When I run #Vampire I like to inject a little chaos now and then. Random events that crop up that cause problems for characters. It's not just the conspiratorial, secret world that messes with you; some nights you can't catch a break in the mundane world, either.
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Often I'll pick a character at random and then throw some kind of mortal complication at them: You get summoned for jury duty. A group of urbex teens stumble into your haven and post a TikTok inside of it. Your credit card number is stolen and someone runs up charges.
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These tiny bits of drama remind players that vampires are not of the mortal world, but must still work within it. Often these complications mean having to deal with mortals in ways beyond just killing them. Exsanguinating the bank teller won't get your credit card unfrozen!
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Often when I do these little side-scenes I'll rope in the other players to take the roles of various mortals in the scene, so that the players have something to do. I'll give them a brief direction and let them go—players like to improvise in interesting ways.
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To decide who gets the crapsack on a given episode, I'll list all of the Kindred characters, then weight them according to their Humanity scores. Rather than doing a lot of fiddly math I tend to just break them into low, medium, and high Humanity ratings.
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Lower Humanity = higher chance for a bad event.
"How come I keep getting these wild things happening to me?"
"The universe hates you because you're a bad person, Lick."
The wheel of karma goes 'round and 'round.
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Unlike the actual world, the World of Darkness is one in which the spiritual is real, in which bad acts drag you down and cause spiritual consequences, where there are sympathetic sequelae for your bad behavior. A Beast you are, and so you shall be treated as one.
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Another fun aspect of this is that solving these problems is often easier for humane vampires. If the bank's only open from 8 AM to 5 PM to deal with your stolen credit card, a better Humanity rating means you might be able to stay awake for that call.
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Plus your social interactions aren't as heavily stilted. You can convince people to help you out because you aren't giving off the vibes of "If I got in an elevator with this guy, he would murder me, so I just want to not deal with him at all if I can help it."
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And these interactions can offer new opportunities. Your vampire must meet and deal with new people. They could become allies, perhaps, suborned into your schemes. Or even... a friend.
Or just lunch.
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Of course, some Kindred might try to rely on Disciplines to solve problems, but can you mind-control someone over the phone who's probably working in a phone bank on the other side of the world?
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Using your super-strength to murder a bunch of teens who were last seen at your haven is probably a good way to get on the wrong side of law enforcement. Dealing with the weird bullshit that the world can throw at you often requires some flexibility, not just predation.
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This, in turn, underscores that Disciplines are about being a predator. They make it easier for you to be evil. They can solve some problems... but if you rely on them for everything, you will quickly find your world an abattoir.
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A vampire's powers make them the top of the food chain in a torchlit world of mortals huddled in ramshackle huts in the dark, but the modern world is far more complex than that, and a vampire's inability to adapt is a huge weakness.
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Just think of every time you've had some random thing go wrong and really skew your day. Make a list of 'em. Then start throwing these frustrations at your vampire players and see who's the real top-tier survivor.
~Fin~
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#dnd If you're doing overland exploration and you keep forgetting to check for random changes in weather and getting lost, just add 'em to your random encounter table. On an 18-20, something happens: an encounter, a sudden shift in weather, party gets lost, whatever.
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Give 'em a Survival roll to catch that they're off course when they get lost, give the table a roll for "roll twice and combine" so they can have a sudden shift of inclement weather + an encounter at the same time, et voila...
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If you organize your table so that all the creatures are in one section and events in another, you can turn those into a subtable, such as the example previously in which you roll 1d12+8 to force a creature when you roll "signs of creature passage."
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Ok, so this book is an adventure anthology, sorta like 𝘎𝘩𝘰𝘴𝘵𝘴 𝘰𝘧 𝘚𝘢𝘭𝘵𝘮𝘢𝘳𝘴𝘩. Saltmarsh, though, is based on old-school adventures with a loosely-unifying nautical motif. R.C. is a themed book...
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... one that shares the common theme of inspiration from sources that are not usually found in D&D in their home environment. That is, D&D has in the past had adventures with, say, Central American motifs, but typically just for imagery and set dressing of a dungeon.
Y'all remember the Dust Bowl, right? How in the '30s the U.S. heartland was consumed by drought and wind that ripped off the topsoil and turned it into massive dust storms, devastating Oklahoma and neighboring regions?
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That's how we got 𝘛𝘩𝘦 𝘎𝘳𝘢𝘱𝘦𝘴 𝘰𝘧 𝘞𝘳𝘢𝘵𝘩, migration of "Okies" to California, and the images of dust-covered impoverished farmers during the Great Depression. Left a scar on the public consciousness, still showing up in media.
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The Dust Bowl was an environmental disaster of massive proportions. Poor farming practices as farmers expanded their plots to take advantage of rising food prices meant that topsoil became exposed and whipped away by winds during a period of drought.
On the heels of this semi-comedic exchange with @jachilli, a thought for #Vampire Storytellers out there:
Fiction frequently presents vampires as highly competent and often highly intelligent and organized. Even the less-intelligent ones are dangerous due to their strength.
You can get some interesting mileage out of tweaking that expectation. Introduce vampires who aren't hyper-competent, whose successes are the result of structural advantages or assistance from other parties.
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The incompetent Prince who's convinced of their own superiority, propped up by a small group of elders simply because they're easy to manipulate. The Primogen who received a political appointment, but has terrible plans. The bumbling, lazy sheriff.
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Been thinking a bit about #Fallout lately and how we used the imagery of '50s Americana to underscore the failures of a system predicated on the "glory days" of an America that never was, that never grappled with its underlying problems.
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I don't think anyone on the team figured that we'd see a literal real-world MAGA movement based on the notion of uncompromisingly embracing the bigotry and imperialism of Americana. Shows that Fallout did strike a very real chord about jingoism and nationalism, though.
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From the very beginning, Fallout portrayed a world in which people succumbed to greed and fear. Instead of cooperating to solve their problems—which were solvable—they relied on violence, alienation, and ultimately, war. (Never changes.)
Well today's awful tabletop RPG discourse has turned to my ol' favorite, #DarkSun, so it behooves me to speak a little on this topic.
Someone out there decided to run a Kickstarter for a 5e game that's a knock-off of DARK SUN, but...
(cw later in thread for brutality)
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... they seem to think that it's a win to just lean right into everything terrible and unironically embrace outdated gaming conceits like bioessentialism and cultural ethical relativism. This is... a bad choice on many levels, so lemme break it down.
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For the broad swath of groups out there, RPGs are an entertainment activity. You play them for fun. They're also a social outlet. You play them with your friends.
DARK SUN and its relatives are RPGs like any other, and they fit into this mold. It's a social game.