You Ain't From Around Here

Roleplaying in Small Towns with Vampire

by Douglas Seacat
Illustrated by Anthony Grabski



GM : "Okay, so the Prince's ghouls, under the direction of the Toreador Primogen Madame LeFou, drag you into his audience chamber and force you to your knees in front of him.

P1: "This sucks."

GM: "Prince Regul speaks: 'Foolish Anarchs, I know of your blatant defiance of Elysium. It was you and your cohorts who dumped manure all across the modern art wing of the Figgerton Museum! I do not brook insolent neonates.'"

P1: "Wait a minute, how the hell did they find us in the first place? That's not fair, we didn't leave any traces!"

P2: (Whispering) "I've seen St. Louis by Night... Prince Regul is nearly two thousand years old and he's got some amazing powers, including five Auspex. He's nasty. Also, he has Prestation on the Tremere Regent, and the Regent has this ritual that lets him look back on the past at any location, and he's got six Auspex."

P1: "This really sucks."

GM: "You all feel yourselves amazingly awed by the Prince, cowed by a palpable aura of authority. Without realizing it, you all look directly at him, and he speaks to each of you in turn, looking deep into your eyes - - - "

P3: "Forget that! I'm not looking at him. No one look at him; he'll Dominate the hell out of you!"

GM: "Sorry, you have to took at him. You can't help it. His Presence is extremely strong."

P2: "I'm using a Willpower point then. I'm not looking, but I'll keep submissive, like bowing to the ground. "

GM: "Nope, his Presence is so strong you can't use Willpower. Anyhow, he looks into each of your eyes and commands you to obey him from, this day forth, and warns that he'll force you to drink his blood the next time you disobey." (The GM rolls about fifteen dice) "Okay, you're all completely Dominated. Madame LeFou leads you out of his chamber, a snootish sneer on her delicate features. "

P1: "I'm going to beat the hell out of the uppity Toreador snob, I don't care what the Prince says! Let's see how she likes a Brujah pounding. I'm pumping Celerity and kicking her in the teeth and then backhanding her across the room!"

GM: "You forget, she's over eight hundred years old and fought in the French Revolution. She's not so fragile as she looks. She takes your kick without flinching and then nails you four more times in the next few seconds." (Rolling dice) "Okay, you're torpored. Your friends drag you away as you hear the tinkling of her laughter from behind."


As much as Vampire: The Masquerade is a great game, it can be extremely frustrating to play. Players take the role of neonates in a world where age and power are won almost entirely from centuries of existence. A vampire of less than a hundred years is treated with almost no respect by anyone in the Camarilla, and even the Anarchs have their share of potent elders.

The White Wolf supplements, while finely done, are no help. They are filled with NPCs of enormous age and power, beings with whom even a creative and determined group of neonates can't hope to compete. This is exacerbated by the fact that White Wolf seems determined to neglect the weaker and more reasonable neonates, which should theoretically make up the majority of vampires.

Several supplements (most notably Los Angeles by Night and Dark Colony) list only the most powerful Cainites, leaving the others (hundreds of them) to the GM to create. Given that a GM has paid good money for the supplement, and has fully detailed NPCs at his disposal most don't take the time to create any interesting characters of comparable power as the players.

What ensues is a game of impotence and frustration, where the GM is the only one enjoying himself (and why not? He's got powerful characters to play!), and the players are relegated to punching bags and mindless pawns. A good GM will find ways to avoid this syndrome, but players are still likely to become envious of the powerful NPCs which occupy prominent positions in every major city.

Using the limits imposed by the White Wolf character generation process (which is quite good, and makes well-balanced characters), the players are destined to start the game at the low, est end of the pecking order.

Is there any way to get around this problem?

The GM can (and should) try to limit exposure to other vampires, spending most of the game among mortals. Compared to mortals, even the weakest neonates is a god.

Nothing helps a player's flagging ego more than letting them ply their powers on hapless mortals. However, in a bustling city, it is unrealistic to expect the actions of neonates not to draw the attention of rival undead. Particularly if the players begin gathering power and influence, or (much worse) threatening the Masquerade, the elders will take notice and take measures to keep things under control. Under the guidance of a good GM, a solid political conflict chronicle can be shaped under these conditions. But after a few games like this, it's likely experienced Vampire players will want something different.

Why not a vacation? Perhaps a little time out in the country will do the trick. Although it seems sacrilege, small towns are one of the best settings for Vampire: The Masquerade. Moving away from the overcrowded urban setting can provide a wealth of new challenges, and an entirely different tone. Most importantly, doing so allows vampire players to fully realize the potentials of their supernatural powers and limitations. Why shouldn't we play Altoona by Night?

The Overpopulation Myth
(Too Mang Bats in the Belfry?)

The first question raised by the concept of small town vampires" is: can a small population support vampires? The rulebook clearly states that there is approximately 1 vampire per 100,000 people, and that more would severely strain the populace, as well as putting the Masquerade in serious danger.

This makes sense, but it's entirely possible the old stooges in the Camarilla have overstated the danger, leading to some misconceptions about the limits of human society. In Sabbat territory, for example, such population limits are usually ignored, and despite blatant displays of vampirism, the Masquerade has remained intact. This is because there are a lot of agencies which don't want vampires to be discovered, and some of them are potent indeed.

Not only do the elders in both sects work to keep things quiet, Mages (most particularly the Technocracy via the New World Order) have pervasive control of the media and have a strong interest in convincing the masses that they live in a rational world. Even the Arcanum, the Society of Leopold, and the FBI Special Forces (all mortal agencies which know some of the truth) know it'd be a disaster if the public learned about the supernatural world.

One also shouldn't forget the lack of credibility given to small-town media. No one particularly cares what an eccentric reporter of the Kankakee Tribune says about mysterious disappearances. indeed, some degree of superstition and quasi-religious gullibility is expected in small towns. Thus, even were a tiny local breach of the Masquerade to occur (which is probably a lot more common than people expect), it could be swiftly contained and ignored by the world at large.

Speaking ecologically, there isn't any hard and fast reason why a single vampire would need to live among 100,000 people. Even a town of a thousand people could easily support a single vampire who was careful enough not to frenzy, and who maintained a small but dedicated herd of victims.

Things would be a lot different if the World of Darkness was like Anne Rice's Vampire Chronicles series where the Kindred have to kill every day. Happily, this is not the case, and White Wolf vampires can feed without killing. A vampire with the third level of Domination (allowing them to erase memories) could feed liberally among a moderate sized town with very little problem.

Presence is another invaluable interpersonal tool, making a "victim" far less likely to rat out a charming vampire. That this is possible on a wide scale has been demonstrated in Vancouver (Dark Alliance Vancouver). While not a small town, Vancouver has an extremely low crime rate, forcing the Kindred there to be very careful and selective hunters.

One also shouldn't forget that a large portion of the population lives in cities tinder 100,000 people. In some states, such as Vermont, New Hampshire, Maine, Montana, Wyoming, Colorado, and New Mexico (as well as others), it's difficult to find cities over 100,000, yet the statewide populations are reasonably large.

Surely scattered among these communities are a few vampires, even keeping to the 1:100,000 ratio. Particularly as neonates are exiled or marked for death in larger cities, what is more natural than mov ing to the Country, taking kip a haven in a Small town, and living like a king? Instead of Worthless Chicago Anarch, why not Prince of Sheboygan?

Playing in a town under 100,000 does not necessarily mean exile to the backwoods with a bunch of rednecks and white-trash (although such games can be fun). There are numerous smaller communities which are nonetheless vibrant and interesting. Santa Barbara, California and Boulder, Colorado are two examples of small cities (approx. 77,000 & 75,000) with night life, partying college campuses nearby, and a good number of young people, not to mention their own politics, industry, and active artistic communities. By the same token, there are still places in the United States where people don't have plumbing or electricity.

Elements of the Small Town Game
(Finding Things to Do)

Once a GM decides to take the plunge, there are some intimidating questions. A lot of the meat and potatoes of Vampire - the complex interactions of the vampiric elite - have been removed. No more sect politics, no more Elder vs. Anarch, no huddling about in dance clubs worrying about the Tremere, nor making the rounds in Elysium trying to catch the eye of potent Cainite allies. However, if the GM is willing to overcome this unfamiliarity, they will find the new setting can breath life back into a stagnant chronicle.

The biggest necessary element to a small town game is detailed mortal NPCs. Since one of the big advantages of playing in a small community is the lack of competition from other vampires, the mortals must be created and role-played with the same devotion and enthusiasm as any ancient Kindred. The GM should invent at least a dozen interesting mortals who are important to the town, or who the players are most likely to deal with.

This can include the mayor, business leaders, police officers (sheriffs and deputies), local celebrities, upper-crust socialites, and the intellegencia.

Less glamorous types shouldn't be neglected either, such as the vampire's possible neighbors (the friendly couple next door with seven rambunctious and curious children, for example).

It's a good idea to include a few humorous eccentrics for flavor, particularly people who might "take to" the notion of knowing a real-life vampire. Some of these people might become Contacts and Allies; others may cause problems for the players. In a small town game, roleplaying is usually much more important than combat or direct conflict, so vivid and realistic characters are a must.

For similar reasons, small town gaming works best with a small troupe of players. While the threat of overpopulation has probably been exagerated, there is only so much most small communities can take. Nonetheless, there isn't any reason why a small group couldn't work together as a loose Primogen overseeing various areas of control. These settings are also perfect for a mixed mortal/vampire troupe.

Almost any Clan can participate in such a chronicle, although some are better suited than others.

For obvious reasons, Nosferatu and similarly cursed bloodlines (Samedi, Gargoyles, some Tzimisce) have difficulty interacting with mortals under normal circumstances, but could use Obfuscate to disguise themselves. Both Brujah and Malkavians can be dangerous given the danger to the Masquerade; the last thing a small town needs is a wild Brujah frenzy or sadistic Malkavian pranks! On the other hand, Gangrel, Ventrue, and Toreador are all (for different reasons) well equipped to deal with such an environment. Tremere can operate anywhere, of course, but would need a good reason to be allowed to remove themselves from more critical Kindred politics.

More than anywhere else, in a small town the actions of the players will have big consequences. This applies in particular to breaches of the Masquerade, but should also be considered for other actions. Even in good-sized towns, gossip is frequent and common. The bonds between family and neighbors are stronger than in a big city, and people are always watching one another.

In particular, there are always some nosy people looking for flaws in others, or "peculiar" mannerisms. Xenophobia toward strangers is common. The smaller the community, the more likely diversion from the "norm" will be noticed. Certainly an extremely pale stranger who is only seen at night and who keeps company with a different different young women is going to draw talk.

Even where such gossip doesn't revolve around the Masquerade, it can be unnerving to the players. Imagine a few town matrons trying to arrange for one of the players to woo an eligible young woman, or a small time conman who decides the important seeming "businessman" is the ideal target for a scam.

Most communities have low crime rate, and thus serious criminal activity is rare. Vampires in small towns don't have to leave a bloodless corpse lying in the gutter to attract the suspicious attention of local law-enforcement.

Considering their advantages , even an otherwise harmless bar fight can become deadly serious when Kindred are involved , Displays of Potence, Celerity and even Fortitude are bound to noticed and wondered about. The most likely explanation will be the use of drugs, and sheriffs are bound to take a dim view of strangers bringing their drug habits into their "happy family neighborhoods."

This isn't to say that all is sweetness and light in these towns. Quite the contrary; such communities always have their dark side of perversity and evil, particularly in the World of Darkness. One need not look as far as Stephen King's Castlerock to find small towns where peculiar and disturbing things are going on behind the pleasant facade. However, this dark side is always hidden behind old habits of good manners and gentility. Allowances are made for old and respected - if "eccentric" - families and individuals, but new~ comers are given no slack.

Hunting takes on particular significance in these chronicles. Particularly early in any such game, the players should never be allowed to hunt by rolling a few dice and picking up a random supply of blood. Especially in the smallest towns, there is no such thing as a "faceless person in the crowd" whose disappearance won't be noticed. Not every vampire has Disciplines which help them deal with victims (Presence and Dominate being the best), and even those who do don't always use them correctly, or may botch a roll.

How a vampire chooses to go about feeding will determine many of his/her initial difficulties and encounters. A Don Juan will become scorned by the moral majority, while a Sandman might be caught "breaking and entering" the house of a sleeping victim. The entire game need not focus on such trivialities, but it is important that players realize they are on restricted and difficult hunting ground.

Once they have established adequate herds, this detail can be neglected, but even here the GM is encouraged to flesh out members of the herds and bring them into the vampire's life at times which are not always convenient.

Antagonists and Tension
(Enemy Mine)

Any good chronicle will have certain foes and obstacles in order to provide tension and conflict. There are plenty of sources of antagonism in small towns, including some which take on special significance outside of the large city. The dangers of an alert community, as described above, can do much to help create a tense mood, particularly if the players must quietly deal with determined adversaries.

Whenever possible the GM should try to develop mortal enemies for the players. This can be difficult since any mortal is greatly outmatched by the vampire's Supernatural abilities. However, such conflict is likely to be subtle and indirect, and can place the players in awkward situations where their strength can turn against them.

Vampire hunters (whether allied to the Society of Leopold or not) are always a good and frightening choice, although reserved for when the players have made enough mistakes to be detected by a trained eye.

At the GM's discretion, small towns might have a higher concentration of True Faith, and a partictilarly fervent man of God can make a good antagonist, particularly if the players have any humanity. They should be encouraged to deal with the problem without harming the zealot directly. So too can a persistent and cunning law officer cause problems which aren't immediately easy to deal with, particularly if the man in question is a Neutral or has high Willpower (see Milwaukee by Night's Lieutenant Wilks as a good example).

Certain superstitious oldsters know charms, wards, and tests which work on Kindred (so-called "Hedge Magic"), and could take it into their head o "cure" or drive away the evil blood- suckers.

Reversing the paradigm, vampires in the small town could stumble upon the evil and corruption of normal humanity, and try to use their unholy abilities to clean up the town. Perhaps the mayor is secretly involved in a ring of child-pornography, or a ruthless serial killer has turned the sleepy town into his base of operations. Satan-worshippers or just plain gang violence could invade a growing town, and the Kindred could become unlikely heroes. This is one good way to provide eventual acceptance for the players despite their "weird habits."

Aside from mortals, there's no reason why a chosen town won't already be occupied by a similarly minded Kindred or two, particularly those near the 100,000 mark. Although one of the reasons for playing a chronicle like this is to isolate the players from other vampires, having them initially clear out the territory can make for a good initiation.

In this instance, the Kindred in question is liable to be less powerful and invincible than his more ancient city brethren, so defeating him should be a task the players can accomplish given sound strategy. (Although weaker in Disciplines and raw power, the GM should give these residents have home-turf advantage, including intimate knowledge of the citizens, which can be a formidable defensive tool.)

Earlier the topic of Vampiric Ecology was mentioned, and there is one strong ecological reason why vampires are uncommon in small towns: Werewolves. Even though they won't admit it, most vampires have an almost instinctive fear of sparsely settled areas and the LUpines who roam there. The Garori can make for a perfect nemesis for an isolated small-town Prince. Since most werewolves dislike the city, they prefer to establish their kinfolk in more rustic settings, and are notoriously protective against outside interference. Their hatred of the "leeches" is legendary.

Once again, the players shouldn't immediately attract the Gar0U1 but can be discovered over time. Perhaps one of a Toreador's new Herd is actually a talented Kinfolk of a nearby pack of Fiana, or the logging company whose president has been Dominated into submission is a target for an upcoming Get of Fenris strike force.

Conflict between Kindred and Garou out in these sparsely settled areas don't need to be violent, and can actually be turned to a player's advantage. A number of Garou have become more tolerant in these days of their decline, and could be willing to make a truce with a sufficiently benevolent and persuasive vampire (those of the Gangret clan are particularly adept at such negotiations). Trying to convince the militant warriors of Gaia not to be so quick to destroy the "Wyrm" (by ripping out the vampire's throat!) can be ground for a number of tense and challenging stories.

Similarly, the other Supernatural denizens of the World of Darkness are not so harshly constrained by rules of population ecology. Many Mages prefer smaller towns, finding them more conducive to research and less scrutinized by the hive-minded Technocracy. Wraiths exist wherev, er people live and die, and Faeries can presumably be found wherever the Changelings have been planted among unsuspecting mortal families. Those familiar with the Storyteller's Guide to the Sabbat could place a family of the enigmatic ghoul Revenants on the fringes of town. Encounters with such unfamiliar beings can pro, vide a different slant on the small town game, as well irs providing dangerous enemies or extremely valuable allies.

After the players have settled the conflict and are comfortable with their position within the town, it can be used as a launching point for further chronicles. Other internal difficulties could arise, or the players could use the (relative) security of their base of operations to venture into the more important cities, now with some influence at their disposal. Back among their peers, the players can participate in vampiric intrigues with a new perspective.

Elysium Harpies and other sophisticated elders are likely to treat such Kindred as backward and peculiar, and will enjoy scoffing at any supposed status possessed by these "country cousins." They may invite the players to elaborate parties and gatherings for the sole purpose of "showing them off" while laughing behind their backs. Such behavior is most typical of Ventrue, Tremere and Toreador, but will extend to Brujah and Anarchs, a group with a decided preference for the excitement of the big city.

GMs should engineer stories where clever players can - despite these prejudices - use their position to advantage. Perhaps the Garou tribes with whom the players have arranged a truce now threaten a larger city, and the elders are forced to swallow their pride and ask for advice in dealing with them. Potent Ventrue might request favors from small~town "Princes" who have control over politicians (including Congressmen) or business leaders from their region. Nosferatu might want access information only available from these remote locations. Gangrel will be better disposed to such "exiles" than other Clans, and may contact players to hear their stories and test their wisdom.

Of course, most Kindred will try to mesh the players once more into their personal schemes and feuds, and the players will have to be wary as always of intrigue. But this time, when it gets too much, they can pack up their belongings and return to their comfy fireplace away from it all in a ski resort at Jackson Hole, Wyoming, or some similarly removed locale, secure in the knowledge that they're the only vampire within a hundred miles.

GM: "You see a hulking silhouette in the door, way of a large man holding what seems to be a shotgun. He's not looking very friendly; there's a gleam to his eye which makes you uneasy."

P1: "Great! What the hell is that, a werewolf? We're screwed. I'll read his aura."

GM: "Nope, it checks out as human. Seems he's just a farmer angry that you woke him up. He looks handy with his shotgun, though, and he's looking nervous and cranky."

P2: "Piece of cake. I'll walk up and awe him with my Presence. 'Hi there, we're sorry it's so late, but we got stuck out on the road."'

GM: "The farmer brightens right up and puts his gun aside. 'Well, you fellows ain't from around here, are you? Come on in, we'll fix you up for the night. Welcome to Dodge City."


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