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After all, if characters do it, why wouldn't others? This sort game plan unless it becomes obvious the players want of Story should be handled with care, because the more or less. Till then, make your game plan and keep to it. diabolists pick their target(s) carefully, hoping to get the blood with as little risk as possible. Nothing will upset the The Battle for Immortality characters more than feeling they had no chance to avoid having some punk Neonate suck them dry. Only slightly less violent (and symbolic) than Diablerie Still, some clues should be available. Perhaps some Elder stories are those of the struggle to survive. In most knows the diabolists are in town, and offers the characters Chronicles, the characters' night-to-night lives proceed this information in exchange for a favor. Maybe the with little threat, and those times they are threatened characters notice themselves being followed, or see become the Stories. In the Battle for Immortality, the someone staking out t heir havens. This kind of Story can characters' every move is a struggle, and everything they work well when it forces the player to think more about her do is part of a fight for survival. character's environment - how is her haven protected, This kind of Chronicle generally involves the characters on where does she go most nights, who is aware of her plans, the run for some real or imagined misdeed. Perhaps a etc.? Justicar has declared a world-wide Blood Hunt on them to Eventually, however, the character(s) have to protect cover up his own treacheries. Maybe their Sire hunts them themselves. The diabolists have spent time planning their to keep them from revealing dark secrets to the world. attack. They know at least some of their target's strengths Even a skilled hunter, dedicated to the characters' and weaknesses. They are desperate (not as desperate as destruction, could send them packing. the character will soon be) and willing to do what it takes With no established havens or feeding grounds, cut off to accomplish their goals. While they will avoid killing the from the civilized lands of the undead, hounded by Elder, character in any way but by Diablerie, they will use every Anarch and Lupine alike, the characters find every method available to immobilize her. moment dangerous, and see foes behind every tree. This sort of Story is best used when characters have either These sorts of Chronicles tend to be extremely high on been flaunting all those points spent on Generation or have excitement, as the characters find adventure everywhere 52 Vampire Storytellers Handbook they go, and the Storyteller can send any sort of foe she can shapes up. Obviously they should be working to again think up against them. However, these Stories also risk become part of Kindred society, perhaps by clearing their burning out the players. After all, they have little input in names or slaying their Sire, but it should not be easy. They the shape of the Chronicle. They stay too busy reacting to must be able to see the light at the end of the tunnel, ever become an active force. however. For this kind of Story, the Storyteller must be careful to let the characters' actions have an effect on how the Chronicle 53 Vampire Storytellers Handbook Chapter Five: The Enemy His dominion shall also be from one sea to the other: and from the flood unto the world's end. They that dwell in the wilderness shall kneel before him: his enemies shall lick the dust. - 1662 Prayer Book What's a good Story without a good enemy? Moriarty had Does he have billions in assets and armies of followers to his Holmes, Dracula his Van Helsing and Ahab his Moby do his every bidding? Are her Disciplines so advanced she Dick. While the characters in your Chronicle may have can slay the characters with but a wink of her eye? Or are little cause to go head-to-head with a great white whale, his only weapons his wits and determination - a anyone else is fair game. Even little children can be combination which may well pr ove too much for many effective foes for Vampires (especially if they are innocent characters? enough to have True Faith, are neutrals, and have the Determining the villain's own allies and enemies comes Prince of the city for an ancestor). next. Her allies do more than just come to her aid when Still, just having an adversary to pound on is not enough. she is in danger (though they may not do that). They feed For a Story to get the most it can out of the villains, they her information they hear on the streets, take her side in must be fleshed out, livened up and made believable. With political maneuvering, and put pressure on her foes to do such three-dimensional foes, you and your players will what she wants. On the other hand, her enemies may be remember your Stories as com plete tales - something more the characters' sole hope to defeat her. Imagine their than just a chance to practice brawling and weapon skills. surprise when they hear a Justicar is investigating that member of the Primogen who has been screaming for their heads. Think how happy they will be when they find out a Creating a Good Bad Guy number of Anarchs have a score to pick with that Brujah gang leader. Of course, there is always the problem of Enemy creation begins the same place character, Story, eliminating the evil you know for the one you do not. Chronicle and setting creation do - the concept. Do you need a mighty Amazon, capable of mopping up the floor The antagonist's history should be determined at this point. After all, a Gangrel who has traveled across the with an entire troupe of characters? How about a seductive world will be significantly different from one who has manipulator, who uses his wily charms to set troupe
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