IC: Vampire the Requiem (Blood and Smoke/GMC)
Background
I am checking for interest in a V:TR (B&S/GMC rules update) game where PCs are fledgling neonates looking to make their mark on the city.
Characters will have been released from their sires relatively recently, and will NOT be part of a Covenant yet. Selecting and joining a covenant (or choosing to remain independent) will probably be among the first major decisions the PCs make.
There will be very few house rules, but there is one that deserves special attention and should be mentioned upfront, since it's probably one of those 'love it or hate it' kind of house rules.
I have done away with clans entirely. There are no clans, and especially no bloodlines. While I love pretty much everything about the B&S/GMC rules update, I do not like clans or bloodlines in V:TR. Love them in V:TM because they make perfect sense within the overarching metaplot of the story. Do not like them in V:TR because the setup makes no sense to me, least of all how there are only 5 clans but dozens of bloodlines, and nearly every bloodline is better/more powerful than the original clan. Then you have the fact that only 5 clans means characters end up being very similar to one another if they are from the same clan, and I do not like the lack of variety from a GM standpoint.
I don't want to delve into the story/in-game philosophical reasons for the change, that is a subplot you can explore if you want to.
From a mechanical standpoint, the main things that change are Disciplines, Clan Banes, and your extra attribute dot. Those things will be handled in the following manner:
Disciplines - The Beast encourages corruption and degeneration in those it takes a hold of, and does everything possible to facilitate this. Characters each get three 'core' disciplines. You pick the first, you give me a list of three from which I will select the second, and you roll randomly for the third. Note that you may choose only from the standard 10 (no Covenant Disciplines to start, and no bloodline disciplines, EVER).
Please note that I am using the B&S rules that require you to drink from a teacher for each dot of a non-core discipline you wish to learn. So if Vigor is not a core discipline for you, each time you learn a dot of Vigor you must drink the blood of your teacher, with all the attendant dangers (Vitae Addiction, Blood Bond). This is intended to keep power-gaming down and place the emphasis on your own personal gifts from the Beast. Also, since every level of every Discipline is pretty awesome in B&S, with no 'dead weight' or crappy Discipline levels like in previous incarnations of Vampire, I finally feel comfortable enforcing this.
Clan Banes - You pick one that you do NOT want, then you roll randomly for which Bane afflicts your character.
Basically you can avoid one that would wreck your character (e.g. heavily social character getting smacked with the Lonely Curse), but other than that, it's a Curse. It's supposed to suck, and be something you have comparatively little control over.
Attribute Dot - You have one floating attribute dot you can put anywhere. Merry Christmas.
The Basic Premise
The game will take place in a World of Darkness version of Chicago (so no sticklers for real-life city details, please!) and features a fairly classic/traditional setup, with a powerful Prince firmly entrenched at the top of the pyramid of power. Quiet moves are being made though, and upheaval lurks in the background. Even if no one knows it or can see it coming, change is afoot, and established powers and fledglings alike will find themselves shocked by the events yet to come.
It is intended to be a heavily political game that focuses on the characters and their attempts to establish themselves in the city. As a heavily political game, the story will be largely character-driven and sandbox in nature. Players will be presented with the basic setup and given a very general sense of their place in the city, then turned loose to find their own path. For this reason, any players should be extremely comfortable setting their own goals and taking the initiative to figure out how to pursue them.
For example, don't just tell me, 'I want to be a drug dealing power on the streets', you need to have a specific plan for how you're going to become said drug dealing power on the streets. I'm not going to tell you 'if you do X, Y, and Z you will become a drug dealer', I expect you to determine how you plan to go about it and go execute your plan, making adjustments as needed.
If players want a more linear story where I guide the coterie forward myself via NPCs that choice is there, but realize in advance you will be nothing more than pawns for those who seek to use your characters towards their own ends. The NPCs won't be directing your characters out of the goodness of their hearts, after all. If that's the path the players elect to take that's completely fine, but if you want to ever be anything more than disposable pawns, you will need to take your destiny into your own hands.
In short, either play the game or be played by the game. There are no other options.
Regardless, the overall storyline will play out with or without your involvement. It's up to you how much, if anything, you know about the city around you, and how much you want to put your heads down and focus on your own personal projects/goals.
Please note that city construction will be a joint effort controlled and directed by me, but influenced by the players, since unless you choose otherwise, your PCs will have the opportunity to influence (or already have influenced) at least some aspects of its development via the various merits.
(For example, if your character establishes a nightclub downtown where none actually exists, that's fine with me.)
I will draw heavily upon the V:TR sourcebook Damnation City and the board game Vampire: Prince of the City for inspirational material. I find them to be simple enough to be easy to work with, but detailed, elegant, and diverse enough to allow for a wide range of interesting options.
Notes
A few other details, in no particular order.
1. I do not want players who just want to have lots of dots in their stats, but don't want to role-play the political machinations that vampiric society should have (at least according to canon). I'm interested in role-playing hard choices, political struggles and scheming, not just throwing larger numbers of dice at problems.
2. If players want to have the benefits of Allies, Retainers, Resources, etc., they will need to help shoulder some of the creative responsibility, such as detailing their associates, holdings, sources of influence, etc. I feel like having both players and GM invested in the characters, game, and world will help keep things interesting and active for everyone.
3. It will be an Adult game.
4. I am looking for 2-4 players total, and I want concepts that resonate with me as well as the player. In such a character focused game, I've found that if I don't really want to tell that PC's story, I don't have fun either. So a big part of my selection criteria will be simply, do I really want to tell this PCs story? That's hugely subjective I know, but I just want potential players to realize it's not first come first serve, and something I will really screen for is whether or not there's something interesting/creative/unique/intriguing about the character that 'hooks' me.
5. No PvP. A certain amount of dramatic tension is acceptable as PC's agendas might conflict or be mutually exclusive, but for the most part you're a coterie looking to carve out a place in Kindred society together. You recognize you're all more likely to make it successfully if you work together, at least for now. No overt backstabbing, lone wolf-ing, etc. This extends to physical combat, social combat, pickpocketing, basically anything even remotely antagonistic towards one another. No it's not realistic, but I'm not going to sacrifice player unity, cohesion, and a fun time for all on the altar of realism.
6. Expected post rates from me will vary, but average out to about once every 24-48 hours, depending on work flow. Could be more if they're short and to the point, could be less for scenes that require more narrative exposition. I expect similar post rates from the players, and since this is a coterie based game, I will be more proactive about moving the story forward for the group without letting one person hold up progress.
7. I would run RTJs a little bit different than in the past. This is a coterie game, so to ensure group harmony I will accept RTJs (pending Age statements of course) and players will make their characters together to ensure their characters have sufficient reason to stick together through thick and thin. It could be ties from your mortal days, it could be mutual goals, it could be they just naturally get along, whatever. I would say that unless there's a really good reason for it, I would strongly prefer characters plan to join the same Covenant as well. Although since Covenants aren't quite the 'dividing line in the sand' that sects were in V:TM, I would consider allowing players to join different Covenants. Think of them more as political parties than countries; a Carthian and Invictus may join up to oppose another Invictus, and while it wouldn't be the norm since Covenant loyalty would be a real thing, it wouldn't be unusual either. Even Democrats and Republicans cross party lines to work together on their pet issues sometimes.
I realize this does sort of go against the whole 'vampire as lone predator' thing, but I do not want a bunch of solo games, and I do not want a situation where the coterie gets torn apart because players make wildly incompatible characters. I had a very promising game fall apart because I accepted some very awesome characters who were such polar opposites they simply could not align their interests. So to prevent that I want to establish from the very beginning exactly why/how your coterie formed, and why/how you'll stick together through thick and thin.
That's enough information for an opening post, I think. So, any interest?