Posts Tagged ‘Vampire’

Grand Masquerade

I’ll be attending White Wolf’s Grand Masquerade in New Orleans this week. I’m planning to devote a lot of my time to talking to players, so, please, come and find me. I’ll be the guy with bright red hair talking about vampires as horrible lizard-brain boyfriends.

When I get back, I’ll be releasing the third part of “The Apprentice’s Tale” for Cavaliers of Mars.

The Danse Macabre nominated for an Ennie award

Ennie Award Nominee

Ennie Award Nominee

The Danse Macabre has been nominated for an Ennie award, and also received two honorable mentions. Congratulations to co-developer Chuck Wendig and the writing team of Benjamin Baugh, David Brookshaw, Christopher Cowger, Bethany Culp, Matthew McFarland, and Greg Stolze. Congratulations also to cover artist Michael Komarck and art director Craig S Grant.

Thanks to everyone who made this book such a success. I couldn’t be prouder.

Interview with White Wolf Roundtable

I sat down with Eddy for another White Wolf Roundtable. We talked about developing v20, the process of getting feedback from fans, and some of the fun of revisiting Masquerade bloodlines.

Live White Wolf Roundtable

I’ll be doing a live conference/interview about Vampire: The Masquerade 20th Anniversary, starting in just a few minutes. From Eddy:

For the past month or so, I’ve been talking with the team about V20 and the process of working on it through my podcast.

Now it’s your turn.

On Sunday, June 5th, at 3pm EST until 4pm (or longer, if we’re having a good time), we’re going to host a call-in show on Talkshoe.com. This means that you can call in to talk to me, Rich, Russell, and Shane and ask questions or just talk about Vampire. There may be drinking, there may be profanity, there may even be answers to your questions, but there will definitely be a lot of love (and some tears) about Vampire.

This is the first time we’ve tried something like this, so there are bound to be some bumps. If you’re interested, I highly suggest you go to Talkshoe.com, make an account, and test the site out for yourself to help ease things as we’re trying this new idea out. If you’ve never even looked at Talkshoe, here are the highlights:

No matter what, once its done I’ll download the recording, edit it a little bit, and make it available for everyone to hear when they have time.

So let’s do this. It’ll be awesome.

 

The Tremere

Vampire: The Requiem

A game of modern gothic storytelling. A game about you.

Long ago, a group of vampires sought a bargain with a Strix. They asked for the power to call down dreams and reshape the world to match their nightmares.

The Strix bade them: “Gorge yourselves upon the blood of peasants.”

The vampires did so, but they did not gain the power they had asked for. They returned to the Strix.

The Strix bade them: “Gorge yourselves on the blood of lords.”

The vampires set upon the lords and kings of every land, but they did not gain the power they had asked for. They returned in a rage to the Strix.

The Strix bade them: “Gorge yourself on the blood of wizards.”

The vampires flew across the land, scooping witches from their hovels and towers, and dragging them before the Strix and then devouring them. But the mages’ blood burned inside them, and destroyed them like sun from within. The mages, meanwhile, rose from the dead.

“Look around you, my children,” said the Strix, “for I have cleared a kingdom for you to rule.”

And with the Strix in their ears and thoughts and blood, the wizards raised the dead kings to rule and the dead peasants to serve. And they ruled the land, and named it Mu, and the eldest of them they named Tremere.

Tonight, the Tremere remain. They have the greed of mages and the hunger of vampires. They must feed only rarely, but in the most gruesome fashion. Their victims live, yes, but with neither heart nor soul, and little more than automatons. Even larvae have a better half-life.

 

This is a bit from my Requiem games and notes. I tossed it out on the White Wolf forums recently, and I thought it’d be fun to post it here, as well. First of several Vampire treats I have for the near future.

v20 Interview with White Wolf Roundtable

Vampire: The Masquerade

Vampire the Masquerade 20th Anniversary Edition

One of the reasons I’ve been quiet the last couple of weeks is my work on Vampire: The Masquerade 20th Anniversary Edition. As part of that, I did a v20 interview with Eddy Webb.

Keeping Warm

We’re still young,

but we are getting older.

Our hearts are still warm,

but they are getting colder.

–The Sounds, “The Best of Me”

Vampire: The Requiem

A game of modern gothic storytelling. A game about you.

You work long enough with the vampires, people ask you what they’re about. And, you know, the dead, they’re about as many different things as any other group of people. And they’re people, don’t get that wrong. They couldn’t be so bad if they weren’t human.

But what’s Vampire: The Requiem about? Easier answer, there. One I’ve devoted a lot of time to answering. Thought it might be nice (is anything “nice” about the Kindred?) to get some blood pumping and spill it out there for you all to see. This, from the outline to The Danse Macabre, is what Vampire is all about.1 What I give our writers to write our books. What our books give you to tell your stories.

Lemme know what you think.

***

Vampire is built on contrast, taking place in a World of Darkness with blinding whites and pitch black. Characters try to stay in the cool, comfortable grays, but they can’t hide all the time. And, hey, they look good in black. 

Requiem + Masquerade

What are you going to do to make it through tonight? What about tomorrow night?

And after the deeds are done and your belly’s full, how are you going to live with yourself? What are you going to do with your damnation that makes it work all the sins along the way? That’s the Requiem.

Only half the question, though. Mortals are dinner but they’re also what you’ve got for dates. No matter how callous you become, you’ll need to move among them. How will you keep your connection to Humanity, even as a sham? That’s the Masquerade.

The song and the dance don’t always play well. Devote yourself to redeeming human sinners and you may discover they’re the only creatures you understand. Spend your nights in a vault perfecting your monstrosity and you may find yourself trapped, unable to flee through the masses when the hunters bash down the gates.

Old + New

Established 1856. That’s what the firm’s sign says. The owner was established 1856, too, even though his sharp-cut suit was made tomorrow. He’s one of your guys. One of the sharks you swim with.

The Kindred are the real predators of the modern age. They’re hip to our tricks but they’ve got a hundred years of history behind them. You’re one of them. So, congratulations: you are the child-stealer, the plague-bearer and the faceless corporate titan sucking the life out of your own home town.

Piety + Blasphemy

How did you get to be what you are? Were you a good girl, dragged kicking and screaming from heaven? Or a bad boy, brought back from the grave ’cause hell didn’t deserve you? Little of both, probably.

Somebody cheated death to bring you back, and now you’ve got to make up the debt. You can devote yourself to faith and good works. Play philanthropist. Play superhero. Or you can accept that you’re damned and get the party started, already. Piss on the cross. Get some head.

Little of both, probably.

 

 

  1. I’ve previously quoted other parts and versions of this document. It’s been the centerpiece of my vision statement for Requiem since sometime in 2007.

The Danse Macabre interview with Atomic Array

The Danse Macabre

The Danse Macabre

I had a chat about The Danse Macabre with the Atomic Array crew. After tearing up sales at the White Wolf Store and DriveThruRPG, the book hits most outlets this week, so it’s a great chance to hear us talk about this massive compendium.

If you’d like a peek at the book itself, check back on my unboxing video. (I bounce.)

 

The Danse Macabre Unboxing

Got our advance copies of The Danse Macabre today. This book’s been a long time coming, and I was pretty much bouncing off the walls at having it in print at last. Thought it would be fun to tape the team and me opening the box and getting our first look.

The Danse Macabre Unboxing

I’ll probably do a post or two about the making of the book, but I wanted to share this now. Sheer joy.

Annie, Would I Lie to You?

Edition War

Edition War

Yesterday, Mike Mearls made a plea for Dungeons & Dragons players to make peace in our edition wars:

Whether you play the original game published in 1974, AD&D in any of its forms, 3rd Edition and its descendents, or 4th Edition, at the end of the day you’re playing D&D. D&D is what we make of it, and by “we” I mean the DMs, the players, the readers, the bloggers—everyone who has picked up a d20 and ventured into a dungeon…

When we look to the past, we learn that there are far more things that tie us together than tear us apart.

Needless to say, I agree. As far apart as any two things called “Dungeons & Dragons” might be, we, the players, are a single community. We share a soul. A network, as Ryan Dancey might say, with balls-to-the-wall externalities.

There are, however, those who doubt Mike’s sincerity. He’s just making nice for the Pathfinder players, they say, in order to lure them insidiously into his brand-new gingerbread house D&D products. The ones that look like candy, but are soaked in cyanide. And WoWcraft.

That last paragraph was my initial response to the skepticism. “You must be crazy to doubt this guy,” I was thinking. But, you know, you don’t have to be crazy at all. It’s one of those things that looks different when you’re working in the industry.

‘Cause, here’s the thing: you don’t get to have the proud but exceedingly unromantic title “Dungeons & Dragons R&D Group Manager” without being a huge fucking fan of Dungeons & Dragons. How do I know? Because I’ve been there. I am here. When you are asked to take charge of designing new stuff for a beloved-yet-still-valuable intellectual property, it is not because you were the person who thought all eight previous versions sucked, and you can do better.

Those people, by and large? They take other career paths.

When you’re put in charge, you’re the last fan standing. You’re the one who loves the game enough to keep working on it when the entire market is alternately shrinking and filling with pus. You’re the one willing to put up with the corporate bullshit. And don’t kid yourself: once you’re in charge, there is corporate bullshit, no matter how wise or well-run the organization. By the time you get to be in charge of ruining the franchise for a whole new generation of fans, you’ve been through a lot, and still love the game so fucking much that you’re willing to step into the line of fire.

From now on, everything that goes wrong will be laid at your feet. At best, your mistakes will get chalked up to the interference of “suits.” At worst, your successes will become dividing lines in new conflicts between the fans. You will go to bed every night knowing that the future, if not the fate, of the world you love more than anything rests on your shoulders.

In those late, hard hours, when you’re trying to wring every drop of cool out of the twisted rag your employer’s property has become, do you hate the rag? Do you hate those who came before you, with their brown books and their red boxes?

No. You love them even more. You look at your predecessors, and do you see men? No. You see giants. Not the kind that eat people. The kind that are Ultraman. You love the work that came before yours all the more because now, just a little, you see what those greats were up against. You know what it’s like to face a fraction of what they faced.

And so you love them with the fury of a thousand suns. When the fans of your work pile up on the message boards and talk about how great your stuff is and how much the old stuff sucked, you want to jump in and start smiting. Just as much as you want to defend your own work against those who call it a debasement, a soulless corporate abomination that has seized a once-great name.

You see the big picture. Because you can no longer see anything else.

Yes, I’m projecting. But I think I’m right.

You go, mearls.