out FX. Such a burn lasts for a scene max, and can leave a vamp depleted for days.


Aspects also represent a Vamp's supernatural weaknesses, and as they grow in power, their vulnerabilities also get worse.

Power inflicts Hunger, and a Resolution vs Hunger check is required to resist feeding or to go for long periods wihtou feeding.

Dominaince inflicts Fury, and it is resisted with Awareness when challanged or threatened.

Occult inflicts Banes, each point adding a new specific Bane with a potency based on the level of Occult. Sunlight, silver, mirror, herbs, home soil, running water, stake in the heart, poppy seeds, wild rose garland, holy symbols etc. Banes circumvent the protection conveyed by Power (the fact that no one with a lesser power can lay a damn hand on you, for example), and can allow a mortal to slay a vamp.





There you have it. A ten mintute vamp game, with power ballancing disadvantage internaly.

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On 1/23/2002 at 10:46pm, Mike Holmes wrote:
RE: Narrativist Vampires

Nice B.

But what's the Premise, and how do the stats relate to it? Sounds lie you might get wrapped up in the terrible "machinations of the elder vamps" plots. Where is the conflict?

Mike

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On 1/23/2002 at 11:49pm, furashgf wrote:
RE: Narrativist Vampires

Good point. I'm not sure where the politics thing came from. I've read a lot of vampire fiction, and while some of it has something like prince/coven/pack sort of thing, the only place I've seen the massive political games is in White Wolf, not in fiction (movies, books, TV). All the other ideas sounded great: redemption, power (you live forever, can do cool things, what are you going to do w/ it), hunter/hunted.

On the mechanics side, I love the comment that where you spend your time = game focus. In most of the source material, Vamps are pretty much the same with age being the factor that differentiates how strong they are.

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On 1/24/2002 at 2:36am, Bailywolf wrote:
RE: Narrativist Vampires

Ah Mike! So hard to please... ok. let me reread...


Premise...


Hmmmmm



Ok.... I'll try and hit it with some bullet points...

"Humanity" doesn't enter into it. What is at issue here is change, evolution, devolution, transformation. These vamps arn't human anymore... they remember being human... but after they've lived more years as undead than as mortal... well, weigh it.

Are you still a squalling infant? Do you even remember what that was like? Even if you did, weigh the squalling and pissing against every other experience you're accumulated. Hardly matters after a point.

Simply put, this isn't a game about loosing your humanity... that insignificant thing is gone. You're something different now. undead who bitch about their loss of humanity are rightly mocked and humiliated by the VERY catty undead community. Vampires treat each other like house cats; occasionaly forming very tight bonds which last forever, but generaly varying the tension from staring and pissing contests to outright savage slash and kill. These vamps all have the same social instincts as hunting creatures. To one degree or another, they are feral.

At best they can get together into pack-like covens with complex internal dynamics to ballance out the instincts of the blood drinkers. Such units when healthy are very powerful and interrelated. Out ov ballance, it can degenerate into a bloodbath. Covens are lead by a linked pair of alpha personalities; typicaly male and female, but this varies with culture. Watch the discovery channel for the Wolf shows. Vampire pack. This makes a great easy-to-run palyer group too. Already, interpersonaly dynamic becomes more importiant than actual powers and abilities.

Physicaly, even the weakest vamp is so superior to the strongest human that direct contest is impossible. Vamp graps human, it's pretzle time. Same goes for vamps with higher Power to lower power vamps (unless the weak ones Burn)... so physicaly, vamps avoid confrontation with each other, and only fear humans who know their Banes, but they keep a fairly low profile (to avoid supernatural enemies or whatever) and use their mental powers to wipe out memory of their exestence.


They party in war zones, collect the bricabrac of ages, and further their perosnal vendetas... just to pass the time. You have to do SOMETHING forever. Sometimes, high minded vamps go on world-spanning mytho-archeological raids looking for the species origins... other times, they go looking for a good time. Sometimes they get tangled up in local crime, politics, or buisness... sometimes, they just pass through like ghosts. There are highly territorial covens who guard their little patch of earth (and humanity) like junkyard dogs, and there are constant wanderers who never sit still.


What there is not is any kind of Big Explination. No creation myth, no 'mythic otherworld' filled with spiritual manifestions of great warring forces. It's just like this world, except there are monsters in it... and no one really notices.


So....




Premise- The Predatory Social Dynamic played throught the traditionaly familiar medium of the Vampire. No big politics, no kooky inquisition, no winging on about lost humanity. Just a bunch of egos cramed in a room, forced to find the ballance between them or die trying.

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On 1/24/2002 at 2:54am, Jared A. Sorensen wrote:
RE: Narrativist Vampires

Bailywolf wrote:
Simply put, this isn't a game about loosing your humanity... that insignificant thing is gone. You're something different now. undead who bitch about their loss of humanity are rightly mocked and humiliated by the VERY catty undead community. Vampires treat each other like house cats; occasionaly forming very tight bonds which last forever, but generaly varying the tension from staring and pissing contests to outright savage slash and kill. These vamps all have the same social instincts as hunting creatures. To one degree or another, they are feral.


I know you hate when I do this, but have you seen my Vampires LARP rules? I came to the same conclusion (the game as played has fuck-all to do with humanity and more to do with sinking your teeth & claws into stuff). It's on my site, natch.

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On 1/24/2002 at 7:25am, Uncle Dark wrote:
RE: Narrativist Vampires

The Predatory Social Dynamic...

I see a R-map of elder vampires, carrying on arcane vendettas so old that even they don't know how it all started. Creatures both pathetic and powerful, clinging to vain and pointless grudges as their only touchstones in minds chaotic with the debris of centuries.

Against this background, a pack of relatively young vampires trying to work their own wills without running afoul of their elders...

Lon

P.S.
Anybody ever read the Sonja Blue novels? Vampires much like this.

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On 1/24/2002 at 11:00am, contracycle wrote:
RE: Narrativist Vampires

What I worry about it...

- without a suitable origin myth, there is no mechanism by which to understand your own nature; this makes introspection hard.

- without the political element, your tone may go berserk and end up with vampire rockstars openly strutting the world stage. This may or may not be cool depending on your tastes.

- frankly, a bunch of predatory lunatics are not a very interesting group; this would appear to me to strongly encourage the wallow-in-orgy-of-wish-fulfillment-bloodbath pattern.

Thus, it seems to me, in the name of freeing up the vampire premise from the "burdens" imposed upon it, this has reduced the concept to what appears to me to be the very form of play that people wanted to get away from. There appears to me to be nothing about these characters which would would be interesting or catchy, apart from their vampiric status which is really just a wish-fulfillment hook. The vampiric status itself has no value, no, well, bite. IOW it seems to me to be the re-invention of the Dungeon Crawl.

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On 1/24/2002 at 2:32pm, Bailywolf wrote:
RE: Narrativist Vampires

Ah jeepers, now I have to use my brain (and before my first cup-o-joe too! Heartless, heartless world).



contracycle wrote:
What I worry about it...


Cripes... ok, breathe deep.... and now....

contracycle wrote:
- without a suitable origin myth, there is no mechanism by which to understand your own nature; this makes introspection hard.


Where did humanity come from? How many thousands of possible origin stories have been postulated for our species? Every culture, religion, cult, and even science all seek to explain it... but rarely agree. Who's right? Who do you believe? There is no "Big Answer" for these vampires either. So what you're left with is trying to make some sense of a world that pretty much ignores 'sense'. In this, vampires still labor away just like anyone, trying to come to terms with their lives in the face of an indifferent universe... so... all you have to depend on at all are the answers drawn from introspection. And Faith.

contracycle wrote:
- without the political element, your tone may go berserk and end up with vampire rockstars openly strutting the world stage. This may or may not be cool depending on your tastes.


You can have an assload of politics with this scheme. If you come from a large family, you know just what I mean. The jockying for position, the one-upsmanship, the back biting... it's not the dry, cold 'game of ages' seen in major vamp games, it's sibling rivalry, it's the Politics of Wolves (hey, good section title there...). This hinges off the premise- predatory social dynamic. Gang politics, family politis, the politics of love and hate.

contracycle wrote:
- frankly, a bunch of predatory lunatics are not a very interesting group; this would appear to me to strongly encourage the wallow-in-orgy-of-wish-fulfillment-bloodbath pattern.


This is the danger- pack imbalance and self destruction. Vampire hunters rarely get the chance to kill off rogue undead; they generaly manage to piss off enough other vamps to get wacked 'in house'. Just watch the movies. Which kind of vampire lives for a long time? The crazy, seriel killer, blood-splattered loony or the fairly level headed bloke with a measure of caution and healthy relatioships with other vamps? The crazies generaly get wasted fairly fast (Lost Boys, Near Dark etc) while the smart ones love a long time (The Preacher [cassidy], Blade, Dracula, UltraViolet etc.).

contracycle wrote:
Thus, it seems to me, in the name of freeing up the vampire premise from the "burdens" imposed upon it, this has reduced the concept to what appears to me to be the very form of play that people wanted to get away from. There appears to me to be nothing about these characters which would would be interesting or catchy, apart from their vampiric status which is really just a wish-fulfillment hook. The vampiric status itself has no value, no, well, bite. IOW it seems to me to be the re-invention of the Dungeon Crawl.



As you say, the vampire itself has been done to death. It hardly carries any weight as metaphore anymore. In my mind making the PC's vamps instead of some breed of being serve only to provide some key benifits-

>Predatory Social Dynamic- the premise. Could just as easily be supported with werewolves, demons, hungry ghosts, or whatever.

>Personal Stakes- not a game about warring political organizations with florid names... but about the personal grudges, rivalries, and attractions between beings who both love and hate each other; are both attracted and repelled by each other; who are inherently and powerfuly social, but very high strung. Conflict is ALWAYS personal, even it it drags out across a thousand years.

>The Curse of Relativism- when you've been freed from morality, from material concern, and even death... how do you find meaning? The descent into mindless boredom alone keeps vamps moving. This is why there is a Resolve attribute. As your Resolve wanes, you have more and more trouble giving a shit about reality and acting decisively. It gets easier and easier to sit on your ass for a day, a year, a decade. Sometimes, The Hunger is all that saves you. At least it never gets old.

>Kewlness- come on, is wish fulfilment so bad? In the basic mechanics, I wanted to drop a pile of raw power in the player's laps. "here! now you can twist the arm Jet Lee!" These guys are top of the food chain. They don't much worry about humanity; but the predator always stays downwind from the prey... unless hearding them into a kill zone.


Some Major thematic conflicts:

Vitality vs Stagnation (can also play out as Old vs Young or Action vs Boredom)

Us vs Them (rival packs, gangs, crime families, mosters etc).

Me vs Him (pure, interpersonal vendeta).

Ignorance vs Knowledge (no easy answers, remember? Trying to figure out the 'why' makes for a good game conflict).





So... what's next?

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On 1/24/2002 at 3:01pm, Mike Holmes wrote:
RE: Narrativist Vampires

I think that Gareth has some points. While I agree that the Humanity thing has been done to death, the Predatory Social Dynamic would probably lead to simple wish-fulfilment. In which case the original vampire game does pretty well. Not that this is bad, as Jared points out, but it might not be what a lot of players want. And in both of these cases the player fulfilment has the potential to be dampened by more powerful vampires keeping them in check. Heck, to this day the term neonate makes my skin crawl with feelings of inadequacy, impotence, and lack of control. Certainly won't work as a Narrativist premise, FWIW.

What would I like to see? Glad you asked.

What if we got rid of the whole elder vampire problem. It's an interesting concept, I'll grant you. So I'd suggest either a game that had the players as the elder vampires, or "all vampires are created equal". Let's look at each.

For the first we have a situation where there is a "community" of vampires of some size, and the players represent the top of the hierarchy. Their most important resources, then, are their relationships and controls that they have over other vampires. Which I'd think would be the way you'd generate your character, a list of these resources. At the "bottom" of your power pyramid you'd have yor newbie vampires, relatively powerless, but disposable, and renewable. At the next level would be your operative vampires, each with a primary skill. Then there would be your lieutenant vampires who would be more fleshed out like characters, with great power and whose loss would be devastating. Something like Jared's concept for Insecterotic.

Attempts to do things would be to strike from afar, and communicate through intermediaries. Resolution would be based on resources committed, and would risk loss of those resources, and exposure. Send a low level vamp and have a lesser chance of succeeding, higher chance of losing that vamp, and lower chance of exposure. Too much exposure, and even a player's elder vampire can be lost.

The premise would be "How do class and power affect your relationships?" or something like that, and I envision relationship lines (ala Isolation) that determine just how tied you are to the other top vampires by hatred and trust, etc.

Second, the all vampires are equal thing would need another angle. Let's see, humanity out, wish-fulfilment out, angst out (I'm assuming, as it has really gone out of vogue). Hmmm. How about we make the players amongst a handful of vampires in the world, and make the premise "The temptation of Power vs the Risk of exposure?" Allow vampires basic bonuses to any task they like (or give them specific powers if you like the splatty stuff), but have all resolutions have a chance of causing humans do detect oddities which may lead to the vamp (very metagame, probably). The more the power used, the more likely the exposure, and problems caused. All the GM has to do is introduce situations where the vampire wants to use power, and the plot drives itself then. As the vampire gets into trouble with humans he has to think of ways to get out. Blatant uses of power will only exacerbate the problem. Sure, kill a roomful of people who know, but then the police find lots of clues that lead back to you.

Just some ideas off the top,

Mike

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On 1/24/2002 at 3:23pm, contracycle wrote:
RE: Narrativist Vampires

Bailywolf wrote:
Where did humanity come from? How many


Algae


thousands of possible origin stories have been postulated for our species? Every culture, religion, cult, and even science all seek to explain it... but rarely agree. Who's right? Who do you believe?


Totally agree. My point is - everyone has one. The origin myth does not have to be True, but it does have to be there. So what I am worried about here is that be leaving this vague, you are not opening options, but contracting them.


all you have to depend on at all are the answers drawn from introspection. And Faith.


Introspection about what? Faith in What?



hinges off the premise- predatory social dynamic. Gang politics, family politis, the politics of love and hate.


The problem is that it is precisely these issues which develop into formal Politics. Politics develops to mediate these sorts of conflicts between groups with disparate loyalties, rather than leaving them to be settled by open conflict. I feel that you cannot escape addressing this question. What is the Camarilla in WW's Vamp but a predatory social dynamic modified by the fear of even greater predation?


wacked 'in house'. Just watch the movies. Which kind of vampire lives for a long time? The crazy, seriel killer, blood-splattered loony or the fairly level headed bloke with a measure of caution and healthy relatioships with other vamps? The


Yes I agree. My concern is that if the game is to be as setting- and context-less as it appears, there is no in-game reason to draw this conclusion. This is, in short, a property of the backstory and feeds in to the origin and politics question. How are you going to convey this concept to the players?


Predatory Social Dynamic- the premise. Could just as easily be supported with werewolves, demons, hungry ghosts, or whatever.


Indeed. Although I would submit that human beings are such a comprehensively succesful predator that "predator politics" is indistinguishable from human politics.


Personal Stakes- not a game about warring political organizations with florid names... but about the personal grudges, rivalries, and attractions between beings who both love and hate each other; are both attracted and repelled


Sure, but that sounds an awful lot like classic dynastic/feudal politics, which were heavily framed by the personal grudges of the various empowered social actors.


The Curse of Relativism- when you've been freed from morality, from material concern, and even death... how do you find meaning? The descent


Indeed. More importantly, how do the PLAYERS find meaning? The "being a vampire" has no special draw, the "hidden world" does not exist, there are no secret inights and illumination, in fact the world is as dull, and makes even less sense than, the real world (because real world people do have origin-conceptions and base all sorts of decisions - including political decisions - on those understandings).


Kewlness- come on, is wish fulfilment so bad? In the basic mechanics, I wanted to drop a pile of raw power in the player's laps. "here! now you


Oh no, its not BAD, but just a bit formless when there is nothing to resist the fulfilment of your wishes. If there is nothing to struggle against, to resist your wishes, their fulfilment provides little satisfaction as an act.

Anyway, I don't think thats theres anything much wrong with this mechanical structure and so on, but I feel some concern about the lack of conetxt - setting and situation - from which, I feel, so much drama and character motivation is derived.

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On 1/24/2002 at 4:07pm, Bailywolf wrote:
RE: Narrativist Vampires

The more the power used, the more likely the exposure, and problems caused. All the GM has to do is introduce situations where the vampire wants to use power, and the plot drives itself then. As the vampire gets into trouble with humans he has to think of ways to get out. Blatant uses of power will only exacerbate the problem. Sure, kill a roomful of people who know, but then the police find lots of clues that lead back to you.


Now this is very cool... the more mojo you sling around, the more "expopsure" you accumulate. This makes you subject to mortal attention and makes it easier for your fellow blood-suckers to screw up your life (just imagine getting audited by the IRS after using your mind powers to acquire a huge palatial estate... then discovering that bastard Monjoy is responsible for it...).

I could see a Machianation mechanic... you can use your enemy's Exposure points to build Devious Plots....


say....

Marcus Flavius (and onld Roman vamp) comes under attack by a yong upsart, Victor Montjoy.

Marcus has accumuulated 12 points of Exposure recently (he looks after the descendents of his mortal family... it's something to do wiht the time, but has been forced to use his powers fairly brazenly to get trouble off their backs).

Montjoy makes the requisite rolls (what ever those are), and gets (say) 3 successes from this. Added to the 12 points of Exposure, this gives him 15 points to play with. He decides to afflict Flavius with the attentions of the US government.

Attention
1 Intrest
2 Investigation
4 Punative
6 Hostile

Duration
1 Brief
2 Persistent
4 Life Time
6 Forever

Reach
1 Minute
2 Local
3 Regional
4 National
6 Global

Reasoures
1 Minimal
2 Personal
3 corporate/departmental
4 1st World GNP
6 Nigh Unlimited


So, the IRS has National reach and departmental resources (4 points, and 3 points). He wants the duration to be Persitent (2 points) and the attention to be Punitave.

**********************

How about this for a micro-setting and thematic conflict:

Revolution


Vampires are born, they grow in power (and in the power of their arrogance, hunger, and ambition); eventualy they can't maintain their pack relationships anymore; their hunger and fury drives them to destroy their covens or simply abandon them. They begin to engage in manipulation, predation, and active hostilities against other, younger vampires, until they piss off enough of them to cause Revolution.

The young vampires rise up, slaughter the elders, and swear blood-oaths never to become like them. Oaths they almost always break.

As a vampire's Resolve crumbles, his instincts and urges take over, until he can't work with others anymore. He may be powerful, but he lacks drive and friends, and it's only a matter of time before a pack of hungry young undead come knocking at his door.


This keeps undead society vital, with a constant influx of 'new blood'. There may be a few solid old vamps who've carefuly maintained their Resolve, but this lot stays active with the young pups to keep them from getting ideas... lots of 'hand shaking and baby kissing' visits... just don't let the yound bastards smell any weakness.




As for Faith...


I intended to clarify; there is no ONE Bit Reason for vampires (or anything else). Some believe they are descended from Cain, some think they represent the actions of a virus, others see themselves as an evolutionary offshoot, as possessed by blood demons, as risen from the grave because of bad karma, as cursed by Voodoo magic. Frankly, it doesn't matter. This is all a part of character back story and description. I don't believe in God, but I do believe in evolution. The Faith I speak of is entirely an aspect of character.


I tend to shy away from heavly out-of-character metagamy stuff... I find it difficult to get into games in which the characters don't directly interact with each other... personal bias.






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On 1/24/2002 at 4:11pm, Mike Holmes wrote:
RE: Narrativist Vampires

Again, Gareth has a point. In fact it's a pet peeve of mine.

(rant on)

I too often see games that fail to include important facts about the game universe under the pretext of "allowing" the GM to come up with the relevant fact, or for mood's sake. I think that these are often excuses for an unwillingness for whatever reason on the part of the designer to come up with the information. Perhaps he's not iterested enough, perhaps he can't think of anything good. Whatever. The problem is that I obtained the game for those details.

The worst example of this is statements like, "The origins of vampirism are lost in the mists of time." Yes, very nice. And I can tell my players that. But as the GM, I want to know. Why? Because it may become important at some point, and I don't want to have to make it up. If I had wanted to make something up, I would have just made my own game. What the designer is giving me is incomplete. How does not having that information improve the game? The freedom argument is silly. If I don't like what you have in the game, I'll make that decision and change it. Just becasue you have something written down as cosmology of history in the text doesn't mean that I don't have the freedom to change it. And as for the mood argument, I prefer texts to have information over trying to evoke a mood somehow. If you must evoke a mood, do it some other way, please.

In fact, in the particular case, I'd like to see not only the real reason for how vampirism got started, but the myths as well. This way the players can have access to ideas that can acctually serve to drive the game, even if they are just myths. For example, it might be interesting to have a myth about the "first vampire" being a creature that proved his mettle time and again by killing other vampires thus "proving" that vampires should be all about survival of the fittest. Only to later learn that this vampire never existed, and that vampirism is simply a complicated blood disease.

(/rant)

As Gareth said, essentially, (and I've heard Ron say frequently) setting can really drive a premise if designed to do so.

Mike

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On 1/24/2002 at 4:33pm, Bailywolf wrote:
RE: Narrativist Vampires

Understand.

But disagree. My favorite games are the ones which don't presume to tell me how I want to play. Ron's Sorcerer is a perfect example. He sets up a very simple but solid scheme for characters, powers, and motivations... but leaves setting aside. The default setting is almost a guideline (again, how I like it). I never intended the initial splash to be anythng but a possible outline; I've been making up the detailed stuff when challanged to justify it (thanks, by the way, this kind of sparring is the only way I figure things out).

I prefer toolkit games which include mix-n-match setting components. There are some notable exceptions. I love the setting for Over the Edge and for Unknown Armies. Both are wide open, though, with full designer caveat to go crazy. Both are settings with plenty of room for the knees.

Basicly, I like games who's designers invite me into the sandbox to play with their Tonka trucks.

Give me an hour, and I'll give you a more solid setting.

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On 1/24/2002 at 4:38pm, Mike Holmes wrote:
Revolution

Bailywolf wrote:
Revolution

...The young vampires rise up, slaughter the elders, and swear blood-oaths never to become like them. Oaths they almost always break.


There, that's a Narrativist premise if I ever heard one. "Can you abide by your Oaths or is the temptation of power too great?" It, of course, is completely allegorical to the generation gap. It was Churchill I believe who said something like, only a heartless person is not a liberal when young, and only the mindless are not conservative when old. Speaks to the idealism of youth.

Anyhow, I see a character being composed of his oaths, and possibly a temptation statistic that increases randomly as one uses their vampiric abilities. As the temptation stat increases, the player has to break oaths in order to reduce it. If the stat gets too high, the character renounces the revolution, and goes over to the "dark side".

Anyhow, this keeps the characters in constant flux. At first there are things they won't do having taken oaths not to (killing humans, killing vampires, going bestial, etc.). But as they progress, they either have to eschew using their vampiric abilities, or change. Those who break their oaths would suffer negative repercussions from the members of the revolution if detected. This leads to deciet amongst characters which is always good for driving conflict.

I sugest in this circumstance that a character who goes over to the dark side should be retired, to give incentive to fight against it.

Anyhow, this is an example of a Narrativist mechanic. Something that really drives the premise of the game, not just allows it to be explored. See the difference?

As always for a Narrativist game, mechanics that drive these sorts of things should be played out. In fact you can develop mechanics to force that as well. I would never suggest that these mechanics should replace interpersonal play. Just remember fortune in the middle. If, say, I break an oath and it is discovered, and a negative reaction occurs, it should be up to the GM and player after the fact to determine the exact nature of the problem by playing it out as the dice dictate.

And for the vapires as resources thing, what I envision is not, "I send four points of disposable vampires at my enemy Vlad". But instead,as you call up minor characters for duty, having to create them on the spot (possibly GM, possibly player), and role-play the mission briefing, etc. the GM playing the part of the underling.

I wouldn't want to take away character interaction.

Mike

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On 1/24/2002 at 4:45pm, Mike Holmes wrote:
RE: Narrativist Vampires

Hmmm. Note, however, that the Setting supplements for Sorcerer all have important effects on how the game plays. Sure, they all have the same general premise, but the setting focuses it in certain ways. You had to come up with the "Revolution" setting to highlight how your general premise might be applied. Sorcerer never says anything like, "the origins of Demons are a mystery," but on the contrary points out that you must specify where demons come from. It leaves it tailorable in an open way, while still recognizing the critical importance of it.

You don't have to be encyclopedic, but just don't be evasive. Like I said it's those, "It's a mystery!" comments that really disturb me. If you don't mention it then maybe it's not really important and I'll ignore it. The mystery thing makes me feel like it might be important, but you've left it out for no good reason. It's almost like saying, "Well, this is really important, but we couldn't some up with anything good, so you do it."

If you really want to go the Sorcerer option state that the origin of vampires is very important and in coming up with a setting you must decide on what that origin is.

Mike

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On 1/24/2002 at 4:51pm, Bailywolf wrote:
RE: Narrativist Vampires

You know what? I just reread an old private message, and if I ever run a narativeist vampire game I'm going to do with Chris Chinn(AKA Bankuei) Persona system. This is a perfect perfect perfect match for vampire stuff. Here is a thread detailing it:

http://indie-rpgs.com/forum/viewtopic.php?t=983

He hooked me up with a preliminary version of the system, and I've actualy played with it. It would excell at a vamp game. Seriously, get in touch with him and check it out. I withdraw all my system asertions... his mechanic is the way to run it.

Forge Reference Links:
Topic 983

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On 1/24/2002 at 4:59pm, Mike Holmes wrote:
RE: Narrativist Vampires

Cop out.

Not that Persona is a bad system, but I thought we were having fun hashing out a premise specific narrativist system here. Persona is generic, and, as such, will be less than optimum for any Premise, IMO. Note I say that having devloped a generic system of my own. What generic systems are best for is running a game that you don't have a system for already.

Which is what I thought we were doing here. Come back, I still wanna play!

Mike

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On 1/24/2002 at 5:07pm, Zak Arntson wrote:
RE: Narrativist Vampires

Mike Holmes wrote:
The worst example of this is statements like, "The origins of vampirism are lost in the mists of time."


Would you be satisfied with the presentation of multiple origin myths, and let the GM pick one or use the provided myths as inspiration for her own, if she likes? As a designer, I would probably be more comfortable with this method than saying, "Here's the absolute truth."

Like in Sorcerer. Ron presents a functional setting, complete with different Sorcerer types and everything. But he continues to provide ideas for different settings (some completely different than the default setting, like giant robots).

Of course, if the Premise of the Vampire game was, "Explore the themes of Betrayal, Damnation and Eternal Life which resulted from Cain's crime and his resulting vampirism," then yes, you should probably have a definite origin.

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On 1/24/2002 at 5:23pm, contracycle wrote:
RE: Narrativist Vampires

Zak Arntson wrote:
Would you be satisfied with the presentation of multiple origin myths, and let the GM pick one or use the provided myths as inspiration for her own, if she likes? As a designer, I would probably be more comfortable with this method than saying, "Here's the absolute truth."


Hmm. I'd go along with that, inasmuch the felxibility is useful, but again I have to say: if I wanted to write it myself I would write it myself. I mean here wew are with a general consensus that the one thing all modes of RPG have in common is exploration, and yet we are simultaneously declining to provide things to explore.

Probably the grand-daddy of counterpoints to this idea is Conspiracy X. I LOVE Con X dearly because of its incredibly involved, thought-provoking, deep, well thought out setting. There are endless rocks to turn over and endless nasty critters to find under them. In fact you probably don't get the full effect without re-reading all the sourcebooks at least twice. This is GLORIOUS. Under these circumstances, where there IS a solid understanding of The Truth on the part of the GM, you can play the whole ambiguity of origins much more effectively, IMO, because there IS an actual enigma rather than a nominal one.

I could certainly go for a model of RPG which divorced system and setting, constructed generalist system like Sorcerer and non-mechanical worlds. What I don't understand is this hesitancy to be specific, to lay out your ideas - in short, to express yourself and your vision. In this rergard I could see how systems could be constructed with ambiguous backstories, but certainbly not settings. And the problem here is that if the setting is *implicitly* the real world, you do need, IMO, to explain all the funky stuff.

So essentially, when I find designers who have chickened out on telling me the skinny on the basis that they don't want to impinge in my "freedom", I feel as I've just been suckered.

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On 1/24/2002 at 5:27pm, Bailywolf wrote:
RE: Narrativist Vampires

[gets up off couch, groans, streches]

Ok ok... er...


Ok, use my quick and dirty resolution mechanics.

Characters begin immediatly after a Revolution; still covered in the back ichor or their creator. With the characters' stats laid down (divide 10 points among attributes, and among aspects say), the Coven goes round one by one any swears an Oath. One Oath per points of Resolve.

The more Resolute the vampire, the stronger his social position in the new pack. So the more Oaths he swears, the higher his position.

Oaths can be things like "I will never betray my coven" or "I will rid the world of that bastard Flavius" or as you say "I will only feed when starving" or "Only kill when Angry".

Break and Oath with Coven witnesses, you loose both both the oath, the point of Resolve, and some status. It might be possible to recover Resolve, sweare new oaths, and recapture the esteme of your pack, but this should fairly difficult.

Break the Oath in private, and blow a certain kind of roll (such as "I Will Never Glut Again" is broken when the vampire smokes some mad weed and gets the munchies; he gorges himself at a bus station [and if he blows his Awareness vs Domination check, he looses the resolve and the respect.]. If the bus station glutton manages to beat his own Domination, he gets away with it... but should have some kind of mark against that Oath... get enough of them, and someone is bound to find out.


How about this for convergence?

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On 1/24/2002 at 5:40pm, Bailywolf wrote:
RE: Narrativist Vampires

contracycle wrote:

I could certainly go for a model of RPG which divorced system and setting, constructed generalist system like Sorcerer and non-mechanical worlds. What I don't understand is this hesitancy to be specific, to lay out your ideas - in short, to express yourself and your vision. In this rergard I could see how systems could be constructed with ambiguous backstories, but certainbly not settings. And the problem here is that if the setting is *implicitly* the real world, you do need, IMO, to explain all the funky stuff.

So essentially, when I find designers who have chickened out on telling me the skinny on the basis that they don't want to impinge in my "freedom", I feel as I've just been suckered.




Ah... confession time.

I'm a systems monkey. I love mucking about with mechanics. I'm less concerned with fitting mechanics to a personal 'vision' (in this case, a vision I burped out after three minutes of thought) and banging out some neat and fun to play stuff. I've had enough of railroading, metaplotting, hint dropping, and such.

And even "There is no answer; no one knows" works for me. Godlike uses thie angle, and the conflict and uncertainity created by a lack of clear origin/explanation makes for good story fuel. Where did vampires come from? No one has any idea. No idea. None. How will you deal with this?

"Master, I understand my body's new powers, I can sway mortal wills with a thought, the beasts and birds obey my call, and I can soar with wings of mental force... but I must know, where do our kind come from?"

"Ah, my protege... this is a difficult question... and comeing to terms with the answer has taken me three hundred years. Simply, no one knows."

"No! There has to be a reason! When I was among the breathing, I played this role playing game... it said we are all descendant from cain..."

"Oh yes! I played that too. What clan did you like best?"

"Master?"

"Answer fool or I'll have your blood for supper!"

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On 1/24/2002 at 6:04pm, Mike Holmes wrote:
RE: Narrativist Vampires

How about this for convergence?


Excellent, now were really getting somewhere. I like the permenant "covered in the ichor of the creator" kicker. "The King is dead, Hail the New King, Long live the King!" Instantly play is launched into the Oaths wherin players essentially get to do a little character creation in character. Way cool.

I also like that mark against the Oath idea. I would have it count as a penatly die to resist the same temptation the next time as well. Nifty little slippery slope. Eventually the character will be found out to be slipping back to the bus station for snacks every night.

I'd also codify the social status thing, ala Hero wars, where you need to roll well against it to get the pack NPCs to cooperate. Perhaps just use the Resolve stat. As a bonus, perhaps the "King" vampire, the character with the highest Resolve, would always get his way. When a player passes the another to become highest, role-play the power struggle for that new player to become the new king. If the old king can fend off the newcommer somehow, he gets points of Resolve from the challenger, thus restoring the proper pecking order.

I would include mechanics for long gaps in time during the game. When no player has a dclared activity 1d6 years pass, or something like that. That way, when the eventuality of the breakdown occurs in just one session or two it does not seem that the revolution cycle is ridiculously short.

Another cool idea would be to have the character's resolve potentially slip lower every time he made a new vampire, the rationale being that his blood was becoming more diffuse. So, while making more vampires is a powerful tool, eventually it leads to the new Revolution as the elders lose control and their children have to take over from them. This then balances the power of "lesser" vampires from the King. They may have lots of retainers, while the King is forced to have few if he wants to maintain his position.

Lots of ways to counterbalance things here. Bailey, write this sucker up in more detail and post it, please. I have an urge to play vampires for the first time in ages!

Mike

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On 1/24/2002 at 6:09pm, Mike Holmes wrote:
RE: Narrativist Vampires

Bailywolf wrote:
And even "There is no answer; no one knows" works for me.


Hey, me too, if that's part of the premise. If so, then we need to see an existential mechanic to handle pushing it. :-) Note that this would change the current premise to something like, "Can you maintain your principles in the face of meaninglessness?" Which is cool. Lets see, so we need a Nausea pool that accumulates to counter Resolve... ;-)

Mike

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On 1/24/2002 at 7:11pm, Bailywolf wrote:
RE: Narrativist Vampires

Or how about a very deliberate, structured game as an optional (sort of like how most Whisperning Vault episodes are specific hunts).

Each character has a "pass" which will jump the game forward in time X number of years. This pass can be played at any time, and X represents the number of other players who agree to throw their pass into the pile.

1 pass- 1-6 years (+1 to a single Aspect)
2 passes- 10-60 years (+1 to all Aspects)
3 passes- 100-600 years (+3 to all Aspects)

Each Pass played means the current crisis / situation is delt with in retrospect through narated dialogue- Basicly, a new kicker emerges as palyers go around the table and play "remember when". Players must abide any narative declarations made by other players. This can turn into a session of back-biting and betrayal or serious camradrie building.

If the group dynamic between players is bad (as is almost always the case if group dynamic among the characters is bad) then you will get some serious f-yous here:

"I can't believe you ran from that werwolf. You know how fast those bastards are! You deserve those facial scars."
or

"Shame you lost that talisman. The immunity it granted to sunlight was great..."


but if things are good, it can turn into a bit or rip-roaring ingame character building.

"Holy shit, dude, I still can't believe we got away with all these diamonds..."






I was also thinking about some kind of 'redeclaration' where by elders who manage to successfuly get off their asses and break a revolution recover Resolve and can then lead the pack of defeated revolutionaries... for a time...

Or in the same vien, if one pack destroys another and takes it's territory (whether it actualy be real land, a buisness empire, a drug cartel, a movie studio, or whatever), they can Rededicate, swearing new oaths (to keep things fresh) and recovering some Resolve.



As for the vampire creation/depletion... How about a simple investemnt of Resolve? If you want a willing vampire servent who will not betray you, you must invest him with a portion of your will PERMENATLY. You burn a point of Resolve and get a powerful alley.

Packs can avoid this by creating new members communaly, and putting them through a ritualized version of their Oath Swearing rights; so new vampires are welcomed into the pack with revelry and declaration of Oaths... but this can be dangerous, as new members might easily have the vitality and Resolve to overpower the current Alpha's popularity... so many new vampire prospects would be put through the psychological wringer pre-transformation to ensure they fall somewhere in the center of the dynamic.

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On 1/24/2002 at 8:14pm, Mike Holmes wrote:
RE: Narrativist Vampires

Bailywolf wrote:
Or how about a very deliberate, structured game as an optional (sort of like how most Whisperning Vault episodes are specific hunts).

Are you refering to some plot structure (like InSpectres) or just the idea below?


Each character has a "pass" which will jump the game forward in time X number of years. This pass can be played at any time, and X represents the number of other players who agree to throw their pass into the pile.

1 pass- 1-6 years (+1 to a single Aspect)
2 passes- 10-60 years (+1 to all Aspects)
3 passes- 100-600 years (+3 to all Aspects)

Each Pass played means the current crisis / situation is delt with in retrospect through narated dialogue- Basicly, a new kicker emerges as palyers go around the table and play "remember when". Players must abide any narative declarations made by other players. This can turn into a session of back-biting and betrayal or serious camradrie building.

Swoot! Extra cool, IMO. I like all of it. Provides a regualr method of getting the Narrative forward in time, which does not happen in other vampire games. How to deal with history, though? Do you start at some time in the past and move to present? Or present to the future? Perhaps history serves as a limiter of Narration. You cannot Narrater anything that would void historical facts (not minutia, obviously, but say anything you might find in a history text). History would provide a great backdrop for the game.

BTW, a player who misses a session, could be off in South America on an automatic Pass. Neato.


I was also thinking about some kind of 'redeclaration' where by elders who manage to successfuly get off their asses and break a revolution recover Resolve and can then lead the pack of defeated revolutionaries... for a time...

Barbarians at the gates; excellent. Solves the long term problem of eroding Resolve in a Narrative fashion.


Or in the same vien, if one pack destroys another and takes it's territory (whether it actualy be real land, a buisness empire, a drug cartel, a movie studio, or whatever), they can Rededicate, swearing new oaths (to keep things fresh) and recovering some Resolve.

Hmmm. Not sure I'm so enthusiastic about this one. What's the rationale?


As for the vampire creation/depletion... How about a simple investemnt of Resolve? If you want a willing vampire servent who will not betray you, you must invest him with a portion of your will PERMENATLY. You burn a point of Resolve and get a powerful alley.

Packs can avoid this by creating new members communaly, and putting them through a ritualized version of their Oath Swearing rights; so new vampires are welcomed into the pack with revelry and declaration of Oaths... but this can be dangerous, as new members might easily have the vitality and Resolve to overpower the current Alpha's popularity... so many new vampire prospects would be put through the psychological wringer pre-transformation to ensure they fall somewhere in the center of the dynamic.

That's tremendously cool. It explains a lot of weird vampire behavior about making new vampires (like why they just don't make a lot). Now all those weird seventies vampire movies with all the rituals to make new vampires make sense! Desire for the group to create vampires is of course balanced by the threat of discovery due to higher feeding requirements, etc. So they only include new vampires for special reasons or occasions, like the Alpha falls in love with a mortal.

If I make a vampire using one Resolve, does the new vampire have only one resolve? Or does it aagain depend on his psychology? If the latter, again, the pack may not like the individual method to be used, as it might be risky. They'll want to all be in on the decision making process, the Alpha in particular.

Mike

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On 1/24/2002 at 8:39pm, Bailywolf wrote:
RE: Narrativist Vampires

I figure vamps created by individuals are basicly 'property' unless adopted by the pack. They have no Oaths (and thus, no Staus in the pack), they can expect nothing from other pack members... and this can lead to some intresting internal problems if the Alpha's uppity slave starts mouthing off to lesser pack members...

I've been reading a lot of Roman history recently, and the place in society a roman slave held was intresting. They bore a certain unoficial status based on who their owner was, and they understood the pecking order. They couldn't exactly be out-in-out hostile to citizens of lesser rank then their master... but could make life difficult in all kinds of subtle ways (I'm sorry, you don't seem to have an apointment...). This was sort of how I imagined these subordinate vamps to be. Right hand men, favorite pets, private lovers etc.

Actualy, the oportunities for internal discord make my mouth water as a GM...

"Master, we must speak with you about Demetri!"

"Not now, I'm almost to the final stage. This Metal Gear Solid rocks!"

"But master! He's been killing clergy again! The Order of St. Muerto is after us."

"Damn you fools! I'm sick of you blaming your incompetence on my Demetri! He's more loyal than the lot of you!"

"grumble grumble grumble"

"What was that!"

"Nothing... master....grumble..."





I can see the player's pack, just off a successful Coup against their territory's elders encounter what seems to be another, very tight-knit pack... but something doesn't seem right aobut them... they all seem... too focused on the master, with not enough internal dynamic...

They soon discover the Master is in fact an Elder who has created half a dozen servents instead of founding a new, healthy pack. A sick perversion on the vampire social ideal. Such a creature must pay.







As for neighboring packs fighting it out... I though it would be cool to provide a useful mechanic to explain why vamps always seem to be trying to kill each other off- it strengthens their will to live.

And it provides some nice campaign structures (waring vampire cartels/corporations/tv studions etc).

A bit of a lark, really.

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On 1/24/2002 at 8:53pm, Mike Holmes wrote:
RE: Narrativist Vampires

Bailywolf wrote:
"Master, we must speak with you about Demetri!"

"Not now, I'm almost to the final stage. This Metal Gear Solid rocks!"

"But master! He's been killing clergy again! The Order of St. Muerto is after us."

"Damn you fools! I'm sick of you blaming your incompetence on my Demetri! He's more loyal than the lot of you!"

"grumble grumble grumble"

"What was that!"

"Nothing... master....grumble..."


LOL! Cheese and rice, yer gonna get me fired!

OK, that's awesome.



As for neighboring packs fighting it out... I though it would be cool to provide a useful mechanic to explain why vamps always seem to be trying to kill each other off- it strengthens their will to live.

And it provides some nice campaign structures (waring vampire cartels/corporations/tv studions etc).


Well, I can see lots of reasons to fight. The WOD herd concept, for example. What I was really wondering is why that would give them the right to rededicate. That's the part I didn't get. Perhaps it's just the blood of the slain? For each Resolve you eat, get one more resove for yourself (or some depleting ratio: e.g. 2:1)? Gives a monsterous incentive to kill other vamps. Vamps in a pack don't kill each other because of the Social Dynamic. They need each other to defend against other packs. But then there's always disputes.

I like that, makes the vampire blood a limited universal resource. Might need some serious tweaking.

Mike

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On 1/24/2002 at 9:41pm, Bailywolf wrote:
RE: Narrativist Vampires

As for the Rededication...

I was thinking in terms of the whole dance of destruction...

The inital stages of counting coup, of testing, of Opening strategy.

The middle, the manipulation and hostilities, the plots and schemes gradualy bringing the two packs into tighter and tighter physical proximity... at first making eye contact across hotel lobies, high ways, pool rooms... then the first skirmishes of actual physical conflict, as the enemy pack tries to single out the weakest members of an the enemy, to test their strength, to torture or kill them to both reduce the strength of the enemy and to send a clear message: we are coming for you.

End Game. When all is said and done, vampires are physical. When the games are done, the final waltz of death must begin. Both sides will try and make this happen on their own terms, in their own territory, and against the weakest possible competition... and the tension leading up to this bloody make-or-break climax must be enormous...

I could make my players sweat bullets during this; make them curse me for ending a session before resolution, making them wait another week to play again...

Join me in my dance of death!


It isn't the actual slaughter of the elders or the destruction of the enemy pack which allows for Rededication, it is the whole dance, the whole process of dynamic destruction culminated in either death or and bloody orgasm of violence and camradrie. The blood only seals the deal.

This kind of thing is meant as the climax for a major story arc. Characters will recover Resolve, sweare new Oaths, and the netire group dynamic can change radicaly; the underdog might become the alpha wolf.

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On 1/25/2002 at 4:53am, furashgf wrote:
RE: Narrativist Vampires

Some excellent stuff here.

"Can you maintain your principles in the face of meaninglessness?"


I think this, from an earlier post, may have been meant humorously, but it's a pretty sweet way of handling the whole Vampire/Humanity/Angst thing w/ a Narritivist premise.

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On 1/25/2002 at 1:21pm, Jared A. Sorensen wrote:
RE: Narrativist Vampires

furashgf wrote:
"Can you maintain your principles in the face of meaninglessness?"


I think this, from an earlier post, may have been meant humorously, but it's a pretty sweet way of handling the whole Vampire/Humanity/Angst thing w/ a Narritivist premise.


This reminds me of a Camus quote I used for Schism.
"We all carry within us our places of exile, our crimes, and our ravages. But our task is not to unleash them on the world; it is to fight them in ourselves and in others."

Sounds t'me like that's a premise, tho' not in question form.

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On 1/25/2002 at 2:31pm, Mike Holmes wrote:
RE: Narrativist Vampires

Yep, actually that premise is very similar to my tweak of the standard Sorcerer premise for Sorcerer & Space (which I continue to make slow progress on).

Well, Mr. Wolf? Got enough for a write up? Something you can slap in the library so we can all have a reference to play? Your description of the rededication rationale convinced me, at least. Sounds like a great game. No longer is the killing just for wish-fulfilment, now it has a much deeper meaning. It steels your resolve, and gives meaning through Oaths. I wanna play!

Or is something still missing? Ah, yes, title again. I like your phrase "Waltz of Death". Evokes the Revolution, the waltz indicated repeating cycles. Death for destruction and vampires. Very evocative. Very Austrian Counts. The wheels go around; time to kill again. Anybody else like that? Or have a better idea?

Mike

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On 1/25/2002 at 4:27pm, Bailywolf wrote:
RE: Narrativist Vampires

I was monkeying around with titles...

'Oaths' (with variations; 'Blood Oaths' etc)

'The Politics of Wolves' (or PoW to the net-savy game crowd... problem is that, while it sounds cool, it evokes werewolves...)

Shame 'Endless Waltz' is taken up by that Gundum movie... that is one of my favorite titles I wish I'd come up with.

Or something a bit pretentious... like 'bloody revolution' in latin or something (or 'Blood Oaths' in latin perhaps? let me grab my dictionary...).

Ok, how about Iuro Cruentus... I'm not sure about the grammer, but basicly it's "To Make a Bloody Oath".

Is latin too hokey?



Let me hit you with some simple mechanical refinements; nothing thematic, just system monkey stuff.


> Traits are rated with d6's. Roll em and add.
> Successes are determined by the margine by which a roll beats the oposing roll (or fixed difficulty) as follows:

Greater = 1 success
Double = 2 successes
Tripple = 3 successes
etc.

I roll a 12, my oponent rolls a 4, this is a tripple success.

> When vampire aspects enhance mundane actions, they simply provide an automatic level of success based on the difference in the oposing aspects. A vampire with a Power of 3 has an automatic tripple success against any human in a physical contest. Against another vampire with power 3, he must make normal Vitality rolls.

> In combat, Vitality is lost based on the number of successes scored. Vamps can make short work of humans, but fight one another on more even terms. Combat tends to be fast and deadly. The type of damage determines how long it takes to recover from it. A punch in the gut might be overcome by stumbling back out of combat for a round or two and making a Recovery roll, while gunshot wounds will take months for a mortal to recover from (if at all). Weapons don't inflict any more damage; they just inflict a different, more persistent injury.

Vamps get to laugh at most injury; mortals have sod all chance to actualy hurt a vamp unless they can bring one of his Banes into play. Vamp to Vamp, things even out or one vamp gets bitch slapped. But no one said you had to fight fair, right?



I'll hammer out a basic system, theme, and premise document this weekend. Work out the internal conflict mechanics, Oaths, Pack Status and metagame structures.

It won't be terribly pretty, but then neither am I.

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On 1/25/2002 at 7:32pm, Mike Holmes wrote:
RE: Narrativist Vampires

First, as always, I am a fan of the "all opposed rolls" rule. Then, even if you're just rolling one die on each side, you still get a curve. I can explain why I like it more, if need be, but consider it.

Anyhow, what happens on a tie? I like narration of continuing action and rolling again, but there are other options.

I like keeping successes rolled as rolling bonuses to your die roll. So, instead of cashing in on a single success, I can just roll another die next "round". So, for instance in combat, a success can be used to add one die to your combat pool, narrated as getting the better of the opponent positionally, or whatever. Perhaps you have to get a triple success to take out an opponent, or you can wound him for a double. Then it becomes very important to continue to accumulate successes in order to get the desired wounds of finishing blows. This gives you dramatic combat that builds to the sudden kill. Not short, but not boring. I'm stealing this concept from Paul Elliot's (Mithras) Zenobia combat.

So, instead of one success, two successes, etc. have Incremental Success, Sucess, and Complete Success, all which can be recognized as bonus dice.

Just some ideas.

Mike

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On 1/25/2002 at 7:42pm, Bailywolf wrote:
RE: Narrativist Vampires

Consider that stolen!

I love it... and allows for each die throw to be narrated

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