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It's possible that they want to be able to resort to violence, or even that they think of violence as a handy first response, so you need to be prepared for the possibility that when you ask, "Do you want to play a game with minimal to no violence?" that their answer might be, "No."Īs an in-world justification, it could be that vampires basically only barely get on with one another. Number one is definitely to talk it over with your players and say exactly what you mean as clearly as you can. And the Masquerade strongly discourages fighting where people or cameras might see, for Anarchs and Sabbat (though they won't admit it) as well as Camarilla vampires. In-character, there's the enforcement of Elysium in Camarilla cities to provide "safe" neutral ground, and ways to shut down fighting like various Discipline powers to escape danger. I tend to run mysteries where there might be a fight at the end, along with social situations where bargaining and negotiation are more likely to help.įor example, the game I'm running at the moment is partially about getting a PC-run nightclub added to the Rack, which requires cooperation and presenting it as a safe place for vampires to visit, so the PCs involved actively avoid antagonising other factions and bringing trouble to their known location. Look at the kinds of conflicts that feature. Start in session zero before characters are created to see what resources they can act with. Saying there won't be a lot of combat and not introducing it as Storyteller can really help.

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Aye, address it out of character first of all.









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