Saturday, January 24, 2015

So, because I feel like it, real quick hack of SWM to do Vampire: the Masquerade (or something like it, based off my...

So, because I feel like it, real quick hack of SWM to do Vampire: the Masquerade (or something like it, based off my secondhand knowledge). This post only notes the divergences from typical SWM.

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Blood & Mirrors

You all play Vampires, immortal predators of the night with supernatural powers and some measure of metaphysical crisis. You answer to nobody but the Prince, and you have minions (both vampiric and mortal) at your beck and call. When you choose an eidolon or simulacra, photographs and other depictions of a city's night life are prime material, as well as gothic architecture and people. The entire game takes place in The City, which can either be named as a specific major city or else left ambiguous.

The Tones
The two tones of the game are Glum and Sanguine.

Glum: Brooding, reflective, morbid, dark, quiet, regretful
Sanguine: Cheerful, exuberant, violent, vicious, bloody, alive, feral, badass

All That Deserves a Name
You should focus on prized possessions, locations in The City, and connections that your Vampire has. You may add to your list of Named during an Intrigue or Mortal phase (see below).

Feats Heroic
Become Feats Vampiric. DUH.

The Three Phases
There are three phases in Blood & Mirrors: the Perilous phase, the Intrigue phase, and the Mortal phase.

The Perilous Phase
Exactly as it is in SWM, so I won't rehash it here.

The Intrigue Phase
This phase corresponds to the Discovery phase, but is focused on figuring out what your Vampire is entangled in, providing avenues for action.

When you, a Vampire, are handed the dice, roll them and narrate your Vampire coming across some information--maybe they're shaking down a contact, listening to one of their spies, or hypnotizing a mortal for information. Then, ask the Overplayer a loaded question about one of your Vampire's entanglements in politics--either one you've already uncovered, or one you're improvising off the cuff. Something like "Why do they owe me?"

(Tip: other players' Named connections, if you have their consent, make great entanglements!)

The Overplayer ends the phase once you have entangled the Vampires sufficiently to have an idea of what happens next, and it's usually a Perilous phase.

The Mortal Phase
This replaces the Rogues' phase, because it's a bit of an inversion. Like the Rogues' phase, players still make demands, but the nature of the demand is different. Demands must ask the Vampire to showcase their humanity in some way.

Suitable demands
"Show us how you play chess with the folks in the city park."
"Show us how you take [the mortal] Brennan on a date."
"Show us how you go to the movies."

You might think that some of these demands seem beneath your Vampire. Perhaps your Vampire is not as above-the-rest as you think they are: don't turn down this challenge!

Mysteries & Morals
Morals are the same as in SWM. On the other hand, Mysteries don't happen because your Vampire was stymied by an unknown or supernatural reason. They happen because your Vampire was stymied by someone's humanity. Maybe it was your Vampire having a moment of human weakness, showing sympathy or humility. Maybe it was someone else showing that humanity. Maybe it was a human being their normal foolish mortal self. Whatever it was, it gets in the way of what you were doing.

Write a question about the Mystery that stymied you, and put it on the table as a thread.

Tricks
Use the standard SWM list. Substitute "Intrigue Phase" for "Discovery Phase". Remove Adroit Prowess and replace it with the following:

Quirk: Write down a strangely human trait your Vampire possesses. A sarcastic sense of humor. A passionate love of 1930s cinema. Before the Overplayer chooses a new phase, you may demand that it is a Mortal Phase and that the Overplayer opens it with a demand that highlights this trait.

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And I think that covers it!

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