The coterie, and how it fits in the world
Now that I've worked out the rough themes and concepts for
my upcoming Vampire
Chronicle/Setting, I need to spend some time thinking about the players. Who
are the PC’s going to be, why are they together, and what are they going to be
doing?
Most of these have been more or less conveniently answered with
the ideas I came up with in the last post. The players are young, marginalized
vampires who are trying to find their own place in the world. The Chronicle is
about their hopes, dreams, struggles, victories, and defeats. The second
question of “why are they a coterie?” is a bit trickier to answer. I don't know
what characters they are going to create, so the exact details as to why this
group of vampires routinely gets involved in wacky and dangerous situations
together can't really be answered at this point. What I can say is that, to a
certain extent, they are all they have. They might have individual allies or
mentors or patrons, or even group allies and the like, but when the chips are
down and everything is falling apart, they really only have each other to rely
on.
Right now, I'm going with the assumption that they have all
been pushed out to one of the worst areas of the city (or even the suburbs!),
and have banded together to make the best of a shitty deal. I’m also assuming
that this will get more detail once we create characters, and it’s quite
possible that this will change completely.
The final questions—what are they going to be doing—actually
requires the most thought. Mainly because I'm faced with two potentially
contradictory desires and needs for this game. On one hand, I want to run the
game as something of a “sandbox” style game, but on the other I know that at
least one of my players, if not more, is uncomfortable with taking initiative
and coming up with independent goals for their character.
So, let me think a bit about what I mean by “sandbox.” It’s
a bit of a loaded term in gaming circles, and if you look online you will see
pretty much endless debates about what it really means and if a game really is
or is not a proper sandbox. I want to use it in its most generic meaning—here is
a setting, here are some toys, have fun! But in this case I actually mean
something a tad different.
I’ve been thinking lately about some of my all-time favorite
games, the ones I still talk about years later and bore other people with.
While some of them match the sandbox description above, not all of them did. In
fact, quite a few of them were either quite modular or actual
modules/pre-published adventures. And I realized that what I loved about these
games was not the “here’s an area, go crazy” element, but instead the ability
for the players to make meaningful decisions as early in the game as possible.
They key to that is of course the word “meaningful.” Presenting a player with a hallway, at the end
of which is two doors and asking them which they open isn't “meaningful.” It’s
a decision, true, but with no context and no information it’s the same as
flipping a coin. Actually, it could be worse, because it’s quite likely that no
matter what door the player chooses, the same even will happen. Or, one could
be a supply closet and the other the “correct” door. It’s choice, but a
meaningless one.
Adding context and clues to the environment helps. If from
behind door A emanates the sound of crude voices laughing and joking, while
Door B is busted up and barely hanging on its hinges—well, now the players are
in a slightly better position to make a decision. I still wouldn't call it
meaningful, because the player doesn’t really know what he is trying to
accomplish. If the player has a goal in this hallway, then we're getting
closer. The goal, of course, could be anything. It could be to escape, or to find
treasure, or rescue someone, or capture someone, or even do a “sweep and clear”
and take out all the baddies. Now the
player can make a more meaningful decision, based on the environment and what
they are hoping to accomplish.
Obviously, the best is when the player understands the rules
enough to be able to make an intelligent guess regarding their chances to pull
something off—could they kill the baddies laughing behind Door A, or are they
potentially too big of a threat for him to handle? Even better is when the goals
are driven by the player; such that they are there to rescue their friend or find
the treasure they've been searching for. Even better than that, however, is
when the game has built up to that moment, with their friend being kidnapped by
the baddies in retaliation of something the player did.
So, I want to allow the players to make meaningful decisions
about the game as soon as possible, and base most of the action and stories on
these decisions, their consequences, and the natural responses of other
characters in the setting.
But, as I said, I'm fairly confident that at least initially
I won’t be able to rely on the players having a really strong personal goal. I
might, of course. One of them might come up with an idea of “what if my Sire
was murdered, and I’m trying to find their killer?” or something like that. But
since I can’t assume that, I'll need to place various NPC’s in the setting who
can function as, for lack of a better term, “quest givers.” Characters and
places that can provide strong hooks for the players to go and do something,
and give them some idea of what they are “expected” to accomplish.
This isn’t that unusual from most games, of course. I don’t
want to force the players to become the A-team taking on a “case of the week”--though,
if the game does go that way, it could be oddly satisfying. Instead, I'll be
using these “quest givers” to start the game off, and use them when the action
lags or the players aren’t sure what to do next. I'll worry about them when I
get to Section 3 in my outline, but for now it’s something I need to consider
and keep in the back of my mind.
Of course, this shouldn’t be too tricky to work with, since
my overall concept gives me a pretty decent generic plot structure. As I
mentioned in the last post, “something comes along that changes or threatens to
change something in the world. This could be a mortal, an outsider, or the
PC’s. The Elders and their minions react with fear and outrage, and use their
power to attempt to re-establish the
status quo. The players will either be on the side of change (particularly if
they are the ones initiating it) or find themselves stuck somewhere in the
middle, often having to find some way to resolve this conflict.”
That’s not a bad setup, and it does remind me of your basic
procedural TV show.
Which brings me to last point I want to make—now that I have
the themes and concepts worked out for the game, I need to come up with the “elevator
pitch.” I don’t often think in these terms, as I tend to be a tad more verbose
than is strictly called for when it comes to gaming. But I was hanging out with
some friends last night, and they reminded me of how key the concept is in
getting the players excited and on board for a game. So, here is my “elevator
pitch” for the game:
You play vampires, in the modern world. Vampires have been around since the dawn of civilization, hiding among humans since, well, they eat us and if push came to shove, there’s a lot more of us than there are of them. The eldest vampires have been alive for centuries, and they have their fingers in EVERYTHING—governments, police, finance, media, gangs, organized crime, freemasons. You name it, and some vampire has corrupted it to their own ends. The world is a lot like ours, but even darker, more corrupt, more violent and even more hopeless.
The older vampires, though, can’t stand the younger ones, seeing them as threats to their power and a risk to their control. For everything a younger vampires gets—money, blood, whatever—they see it as something taken from them. So, they insist that the younger vampires get in line, and follow their orders. Some just sit around ‘waiting their turn’ while others are used as pawns and foot soldiers in the Elders endless conflicts.
Some refuse to play this game though, and try to strike out on their own, do their own thing. That’s the players. You've been pushed into your “place” by the elders, pushed around by their boot-licking minions, pushed out of the best hunting areas, and pushed into the crappy barrens until you can’t be pushed any more.
The game begins when you decide to push back.
The duty of youth is
to challenge corruption.
Kurt Cobain
The reasonable
man adapts himself to the world: the unreasonable one persists in trying to
adapt the world to himself. Therefore all progress depends on the unreasonable
man.
George
Bernard Shaw, Maxims for Revolutionists
(1903)
The first duty of
society is to give each of its members the possibility of fulfilling his
destiny. When it becomes incapable of performing this duty it must be
transformed.
Alexis Carrel, Reflections
on Life.
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