Montano, 2006, dresser

Incidents and Accidents, Hints and Allegations

Code B for Breach: thoughts for a Vampire: The Requiem pick-up game
Montano, 2006, dresser
[info]bruceb
I'm continuing to think about what I'd like to run when I take a SotC break, and also what might work for the occasional pick-up game just because. I'm writing this up as a contender.

The PCs are a Masquerade breach clean-up team. Five PCs, one for each clan and one for each covenant. (I would do up some pregens for pick-up purposes.) Each of them has gotten into some trouble with the city's authorities, not quite severe enough to warrant immediate destruction, but they're all very much on probation. If they do a good job at this task, they'll earn their way back into favor.

[info]jackslack suggested this excellent enhancement: You can also have hella fun by opening the scenario by giving the crazy mystic a card saying, "At the end of my introduction, you are going to inform the Prince that he will have a Masquerade breach in ten minutes." Who can argue with that?

Me: Leverage After Dark. 
Sean: was thinking Vampire: The Mission Impossible.
Me: *nod* Po-TAY-to, po-TAH-to.

The caper angle allows for plenty of fun, and the facts of clean-up duty mean opportunity to look into all kinds of slices through the routine unlife of the city, from comedy to tragedy. So it'd be an excuse to use all that neat Damnation City stuff (and Immortal Sinners, and...) in bite-sized chunks.

I recently encountered the suggestion of just tossing out the whole damn combat system and doing it with regular opposed skill checks, assessing impairments based on outcomes. That would work well for me; I'd rather put the detail into stealth and the like.

The thought of all this amuses me greatly.
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Vampire: The Requiem: torpor and memory
Montano, 2006, dresser
[info]bruceb
On the whole I like the idea that Requiem vampires can't distinguish the dreams of torpor from memory and therefore lose their pasts over time. But it also seems like it would be fun to allow limited recall. So...

A vampire entering torpor can hang onto the memories associated with a skill or with a dot's worth of background, but at a cost. Each such act of preservation permanently lowers the vampire's blood potency maximum by 1, until they let the memories go.

This immediately suggests a social hierarchy that seems fruitful for gaming, in which the memorious must submit to the potent, but in turn have a leverage all their own.
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