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Vampire: The Requiem
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Creating a Story
Creating a Story
This post has 14 Replies | 1 Follower
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Quest4Sanity
Posted: 20 Oct 2009 4:23 PM
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Hey,
I've been ST two campaigns in WoD, one VTR, one straight WoD, and I find with my new job I don't have the time I used to write the campaigns. I've started incorporating in the few SAS's, but I know I'm going to need to a new campaign soon for my players, but I just don't have the time - even with one of the campaigns ending and not continuing. I really enjoy the world, as do my players. Are there any campaign/story books like there are in Warhammer and D&D which essentially do all the hardest of the work, (presenting the challenges, stories, characters background etc), for Vampire, or perhaps for Masquerade I could adapt? Even a different roleplaying system that revolves around vampires? Adapting easier than creating. :)
Any suggestions/help would be greatly appreciated. I'd hate to change world. Thanks guys!
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TheFurryMekhet
replied on
20 Oct 2009 5:19 PM
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Do you know of the "Requiem for Rome" series?
It's a two part series. The first book is called Requiem for Rome, and is a setting book for playing in ancient Rome. Now the second book in the series "Fall of the Cammarilla" is a story book, which you can run for your players. It has all in it, to describe how the Cammarilla falls and how the characters (the players) deal with it. It's a grap-and-play story, ready to use.
Hope that helps
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Quest4Sanity
replied on
20 Oct 2009 7:19 PM
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Thanks for the reply. I was hoping for something a little more modern times, (or easily adapted to modern times,) that they can continue their current players. But it's a great suggestion for starting a campaign from scratch with new characters.
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Unholy Pilgrim
replied on
20 Oct 2009 9:30 PM
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Van Richten's Complete Guide to Vampires might help.
"Poor Armand, why don't you dig yourself a room under
Les Innocents
cemetery".
Warning: This poster as been convicted of a DWG: Driving While in Gauru-form.
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Quest4Sanity
replied on
27 Oct 2009 6:25 PM
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Thanks. I'm looking more for actual constructed campaigns with hooks and characters and the stories than source material.
In D&D and Warhammer Fantasy Roleplaying their campaign books contain the stories, supporting characters, hooks etc. I'm looking for something I can adapt to the WoD. I know WoD tends to have less combat and more social interaction, and I can work around it, but I'm really in dire straits, in that I just don't have the time to script everything and the SAS support out there is limited.
So, any suggestions of campaigns books from the previous iterations of the WoD, or campaigns from other roleplaying games I can adapt?
Looking at modern times preferably. Any suggestions greatly appreciated. Thanks!
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Frank Black
replied on
27 Oct 2009 7:32 PM
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City of the Damned: New Orleans
and
World of Darkness: Chicago
both have a host of characters, background, and story hooks in them. Neither book presents a full-fledged campaign, but both would cut down on the work you'd have to do to prepare your own stories.
There's also a free
introductory mini-campaign
available that might serve your purposes if you're starting over with brand new characters. If memory serves, it's an eight-part story, so that would give you at least eight sessions before you needed to brainstorm your own stories.
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Quest4Sanity
replied on
27 Oct 2009 7:46 PM
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Thanks to everyone who has replied so far. I appreciate the suggestions.
I've actually been through the all the standard White Wolf published book, (I have also run the mini campaigns) and used most of the SAS material. I'm really looking for something full and complete, so if anyone has come to WoD from another game that's a little similar, etc, I have no problem adapting and twisting, I just don't have the time to do the authoring required from the current WhiteWolf material out there.
Thanks!
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Seryna
replied on
28 Oct 2009 12:43 AM
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Have you checked out Collection of horrors or the hunters recognition guide? Even Perverbial Monsters or Wickid Dead could jump start your imagination. The Collection of horrors has pdf scenes- peel open a pdf, set the stage and its an instant story. The others might require more time on your end as they are mostly seeds, but they have rich stories and unusual events.
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mplindustries
replied on
2 Nov 2009 2:34 AM
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So, this thread has made me curious about how others run games. I've never created a whole story ahead of time before My games are usually just a short concept for a social experiment in my head when I start, and then I just build the game as I go, based on the characters' actions and the players' reactions.
Past jumping off points include:
"Vampires run organized crime as fronts and have thus ended up more divided along racial lines (Vory vs. Mafia vs. Triads, etc.) than covenant lines."
"A Carthian regime is run by elders obsessed with the ideals of pure freedom and true democracy and modeled after the Roman Republic (so there are two "Consuls" functioning as co-Princes). There is no restriction on siring (as that would infringe on freedom, and nobody voted one in), so many many more vampires than the city can handle have been embraced. Because they're mostly young and stupid, they've elected a recently embraced local rock star as Consul."
Anyway, am I in the minority here, or are there a lot of other STs who just wing it?
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Sgt Jacobs
replied on
2 Nov 2009 5:51 AM
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Story Hooks are, I find, always more useful than premade stories. When I get stuck I turn to my copy of Post Mortem Studios' 100 Horror Adventure Seeds. I've adapted and run several of the seeds presented and they've worked really well.
Author of Bloodsucker: The Juice and the upcoming Chav: The Knifing
http://apresvie.livejournal.com/45651.html
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mcane86
replied on
2 Nov 2009 11:30 AM
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I would have to agree with you mplindustries, I've never created an entire story line before, it doesn't really make sense to me to do so. Your players are going to do what they want when they want and if you string them along on a "rail shooter"-like game than it's just not fun for your players. I'm currently running a V:tR game for two players; the story is they have been embraced as per the Princes command and they are technically under his control, their sires have some say but they are under the hand of the Prince more so. They are his gofers, they are currently working on holding the peace with the largest werewolf pack in the city, but their are other wolves moving in that don't like the local pack. That's as far as I've got for now.
I have had some ideas as to where I want the story to go in the coming months but I haven't given any thought as to what will happen a year from now and I have no idea how to end the story. Hell most of the time I'm just reacting to what my players are doing and throwing things at them as I see fit and as long as it fits with the story. They've had fun thus far and I've almost killed one of them in the second session, over all I'd say it's turning out to be a good story.
It's just mind over matter, if you don't mind than what does it matter?
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Chat Noir
replied on
2 Nov 2009 5:07 PM
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During my first attempt at STing I had a bit of a storyline prepared. I even had little bulletins with every scene, SAS-like.
Unfortunately the group went through the prepared part in less then half an hour so I either had to suffer the humiliation of calling it a night, or wing it. I decided that winging it suited me better.
Now, I usually just prepare an environment (balance of power between the covenants, the power players and a handful of people the chars meet on a regular basis) and throw an event into it. Either the PCs are the event or it happens close to them. Add to that a few handy names and descriptions in case I have to make up someone on the spot. From then on the most difficult thing is keeping the timelines straight.
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Darck Child
replied on
2 Nov 2009 6:46 PM
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Inspiration comes from the World Of Darkness books. Whenever I read them or re-read them ideas seem to jump off the pages, at least for me.
Once there is an idea or theme to explore I use this as a the foundation for the story. Anything that I'm ignorant on or sketchy on I turn to television shows, movies, fiction and non-fiction books to fill in the gaps.
With the basic idea in mind I pitch the concept to my Players and sees who is interested in giving it a go.
They pitch their characters at me, I review them. I suggest changes where necesarry or re-writes if needed.
Using their character backgrounds for the story hooks to tie them into the story and the world.
The Preludes for each character sets the stage and there you go...
It seems like a lot of work, but it's not.
You take it upon yourself to do half of the work load, the Players collectively do the other half.
Important NPCs that the Players will interact with takes but little time to flesh out before the game, the new ones created on the fly get written up after the game.
It's not necessary to stat everything out, or all of it at once.
As the Players explore the world it will come to life one block at a time as if the story has a life all of its own.
An hour worth of prep work gets you about two to four hours of game play.
When in doubt favour the Players on game mechanics, personally I hate to interrupt the story for any reason like looking up rules in books. If the story is interrupted it takes the Player out of the story and reminds them that they are playing a game.
With the Players driving the story forward exploring the themes and ideas you want to explore as a Storyteller the game has a more organic feel and the Players feel like they matter, that they are indeed the stars of the show. If they come up with something better than I had planned, I go with it.
Because I let the Players have free reign in story creation as it happens in game/story, after it's there characters doing all the work, I can sit back and subtly edit the themes and ideas on the fly which makes for a better experience at my table.
This approach works when the Players are intrested in their characters and how they can make an impact in the world.
This appraoch falls to pieces when the Players simply re-act to the environment and expect to be entertained as if they are being read or told a story.
For me adapting other source material from other game means I have to read the material first, then translate it, and write it up. Bearing in mind that I will still have to create things on the fly and try to keep it in line with what's been translated.
When I go with my method I don't have to worry about the original intent of the material, my material, well, it's mine and I can modify on a whim to fit the need of the group and the story.
I don't know if this helps but this is how I do things and for the most part it has worked more often then it hasn't.
If I can help with anything else or expand on things, you need but ask :)
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Quantumshard
replied on
3 Nov 2009 9:24 PM
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possibly related, so http://watchout4snakes.com/CreativityTools/Main/Main.aspx
it has a few random word and sentence generators. I've been using it to practice creating characters and hooks. A few clicks, instant inspiration. It still requires a bit of work to flesh the ideas out, but I've got some interesting things out of it.
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Quest4Sanity
replied on
4 Nov 2009 1:36 PM
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Thank you to everyone for your suggestions. I appreciate everyone's strong feelings on the subject and your suggestions for books. I would also like to argue that prewritten stories of high quality with good GM's can be incredible experiences, and it depends on what your players are looking for. My best experiences as a player have come from an experienced GM who used campaign books in Warhammer RP Fantasy. In the right hands they can take literally years to unwind the mysteries, and never make you feel like you're being herded in any direction. I think it depends on what your players are looking for.
One of the benefits of the WoD is that in a lot of ways it is more open, but my players are more interested in playing parts in a story than the more loose roleplaying with hooks. An overarching theme helps to pull people back, and part of my joy as a ST is writing something and then seeing what actually happens. My current problem is I spend 8-10 hours a day writing, that's my job, and I teach four nights a week. All of this means the time I would like to create some sort of theme that is drawing them somewhere is more difficult to prep.
I was really hoping there was a GURP's world or something where I could simply take a pre-written campaign, spend some time altering it to fit, and then let my players run amok. Pre-written campaigns, I should say, WELL WRITTEN campaigns can be incredible experiences, and playing with older players, there's a definite desire to find out what's next, as opposed to the more mini adventures that the hooks tend to lead to on their own.
I thank everyone for their input, and suggestions, and I will review all the material everyone has suggested (aside from the stuff I've already been through many times before,) and in the end, if I end up taking a day off work to write an overall theme, then, I'm sure my players will appreciate it in the end, and provide me with some booze as a thank you. If not, well, I can always pick up a well written campaign book from Warhammer FRP, and adjust it to fit the WoD.
Thanks again to everyone for sharing their suggestions and their methods for Storytelling.
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