Theme and concepts
Now that I have my outline done, and a general idea of what
I need to work on, it’s time to get working on the actual game itself.
First up is the General Overview—the basic ideas and
concepts that are going to inform everything else I create for the game. Eventually I'll need to break this down to specific themes and concepts, but
first I want to spend some time thinking about Vampire in general, how I want
it to be for this game, and what I want to explore.
I've always been more attracted to the earliest editions of
Vampire, and what I want to run is a game with the “First Edition Vibe.” What I mean by that is the feeling you get
from reading the first and second edition core rulebooks. To me, this means a focus on the local
politics and local situation and on the individual characters, with the “greater
World of Darkness” with its various supernatural denizens and epoch spanning
sect wars between the Camarilla and the Sabbat being a distant and a minor
element of the setting. So, that’s what I'm going to focus on, a game where the attention and the drama are localized.
The first element I want to bring to the game is the idea of
the inherent tragedy of Vampires. I've mentioned this before, but I want to expand on it a bit. When I speak of the
tragedy of Vampire, I don’t necessarily mean the “Beast vs. Humanity” conflict,
or the “dead yet not dead and forced to feed on the blood of the living,” and
certainly not the faux-angsty “woe is me, for I am cursed with awesome powers!”
Instead, I refer to the tragedy of Vampires as a people. In Vampire: The Masquerade we are presented
with a race that has existed, in theory, since the dawn of civilization (and
perhaps earlier). They are immortal;
they have powers far beyond the ken of mortal man. And yet, in all that time,
with all that power, they have not truly accomplished anything of note. And I
say this comparing the real world to the “World of Darkness.” Without Vampires,
the same discoveries and changes took place; the same empires rose and fell.
The only difference between our world and the “gothic-punk” world of Vampire is
that it’s more violent, more polluted, and more corrupt. All Vampires truly
accomplished over the eons is basic survival and making things crappier for
everyone else.
So, that’s one of the themes I want to explore—the idea that
Vampires are incapable of truly creating or improving anything, that the
corrupt and warp everything they touch or involve themselves with.
The second element is the original idea of the “Jyhad.” In Vampire, it refers to the millennia long
struggle between the Vampires. Specifically, it refers to the “War of Ages”—a ceaseless
and unrelenting struggle of young Vampires vs. old.
When you take away or minimize the Sabbat conflict, and make struggles against Others (hunters, werewolves, mages, what have you)
minor elements, there suddenly is no benefit to the Vampires for having offspring. Basically, in addition to
being essentially “blood addicts,” your typical Vampire sees the world as one
of scarcity, despite all logical arguments to the contrary. Without a massive
war to throw the young into, these neonates become inherent threats to the
Elders and their lives and livelihoods. Sure, each Vampire has a reason for
embracing a new Kindred, and many do for a variety of reasons. Some for love or companionship, some to
create a guide who can help them navigate the modern world, or build up their
own power base, or to punish the mortal, or on a whim, or, well, for any one of
dozens of reasons. But as a group, the
Elders have no need or reason for these grasping neonates who only seek to
destabilize their society and threaten their lives.
To me, this is one of the key themes of Vampire. What makes
the game so appealing is that it is, in effect, about being a teenager, or any
other young person starting to come into your own. You find yourself suddenly
and inexplicably full of power and seemingly limitless potential. But no one truly understands how amazing and
cool you are (The Masquerade forces you to keep your existence hidden), and
those who are supposed to teach and guide you (parents, teachers, society as a
whole) instead push you down, tell you to mind your own business and do what
you are told. They promise you that if you behave then someday you might get
some crumb of respect, but they never deliver on it. And these parents and
teachers have been around for hundreds of years, and every scrap you are given
is an insult and a threat to them, and all they want to do is beat you back
into place.
Some people often criticize Vampire, or at least certain
games of Vampire, as being nothing more than “superheroes with fangs.”
Honestly, I agree with them—that’s what it is. Peter Parker is crapped on by
everyone around him, and even as Spiderman he is vilified and derided by the
city he’s sworn to protect. It’s the same thing with young Vampires, they have
great power but no appropriate or healthy way to use it.
If they do attempt to use their powers to do something
different, it’s a threat to their creators. Any change of any sort can be
perceived by the Elders as a threat, at least in their paranoid and reactionary
minds. This existential fear of change, combined with their inherently
corrupting natures is why the World of Darkness is so bleak and so hopeless.
Not to be too motivational speaker, but in a world such as
this, hope itself becomes a weapon.
So, if the theme of the setting is “everything a vampire
interacts with becomes corrupt” and “fear controls the fearful.” If there is an
essential conflict, it would be “hope vs. fear.”
To put it more poetically, I'll sum up the theme as “Can the
circle be broken?” Can the players do
something to break this cycle of corruption, fear, violence and decay, or is
the world forced to repeat the same conflicts over and over again?
This conflict is already helping me to come up with a number
of plots and stories, but I’m going to hold off on spending too much time on
them for now. The big thing that I'm getting from this is a generic plot
structure—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 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. Of course, “not
all change is change for the better” could also be an element of the game.
Oh, and since I don't want to sink to far into theory and pretension,
I want to clarify that when I speak of “resolving the essential conflict
between fear and hope, and the possibility of change” I fully intend that often
this resolution will occur in the way of a massive gunfight while racing
sports cars down a highway. Fun and having a wacky good time is also a key part
of Vampire.
This post is already a bit longer than I had planned, so I’ll
go ahead and call it here. But first,
one thing I like about Vampire is the random quotes they scatter throughout the
books. So, I'm going to start collecting
some quotes of my own—I might try to place them through the game or just use
them as personal inspiration.
Next up: coterie concepts
Is it that they fear
the pain of death, or could it be they fear the joy of life?
Toad The Wet Sprocket, Pray
Your Gods (1991).
Quite an experience,
to live in fear, isn't it? That's what it is to be a slave.
Replicant Roy Batty in Blade
Runner (1982).
Fear is the main
source of superstition, and one of the main sources of cruelty. To conquer fear
is the beginning of wisdom.
Bertrand Russell, Unpopular
Essays, An Outline of Intellectual Rubbish (1950).
The oldest and strongest
emotion of mankind is fear, and the oldest and strongest kind of fear is fear
of the unknown.
H. P. Lovecraft, Supernatural
horror in Literature (1927).
The broad effects
which can be obtained by punishment in man and beast are the increase of fear,
the sharpening of the sense of cunning, the mastery of the desires; so it is
that punishment tames man, but does not make him "better."
Friedrich Nietzsche, Geneology of Morals, Second Essay, Section 15 (1887)
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