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Martial Controller
03-22-2005, 11:19 PM
This is the first time i've really tried to do something like this, but it's probably also the one long-term game I've felt the most proud of. I'm cross-posting this from the forums at www.worldofdarkness.com, so if you're at both fourms, it might look familiar...

Thus far, I've run three sessions of this chronicle and, in my opinion at least, they've been a hell of a success. I've got the urge to share it, so here goes...

A Long Strange Trip

CAST

Alfredo Merric spent the last few years of the 1960s as a student radical at the University of Wisconsin. He joined SDS and specialized in recruitment, mobilizing the passive anti-war youth into joining the activist group. His ardor for the cause was dulled somewhat after the Kent State massacre, and when the SDS was taken over by the Weathermen, who took credit for a bomb planted in a UWM classroom hall, Al tried to sever all his ties. He remained a fairly staunch opponent of the war, but he saw that the radical left was headed in a very dangerous direction by 1970.

Ike Karsten, a friend of Al's since childhood, has just returned from a tour in Vietnam. Ike didn't go to college after high school, unlike Al, so when his draft card came up, he had no chance at avoiding it. Secretly, though, ike was happy to go, since he didn't have many prospects or connections left in Appleton. He was lucky enough to be only a truck driver, and was spared the worst of the violence, but he saw quite a few young men affected by it by the time he returned. When he came back, Ike was struck by the negative reception he recieved from his peers; he found himself with even fewer friends and less direction than he had when he left for the war.

Susan Karsten is Ike's younger sister and Al's on-again, off-again girlfriend. The two of them had a fling during the last Summer break while Ike was away, but haven't talked much since school started back up. Susan only recently got out of high school and, like her brother, had no plans to go to college. Instead, she moved to a commune in Friendship, Wisconsin soon before Ike returned. She's searching for direction as well, and has started to tire of the commune lifestyle.

The fourth member of this group enters the story a bit later, so we'll hold off on him for a moment...

BACKGROUND

In the early months of 1971, Alfredo gets a disturbing revelation. A letter from Ike (who only recently came back stateside to find out what happened between Al and Susan) revealed that Susan has been living at the Friendship Commune for several months. Due to his contacts within what remains of the SDS, Al knows that Friendship is being heavily converted into a Weathermen front, and Susan is very likely in danger. Al leaves Madison at once, goes to Friendship and finds Susan. Trying to avoid panicking her or alerting his former friends in the radical group, Al suggests a surprise trip to New Orleans for Mardi Gras. The two head immediately back to Appleton to pack and get ready. Once there, Ike gets wind of the trip and invites himself along. Everyone thinks he's doing this to keep an eye on his sister and best friend, but it's just as much because he's desperate for any excuse to get away. They pile into the car and head off for New Orleans. The timing of the trip is slightly ahead, though, because Al was so insistent on getting out of there so quickly.

Along the way, the three travellers book a room at the Moonlight Motel near Knoxville. Late at night, Susan steps out to get the bag she left in the car. As she walks past one of the exterior-facing motel rooms, she notices the door of one stands open, with a horrible smell emanating from within. Peeking inside, she sees streetlight glinting off four corpses piled on a bed, soaked through with blood. She screams, and the two men run out to see what's wrong.

Once they find Susan, Ike stays with her while Al goes to the front desk. He finds the desk phone disconnected, and turns to see the desk clerk staring him down, looking intent upon murder. The clerk bears down on Al, but gets shot in the back by Ike, who just made it back with the revolver he had stashed in the car "just in case." The clerk throws Al through the motel's front window, walks menacingly over to Ike, takes the gun and snaps the cylinder off before dragging Susan into the laundry room. Ike is paralyzed with terror and only has time to see Al, broken outside the window, swept up in a blur before he himself is taken into the laundry.

The three awaken in a closed-off, lightproof motel room, feeling a little bit colder than before and ravenously hungry. It's the middle of the night, and venturing outside, a deer or two turn up in the woods surrounding the place. You can imagine what happens next. Over the next couple nights, the three of them piece together a little bit about what's happened to them. They drink blood, stay out of the sun...and that's about all they really know.

Given that none of the group want to go home and have to break the news to their family and friends, they decide to continue on to New Orleans, hopefully to let off a little steam before deciding what to do next. But the party doesn't last long before it gets ugly. A gang of (presumably) local vampires (in full Mardi Gras masks and costume) accosts the group. They manage to escape and hole up in the cellar of an abandoned house outside of Houma.

The next night, a visitor appears at the cabin not long after sunset. The man calls himself Mr. Horne, and claims to have heard about the mess at Mardi Gras. He figures these three are somewhat new to the game, and being a charitable sort, imparts a bit of travelling wisdom on them. A brief vampire Q & A follows. He says nothing about the clans or covenants, because they didn't ask. They learn the less-basic basics: fire is bad, as are wooden stakes, garlic is okay, and the big one: vampiric blood is something like a super-drug when given to mortals. Horne recommends having someone like that around to look after things during the day. Their loyalty can be bought with the blood, so says him.

After introducing these foundlings to their new situation, Horne has less helpful information. He claims to recognize a specific taint on their souls, a taint he's only found before on a very specific group of vampires, and usually only those vampires intent on mayhem and murder. He can see that this doesn't apply to these three, but warns that most other vampires won't be as kind in their assessment next time. He advises them to stay out of cities, as the more established vampires will try to root out what they see as a dangerous evil should the group show up.

One avenue Horne mentions is that there may be a way to remove this demon from their souls, but he doesn't know how. If they were able to track the ones who did this down, they might find out how to get rid of it, which would afford them a normal unlife, even if a normal life is impossible. Horne says that the last time he heard of this particular group reaering its head was last year in Lawrence, Kansas, so that might be a place to start looking.

It's about here that the first, no-rules, no-storyteller plot session begins. I'll expound upon that in my next post.

Martial Controller
04-13-2005, 01:42 AM
First Session
A bit of warning: you might want to read my post, “1st session: No rules/No plot,” since that was based on how I ran this particular game night. I’d like to keep this to just talking about the chronicle itself as much as possible.

Also, most of what I’ve already posted was actually established in this session. We all started with a bare-bones view of our PCs and the group background, and fleshed it out in a sort of flashback scene at the start of this session, which was run as a big, consensual storytelling mash. So, if this looks like a sparse session, remember that we spent a good portion of our time on the stuff you already read.

The Truck Stop
The trio of newly-dead vampires is traveling north, having gotten the Hell out of Louisiana and well into Kansas. They’re ruminating/discussing two bits of advice given to them by Horne. First, he directed them toward Lawrence, where a murder took place a year ago that fits the MO of the sort of people who put this curse on them. Hopefully, they can glean some insight by visiting the house it happened in or by risking a chat with the local Kindred. Horne also recommended that they could feed vampire blood to a normal person, which would give them some of the strengths of vampirism and engender a good deal of loyalty. This sounds like a good idea, so much of the conversation at first centers on the topic.

They arrive, low on gas, to a roadside truck stop. Figuring that this is their last, best chance before Lawrence to find a wayward person to take in, they head into the restaurant and quietly continue the conversation over three cups of coffee, fated to remain full and slowly cool on the tabletop. They’re a little unsure whether they should be looking out for someone fairly beefy who could be relied upon to fend off anyone looking to mess with their bodies during the day, or if they want someone who’d be a little more help running errands of the sort that can only happen in daylight. Here, one of my players steps in to personify their choices. He describes the only two other patrons in the restaurant, and the three vampires decide to socialize a bit with each one to help assist the decision-making process.

Ike goes over to talk to a young guy named Tom Hoffman. Tom looks to be in his late teens/early twenties, fairly geeky, and is alone, nursing a bowl of soup. He catches Ike’s eye because he’s carrying an Army issue duffel, packed full of clothes. Ike thinks this guy might be a fellow veteran, so he seats himself at the table. Ike asks the guy’s name and whether he was over there fighting. Tom explains that the bag originally belonged to his older brother, who recently died in the war. He’s just using it while he hitches a ride to Lawrence to attend a conference for high school students planning to go into journalism. He’s pretty broken up about the loss of his brother, and not so sure he wants to go back home afterward. He and Ike have a good, very somber talk about the war: the young veteran and the surviving brother, a kind of inversion, as Ike got out of the war without seeing too much violence, while the kid who stayed home was hurt much more personally by it.

Meanwhile, Al heads over to the table of Jarvis Bell (the aforementioned fourth player character), asking which of the trucks outside are his. “None,” Jarvis replies, “truck got stolen a couple days ago.” Jarvis thumbs through his list of phone numbers and the pile of dimes in front of him. “I’m callin’ around to see if anyone back home can come help me out.”

“Where’s home?”

“LA.”

Al and Jarvis make some more small talk. Al says that he and his friends are actually on a trip to California, and they might have space in the car. They’ve got a lot of stops before then, so it won’t be a straight line, but they’ll definitely end up there. Besides that, they could use another person to share driving duties. Al says he’ll go back and ask his friends what they think.

Back at the table, the group comes to a consensus. Ike is reluctant to take the kid on, what with his college plans and family and all, and at least they’d be kinda-sorta helping Jarvis out by taking him along. The decision is made, and Al heads back over to Jarvis’ table. “Yeah, they’re all OK with it, but we’re too tired right now, so we’re gonna leave tomorrow night, say 8:00.” Jarvis thanks him and makes one last phone call to his wife, telling her he’ll be home soon, that he found some help.

Al goes out to get the stuff out of the car. Once the rooms are reserved, Al heads to the men’s room and fills his pocket flask up with blood. Before everyone turns in at their room, Al toasts the trip, and offers Jarvis a drink. The big guy takes down the entire flask without really registering what’s in it. With an odd expression on his face, he asks, “what kind of whiskey was that?”

“It’s not…uh, Knotwood whiskey,” Al stammers.

“Good stuff.” The next night, the group heads out toward Lawrence.

Once in town, Al figures they can get a place to stay, possibly some cash and information on this murder from the local peace movement. He calls around and locates Pete, a hippie who lives in a largish communal house. During the grand tour of the place, Pete seems really excited about the young journalists’ convention in town, they it affords them a chance to get their message out and how it’d really be great if Al could help out with that. They’ve got room for people to stay, on the top floor, but they’ve already got a lot of guests in the house. Everyone in the group gets a pretty warm reception except for Ike, who confides in Al, “I don’t think this Pete guy likes me.”

After they get their first look around the house, the group goes their separate ways. Ike and Jarvis are both equally put off by the people living in Pete’s house. Ike’s edgy because he’s had bad experiences with some anti-war activists, and Jarvis is getting irritated by some of the hippies’ fumbling attempts to demonstrate their sympathy for the plight of his people (or something like that). They walk around the downtown area for awhile, but quickly decide to head to a liquor store and split a bottle of whiskey (looking for Knotwood, of course…Jarvis’ new favorite brand). Ike manages to pour out a bit of the bottle (dark brown glass, of course) and replace it with a cool, refreshing pint of genuine vampire blood.

Al does some quick running around town and finds out where this young journalists’ convention is being held. He did say he’d help stir some shit up, after all. He locates a nearby hotel where one of the participating high schools is sponsoring a “social” (the idea being that they want to keep an eye on the kids, and they somehow think that cookies and punch will keep them reined in). Al walks in fairly unobtrusively, carrying a small stack of anti-war fliers and starts making small talk with one or two students. When one of the chaperones comes by to ask who he is, Al is perfectly upfront: he’s here to spread the word about the war, to tell these kids how they can avoid being sent over to die for Uncle Sam. The chaperone, backed by a few students, tries to escort Al out while another chaperone tries to resolve the situation peacefully. Al keeps escalating the situation with judicious use of Majesty, with kids on both sides yelling at each other, and even the chaperones getting into it, Al tries to jump up on a chair but gets punched in the face by the first chaperone. Feeling the sudden urge to grab the guy and tear his throat out, Al manages to take control and exit the situation, sending a cloud of fliers streaming behind him.

This leaves Susan, back at the house. Ever since they showed up, Pete has been eyeing her, and she…well, she could use a drink. But as her extended tour of the house is leading down toward the basement, Susan can’t help but notice two guys in aprons quickly covering a workbench up with painter’s tarps. She asks what they’re doing; they say it’s nothing, and she’s too concerned with the matter at hand to delve too deeply into the questioning. Pete takes her into a large, darkly carpeted room with a few sofas. It’s around this time that I fade out…

…and back in, as Jarvis and Ike get back, having gone through no small portion of the Knotwood. Looking around, Ike asks where Susan went off to. It seems that no one really wants to answer that question, so the pair start looking around. Getting to the basement, again the two guys are covering up that workbench with tarps. Ike barely notices, but asks where his sister is. The two guys look confused; don’t answer, but Jarvis gets the idea and heads over to a nearby closed door, opening it to find Susan and Pete getting acquainted. Ike follows him in. Harsh words ensue, between Ike and Pete, Ike and Susan and vice versa. Susan certainly can’t tell Ike that she was only going after Pete’s blood, and Pete’s on a high horse about free love and smashing monogamy. It doesn’t take long before Pete says, “It’s better than just grabbing some Vietnamese girl and taking what you want, soldier-boy.”

BAM. Pete barely has the sentence out before Ike floors him with a punch that breaks his nose. Susan screams at him, and Ike turns to retort, nearing frenzy with his eyes flaring and fangs bared. Jarvis, seeing this, drops the bottle of Knotwood, which breaks and trails a long puddle of blood and whiskey toward the basement drain. Putting a little bit of a little bit together, he thinks he’s going to vomit, so he grabs a rag out of the work area to cover his mouth.

And he inhales a deep lungful of nitroglycerin vapors. Falls to his knees over the drainpipe, watching the blood drain away, realizing that, even now, he wants to drink it all. Pete, scared out of his mind and not at all used to violence, runs upstairs. Jarvis, woozy from the shock and the fumes, follows not long after, looking for just about any bed to drop into. Ike and Susan stay in the room for awhile, trying to talk things out. Ike went along on this trip thinking that Al would be the biggest source of concern for his sister. Susan’s trying to put into words that she really hasn’t felt anything there since that night at the motel. Even here, she was only after the blood.

Not long after this, Al returns to the house. Seeing him enter the room, Ike looks up. “Al, I know Pete doesn’t like me.” He explains what happened, that there was a fight, that these guys are cooking explosives right outside the door and that Jarvis saw what he probably shouldn’t have. Al nods silently, asks where Jarvis is and heads up to talk to Pete.

Pete’s lying on his back in bed, covering his bruised and broken face. He stares directly at Al, past the icepack he’s holding over his nose, and doesn’t say a word. Al responds in kind for a few seconds, giving a cold, hard stare before beginning. “I talked to some of those kids. Handed out the fliers you asked for. We’re all gonna be taking that room in the basement with the couches. You probably shouldn’t come in there tomorrow.”

He goes to leave, but at the last moment, looks back over his shoulder, gaining menace in his voice and says, “oh, and you can give that cash to Jarvis tomorrow, if he’s up and about.”

Speaking of Jarvis, Al finds him in one of the side bedrooms. Waking him up, he asks if they can all get together in the basement and talk. On the way down, Al stops in the main basement area, carefully lifts the tins of nitro and pours them into the drainpipe. Jarvis sits down with the three vampires, and they begin their story…

Imperator
04-13-2005, 09:30 AM
First Session
(snip)
Jarvis sits down with the three vampires, and they begin their story…

Teh roxxorz :)

Now I'm going to write the actual play of my current Vampire chronicle.

Zoey
04-14-2005, 02:49 PM
I'm allowed to read this thread, right? Or are you going to be mentioning parts of the plot we don't know about yet?

*Z*

Martial Controller
04-14-2005, 03:38 PM
I'm allowed to read this thread, right? Or are you going to be mentioning parts of the plot we don't know about yet?
I've managed to avoid it so far, so yeah. You could also point out any places I'm wrong.

It's not easy to avoid going off on what's going to happen, though.