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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