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View Full Version : [Vampire] So, I'm giving this a shot...


JongWK
05-15-2006, 02:42 PM
Some friends convinced me of joining an ongoing VtM LARP. Now, I've only played VtM once before, and it certainly wasn't a 25-people LARP. Each clan has a limit of 5 players, and of all the available spots (Toreador, Nosferatu, Gangrel and Brujah), I chose the latter.

I'm borrowing a bit of Owen Davian from MI3, a bit of Shadowrun's "fixers" and a bit from Harvey Keitel's character from Pulp Fiction. Not exactly the most combat-oriented Brujah, I guess, but still capable of standing on his own.

Do you have any character generation tips?

tetsujin28
05-15-2006, 03:42 PM
No Fishmalks? :D

Sounds like you're the kind of techie rage against the machine-type Brujah. Maybe watch Sneakers, Hackers, and other films that have those types in it?

DariusSolluman
05-15-2006, 03:57 PM
Some friends convinced me of joining an ongoing VtM LARP. Now, I've only played VtM once before, and it certainly wasn't a 25-people LARP. Each clan has a limit of 5 players, and of all the available spots (Toreador, Nosferatu, Gangrel and Brujah), I chose the latter.

I'm borrowing a bit of Owen Davian from MI3, a bit of Shadowrun's "fixers" and a bit from Harvey Keitel's character from Pulp Fiction. Not exactly the most combat-oriented Brujah, I guess, but still capable of standing on his own.

Do you have any character generation tips?

If your game is run like mine...
* Buy up any backgrounds you want at chargen. Most Abilities and Disciplines are either trivial to learn, or require a teacher. Backgrounds, on the other hand, just take for fucking ever to raise.
* This goes double for Generation. MET Generation is VASTLY more powerful than tabletop, cause it defines your trait max, and that decides who wins on ties all else being equal. Generation is concept indepdent too.
* Find out what you like doing at game, and make a character good at it. I like finding stuff out, so I specialize in Contacts, Influence and SchreckNET (when playing a Nos)
* Negative traits are your friends. If you already forsee a negative social sterotype about your character, buy the negative trait for it. Avoid getting too many- I like between one and three -but don't hesitate to get a few.
* Find out how your game plays the Status game. Large, coordinated games (such as OWBN) play it very straight faced; others treat it more fast and loose. Knowing how status and prestation works in your game can make a world of difference. (For instance, if it's taken very seriously and straight faced, having a level or two of Politics can save your ass).

Wade L
05-15-2006, 04:00 PM
I'm borrowing a bit of Owen Davian from MI3, a bit of Shadowrun's "fixers" and a bit from Harvey Keitel's character from Pulp Fiction. Not exactly the most combat-oriented Brujah, I guess, but still capable of standing on his own.

Most of the time in your average Masquerade game, plots won't be "mission" oriented, or adventures. They'll be sitting around, talking and politicing. As such, you don't have to worry about "niche protection" in the same way people will for D&D or Shadowrun, etc. Your character's capabilities usually matter a lot less than being able to answer the question "What does he spend time doing at a social event with his fellow Damned?" in an interesting manner.

It sounds like you might have a good concept for a character to take on adventures...but you likely won't be having many of those at your average Masquerade event. Seeing as he is seldom going to be actually doing the MI/Shadowrun type stuff in play, the sneaking and the techy stuff, just make sure you'll still enjoy him if he's sitting around chatting with his fellow vampires, and potentially getting dragged into the politics and interpersonal drama of the undead. Only you can really answer that.

Of course, some games *are* action-adventure focused, with crazy missions and combats every game...but most of those(not all, but most) suck, to be heavily opinionated.

Yessod
05-15-2006, 04:48 PM
Most of the time in your average Masquerade game, plots won't be "mission" oriented, or adventures. They'll be sitting around, talking and politicing. As such, you don't have to worry about "niche protection" in the same way people will for D&D or Shadowrun, etc. Your character's capabilities usually matter a lot less than being able to answer the question "What does he spend time doing at a social event with his fellow Damned?" in an interesting manner.


This is an incredibly good point. In most Vampire LARPs, the action involves the twinked out several year old characters. A newbie "combat character" is going to get the crap kicked out of them with regular frequency. The best way to manage as one of them is attach yourself to a deadly old character, and be one of their mooks until you've got the points to be deadly. An info-broker type like you potentially described is a bit better for being involved in plots early, since if you're clever with influences, downtime, and information gathering, you can find out useful information for the high-point scary people. Before you can do either, though, you'll have to talk to people and prove to them that they can trust you, particularly if your new OOC as well.

The best way to make a character for a Vampire LARP is to have a personality in mind, and make sure they'll have fun sitting around and talking, maybe playing cards or something, for 4 hours on a Friday night. I can guarantee there'll be a lot of games where you sit around talking with people. Make sure that'll be something you enjoy.

I've seen a lot of people create characters who'll be awesome at action, then go to game, tell people they're awesome at action, get ignored, and sit around not doing anything. The central problem is this: If a character decides to trust someone, and they wind up being Sabbat, or secretly a Werewolf, or just incompetent, that character gets in trouble. Older characters often have rivals just waiting for them to make an error so they can strip them of status, and having someone do something for you and screw it up counts. Thus, older characters tend to be very reluctant to risk their hard-earned reputation and status on a new character. If you haven't talked with them, and hung out with them, and earned their trust, the older characters, towards whom plot naturally gravitates, aren't going to give you plot very often, however much the other player would like to.

JongWK
05-15-2006, 06:48 PM
No Fishmalks? :D

Uh? :confused:


Sounds like you're the kind of techie rage against the machine-type Brujah. Maybe watch Sneakers, Hackers, and other films that have those types in it?

I've seen both of them. Sneakers is far better, except for Angelina Jolie in tight clothes. ;)


Most of the time in your average Masquerade game, plots won't be "mission" oriented, or adventures. They'll be sitting around, talking and politicing. As such, you don't have to worry about "niche protection" in the same way people will for D&D or Shadowrun, etc. Your character's capabilities usually matter a lot less than being able to answer the question "What does he spend time doing at a social event with his fellow Damned?" in an interesting manner.

It sounds like you might have a good concept for a character to take on adventures...but you likely won't be having many of those at your average Masquerade event. Seeing as he is seldom going to be actually doing the MI/Shadowrun type stuff in play, the sneaking and the techy stuff, just make sure you'll still enjoy him if he's sitting around chatting with his fellow vampires, and potentially getting dragged into the politics and interpersonal drama of the undead. Only you can really answer that.


Oh, don't worry about the "adventuring" part. When I mentioned those three characters, it was because all of them are people you go when you need something. Information, gear, favors... you name, I can get it (for a price of course).

I've been working out the prior history details with the GM. The character is from East Asia, a vampire-hostile region. He survived by making himself necessary to the powers that be (first rule of business: you don't need to like someone to deal with him). Guanxi (http://chinese-school.netfirms.com/guanxi.html) and proper etiquette are the norm for him. If someone pisses him off, well, there's always a proper time to get medieval on the idiot.

(Yeah, I know this kinda flies in the face of the Brujah's flaw)

James Holloway
05-15-2006, 07:03 PM
Uh? :confused:

Over the years, a particular type of Malkavian PC got the reputation for being a tiresome pain in the ass -- the absurd Malkavian, the kind of guy whose response to a question might be "fish!" These contemptible scum are called "fishmalks."

A more-or-less global policy if taking these jerkweeds out back and kicking them in the junk over and over seems to have got rid of the worst offenders in the early 2000s, but there are still rare flare-ups, typically among newer players who think no one has ever tried this stunt before.

Players who play their Malkavians as actually mentally ill as opposed to a goddamn clown or a normal person with one odd quirk are to be cherished.

Levi
05-15-2006, 07:12 PM
Players who play their Malkavians as actually mentally ill as opposed to a goddamn clown or a normal person with one odd quirk are to be cherished.

This cannot be said often enough.

Yessod
05-16-2006, 03:46 PM
Players who play their Malkavians as actually mentally ill as opposed to a goddamn clown or a normal person with one odd quirk are to be cherished.

Similarly, when a derangement makes it more difficult to do something they actually want to do, that's good. Suddenly being full-function whenever the situation is stressful is not only cheap, it's bass-ackwards.

Attila-IV
05-16-2006, 05:31 PM
The absurd Malkavian, the kind of guy whose response to a question might be "fish!" These contemptible scum are called "fishmalks."



Oy how they get old fast. Also beware the Teddymalk. This unfortunatly creature is the Malkavian who walks around being "cute" and "child-like". But not in the genuinly creepy cerial killer man-child way, but in a "babytalking catholic schoolgirl with a teddy bear who acts like a spoiled brat and attention hog tra lala lala" kind of way. Like the fishmalk, they get tiresome quickly. It's not cute or sexy. It's annoying.

angelicmadrigal
05-16-2006, 05:50 PM
Some friends convinced me of joining an ongoing VtM LARP.


It's your funeral. ::chuckles::

DariusSolluman
05-16-2006, 07:24 PM
Oh, don't worry about the "adventuring" part. When I mentioned those three characters, it was because all of them are people you go when you need something. Information, gear, favors... you name, I can get it (for a price of course).

I've been working out the prior history details with the GM. The character is from East Asia, a vampire-hostile region. He survived by making himself necessary to the powers that be (first rule of business: you don't need to like someone to deal with him). Guanxi (http://chinese-school.netfirms.com/guanxi.html) and proper etiquette are the norm for him. If someone pisses him off, well, there's always a proper time to get medieval on the idiot.

(Yeah, I know this kinda flies in the face of the Brujah's flaw)

*waves a flag*

What does he do when he's not doing favors for other people but hanging around them?

Play a game? Cards? Gamble? Organize hunting parties? Organize normal parties? Insult people's dress? Names? Etc.

JongWK
05-16-2006, 07:45 PM
It's your funeral. ::chuckles::

You're not the only who has said that. :p

JongWK
05-16-2006, 07:52 PM
*waves a flag*

What does he do when he's not doing favors for other people but hanging around them?

Play a game? Cards? Gamble? Organize hunting parties? Organize normal parties? Insult people's dress? Names? Etc.

Socializing and having fun, gambling, maybe discussing family, sports or biz while sipping some tea (hmm... you need to buy that, right?).

Also: Karaoke. *shudders* :D

angelicmadrigal
05-16-2006, 08:47 PM
You're not the only who has said that. :p
::laughs:: I doubted I was. Of course overall my LARP experience has been less than positive. Hope yours is a lot better.

JongWK
05-17-2006, 01:06 PM
Any tips for the first session, by the way?

DariusSolluman
05-17-2006, 01:19 PM
Any tips for the first session, by the way?

* Speak to the STs about What To Do during the first game.
* Meet your Primogen.
* Meet the Prince, get Hospitality via your Primogen.
* Bring something to do that can involve other people. People socialize / politic over food and entertainment - and socializing over food is troublesome in a vampire larp ;)

Levi
05-17-2006, 01:38 PM
Any tips for the first session, by the way?

Bring a deck of cards.

Be polite, and relatively patient.

If there's a lot going on, see how you can join in, often by asking someone in your clan how you can help out.

If not, look around for a bored-looking semi-bigwig, and ask if they play poker. Play some poker, ask polite questions about "this city". Gamble, say, a third of your "monthly game money" on each hand, and deliberately lose it all - both in character and out. Let them know that ends you, unless they'd care to do you the small favor of keeping you in the game.

This is going to sound dumb, but owing a small favor to someone big is a net advantage.

angelicmadrigal
05-17-2006, 02:22 PM
Any tips for the first session, by the way?
Run while you still can!

Levi
05-17-2006, 02:43 PM
Oh, right, forgot one...

Before you go, get down on you knees and ask God to make it a good game.

Vampire LARPs tend be quite good or very, very bad. That's not a range, usually - it's an either/or.

Samhaine
05-17-2006, 03:06 PM
If at all possible, meet with a friend that plays and work yourself into his or her backstory in some capacity or other. Even if you can't get an instant alliance, it's helpful to be recognized in character to other PCs; "oh, that's Bob, I don't know him very well, but I've seen him around and haven't heard of any major screwups."

Put on a veneer of power if you think you can bluff well enough. Give way to the movers and shakers as if you're doing something politely because you're new to the city, not because you're afraid of them. Always act like you know something that nobody else knows. Whenever you share information, act like you're dropping something that was easy as hell for you to come by, as if there's plenty more where that came from. In vampire LARPs, it's always hard to tell whether someone new is actually a starting level character or whether the STs are pulling something and slipping in a plot ringer. If people think you're the latter, they'll strive to include you and get on your good side in case you turn out to be more powerful or more connected than you actually are.

xReubenx
05-17-2006, 06:14 PM
I'd actually managed to forget about those malk clichés. Thanks. Thanks a lot.

Git.

NERO Aeon
05-17-2006, 06:38 PM
I ahve found that the largest flaw with any LARP, but expecially MET larp cenarios that I have played in are the cliques that occur. If you are participating with other friends of your from outside of the game then this becomes easier. Your working together with your Storyteller regarding your backstory, which will also help.

When your new to a game and you have no niche, it can be very daunting. The true heart of the game doesn't show itself until your actually involved.

JongWK
05-20-2006, 09:15 PM
The game will be this Sunday night. I can post a summary of how it turned out, if anyone's interested.

Eggwhite
05-21-2006, 03:15 AM
I ahve found that the largest flaw with any LARP, but expecially MET larp cenarios that I have played in are the cliques that occur. If you are participating with other friends of your from outside of the game then this becomes easier. Your working together with your Storyteller regarding your backstory, which will also help.

When your new to a game and you have no niche, it can be very daunting. The true heart of the game doesn't show itself until your actually involved.

As a bit of an aside, in the games I have run (or am running) we try to help deal with this problem by giving XP rewards to people who help the new guy get involved.

In most games we put it under the aegis of the "good roleplaying bonus XP", because in a live game with large numbers of other players, good roleplaying is more than just showboating or playing every detail of your character. It also includes making sure those around you are able to have a good game, sometimes at the cost of making a slightly foolish decision, or accepting a newcomer who in character you probably ought to be far too paranoid to even consider talking to.

Now we've just started awarding "inclusion" XP, which we give for playing the game in a way that draws others in rather than excluding them. Generally we give this for including newcomers, but drawing in existing players into your own personal story is often going to be rewarded too... As is helping somebody who's clearly managed to get detatched from all that's going on get back on track.

I'd be quite keen to see this kind of thing done at more games, as I think it does go quite a long way towards helping new folks, or people who have managed to end up less involved, get involved from the outset.

JongWK
08-27-2006, 12:46 AM
Well, colour me disappointed so far. The GM has been reluctant to "spread" the action beyond a core group of old-timers.

I hope this Sunday's game is remarkably better, or I'm probably out of this one.

Quendalon
09-15-2006, 04:43 PM
Well, colour me disappointed so far. The GM has been reluctant to "spread" the action beyond a core group of old-timers.

I hope this Sunday's game is remarkably better, or I'm probably out of this one.
How'd it go?

gryftir
09-15-2006, 08:02 PM
Also be weary of the antisocial serial killer Malk, who exists either to kill other players, or to kill random NPCs in hour long sessions with the ST. Yes, Malk, the Clan that's a minute to play, a lifetime to master.

JongWK
09-15-2006, 11:38 PM
How'd it go?

It was entertaining, but I'm still not sold on the game (never been a fan of VtM, maybe that explains why). Above all, I think the GM is too passive.