Vampire: The Masquerade
1: SCENARIO
Adventures for World of Darkness games, and setting out the scenario for my prompt-based chronicle Last Dance.
2: MAP
A bit about using maps in Vampire, including an example (of a map of where everybody is in a meeting), and an adventure hook about a map.
3: TACTIC
Vampire bands, as an excuse to talk about the 1990s DC horror-comedy comic Scare Tactics.
4: WEAPON
Katanas and trenchcoats, and some slightly more low-key options.
5: THRONE
The Prince and other authority figures. Part of the appeal of playing Anarchs is that you can stick it to the Man and the Man will actually notice.
6: FLAVOUR
The effect of the new Hunger system on the feel of V5. And blood.
7: SMALL
Small groups, small-time characters, small-town settings.
8: STREAM
Vampires crossing running water, and Nosferatu underground communities.
9: MEDIUM
Vampire movies and other supernatural media in the World Of Darkness and Chronicles Of Darkness settings. Dracula exists as a character, so what are the book and films about him like?
10: TRUST
Can vampires trust each other? Rarely. Can Vampire players trust each other? That’s something to discuss out of character.
11: WILDERNESS
Urban settings still have out of the way areas, particularly suited to games where characters have to act in secret.
12: THINK
Mental powers and their effects.
13: FLOOD
The Biblical origins of the Kindred can come up in a Vampire game of any style.
14: SAFETY
Places that monsters are safe to gather. Well, safe-ish.
15: SUPPLEMENT
If I were to recommend one supplement for either Vampire game, or many urban fantasy games, it would be Damnation City. But for an adventure idea I’ll use a different definition of supplement.
16: MOVE
How do vampires move? Do their movements give away what they are? And how do they move around the city?
17: TRAP
An ambush allows an enemy to approach and discuss things in relative safety.
18: WRITE
Vampires have to be careful what people can tell about them.
19: THEME
Vampire: The Masquerade emphasised its themes from the beginning. Not every subsystem or sourcebook supported the themes equally successfully, but they still count.
20: FOUNDATION
What was your city built on? What lies beneath, ready to rise again?
21: SIMPLICITY
Existence in the Darkness settings is rarely simple. If a plan is going smoothly, you must be missing something.
22: SUBSTITUTE
Vampires use proxies to influence the daylight world denied to them. Chronicles featuring mortals, ghouls, Thin-Bloods and the like give a very different perspective on the setting.
23: MEMORY
Can vampires trust their memories?
24: TRANSLATE
The in-character lexicon and other language issues.
25: WELCOME
Hospitality laws and needing an invitation to enter.
26: THEORY
Mysteries of the settings and theories and options around them.
27: FRACTION
Vampires and other creatures are divided by supernatural type, political allegiance, age, power level, and by human distinctions as well.
28: SOLO
Whether solitary or lonely, the vampire is often alone. One-to-one and small group play.
29: SYSTEM
Playing in, around, and against the Camarilla.
30: MENTION
Who is Günter Dörn and what is Das Ungeheuer Darin?
31: THANK
What do vampires have to be thankful for?
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