Tuesday, June 22, 2010

Vampire + Paranoia/Risk

Ok. So, now I have decided on what I want to play. Ironically, it is the usual suspect: Vampire. After fiddling with Cthulhutech, Werewolf, Geist and All Flesh Must Be Eaten, I finally decided upon the classic within the group and that is Vampire, and in this case Requiem.

The idea is to have a short chronicle, spanning a maximum of 10 sessions. I'm counting on 5 players so I decided to create the 5 characters, one of each of the 5 main clans, so that I'm already more familiar with the characters abilities, besides having already a balanced party.

The chronicle itself isn't decided yet, but the first draft is something like this: The players are members of the Carthian, which have recently gained considerable power after a subtle shift of allegiances and, consequently, power. They have the support ("support" in Vampire terms, meaning you never know if it is reliable and that the most influential vampires can't afford themselves to show up on radar in case the Carthian fail) and, probably, some members of the Invictus and Lancea. The Prince must fall. By the end of the chronicle the Prince is either relieved of his duties, either willingly or by force, or the party is all killed as blatant traitors.

All the Carthian are on this, but not all of them agree on leadership. Every vampire who wishes for a change of power in the city wants to help, but no one wants his head to roll if it fails. Who will the players trust?Since there isn't much time to develop the characters (unlike those year long chronicles we are used to) I chose a more direct approach, giving them personal objectives and background, but with a twist.

Vampire is a social game, but it's not a game of friendly groups. It's not. If that's how you roll that's Ok, but that only takes away the feeling of personal horror, of mistrust in your own kind and on your own group.

So here's the deal, in a Risk sort of way, the players will chose randomly between 5 objective cards which I'm still working on. These cards will give each player a background, and they will probably be influential within the movement and center pieces on the prince's downfall. They will also give an objective, a personal objective. Meaning that their goal is to achieve it whatever it takes. Manipulating the group will surely be the best way, since false information is usually the best way to get things done — whatever works for the player.

As the chronicle progresses things go deeper and deception becomes the key as trust fades away in time of war. In the final phase a second batch of objectives will be delivered to the surviving character's players increasing dramatically the tension between them. All of them want to succeed and they do need each other, but what do each of them want to succeed at?

Surviving players who achieve their objectives win the game. Who will the players trust?

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