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Playing The Game

For a quick reference to game terminology, refer to the Glossary of Terms.


Some tips for creating a character:





Recommended Resources:




White Wolf, the creators of  Vampire: The Masquerade, call it a “World of Darkness”, to be represented through a “Mind’s Eye Theatre”. These names alone can give a significant idea of the type of game this is, but let us delve further.

White Wolf has published dozens of books and several video games since the inception of the game in 1991. There are some novels but most of the books are “source books” to guide those interested in playing this game through the enactment of “Chronicles”. A Chronicle is a storyline covering a single game. This storyline may have many subplots, but there is generally one central plot which guides a Chronicle from start to finish.

The Kindred players in a Chronicle are expected to know their Clan and their Generation, and how those things affect their portrayal of their character and interaction within a story (or Chronicle). These are the two primary things that affect character, abilities and interaction with the other players—Kindred, mortal or other. Players should have some backstory and character profile ready in case requested by the Prince or his delegates.

Backgrounds should include, if Kindred: a bit about your mortal life, how and why you came to be Embraced, your Sire (why he or she chose you, is your relationship a nurturing or resentful one, etc.), your relationship (or lack of) to the other players, your strengths and weaknesses. How old you were when Embraced and how long you have been Kindred will certainly affect how you roleplay a character.

If mortal, background story should include how you came to know of Kindred, how you came to be amongst them, what keeps you within their society and why they would tolerate you amongst them.

If Kindred have abilities not native to their Clan, there must be some plausible means of acquiring those abilities. “Plausible means” should be within the larger rule structure of Vampire: The Masquerade. For example, “Although I’m Brujah I can use Auspex because I just think it’s a cool power to have” is not a plausible means.

“Having associated with Toreadors and Malkavians for decades and count some of them amongst close companions, I eventually picked up the rudiments of Auspex”, is far more plausible. However, you will note that although plausible, this reason gives rise to other questions, such as: As it’s so unusual for Brujah and Torie or Malk to mingle closely, how did you manage to get so close? Isn’t creativity great? Asking these questions which lead to other questions contribute a great deal to the depth of your character in addition to helping you develop your character's story, i.e. his or her raison d'être.

These means can be built into your backstory, but it’s recommended that you make reference to it at least briefly when you use a non-native ability during gameplay, particularly the first time it’s used. It must also be kept in mind that some disciplines require more training and/or are more difficult to learn than others, and only the very basics of some disciplines can be learned outside the Clan. Some disciplines are strictly the realm of the native Clan and are either never taught outside the Clan or cannot be taught. So give careful consideration to both the nature and strength of your character's abilities and how they were learned and developed.

Even your Clan’s native abilities will require some background for their level of knowledge and power. For example, a 13th Generation Brujah who was Embraced only 20 years ago is very unlikely to have yet mastered up to the 4th level of Presence and if they have, there should be some plausible reason for such a leap.

It is strongly recommended that all players, Kindred or mortal, familiarize themselves with at least the Vampire: The Masquerade Core Rulebook, 2nd Revision. It explains how the game is to be played, outlines the rules, gives detailed information on all Clans and Disciplines and offers helpful information on creating characters, profiles and stories.

Further, it is suggested that once you decide on a Clan, to obtain the appropriate Clanbook to learn as much as you can about your chosen Clan—their history, archetypal behaviour and abilities, etc., which would go a long way in fleshing out your character.

It is also helpful to find some of the “By Night” source books for various cities to get ideas and augment your vision of the character you play and how you play it within the concept of “City Chronicles”. Some popular ones are “Chicago By Night”, “New Orleans By Night”, “Montreal By Night” and “New York By Night”. There are many more.

Remember, your character and how you play them within a Chronicle or just social interaction with other players must be plausible for the background you have given that character, and the background itself must make sense within the larger context of Vampire: The Masquerade and its inherent rules and regulations.

This is not a “So you want to be a Vamp, just jump in and start flashing your fangs and wielding superhuman powers” type of game. It is a very organized, well-developed system of roleplaying, devised to provide optimum entertainment, creative stimulation and social interaction. To get the most out of it, be creative but aware of the parameters—the nature of the World of Darkness and its inhabitants as outlined by White Wolf.

Having said all that, “Chicago By Night” at Beauty’s Castle is a very flexible and open concept, so there is a lot of room for creative “rule-bending”. However, “rule-bending” should still be plausible and reasonable within The World of Darkness, and subject to the approval of the Authorities. While we do not use dice rolls or depend strictly on a point system, we do hold to the spirit of the regulations outlined by White Wolf.

If you wish to participate in any Chronicle (storyline) currently being played, read the narratives posted throughout the Chicago By Night rooms by the various players to inform yourself of where each player is in the Chronicle and their relationship to the other players and plots. This will help you integrate your own story. If you have questions regarding any of the narratives, feel free to ask any of the players involved.

Keep in mind that while it is courteous for a player to offer a basic outline of a story in progress, the player is not obligated to explain details of their narrative, depending on whether they feel it will help or hinder their story or character. Don’t feel slighted if a player is not terribly forthcoming about revealing too much about their plot. Speak with several of the players to get as broad a scope as possible of what’s going on. Work with whatever you get and be Creative!

Imagine yourself part of a novel—a live character who lives within an imaginary and fantastical World, interacting with a wide range of fictional characters and elements. Your character is the one experiencing the actual story; you, the person behind the keyboard, are the one experiencing the mental, emotional and social stimulation through that character. That’s entertainment!

Be creative. Be interactive. Dive into the story. Feel the thrill of being in an interactive, improvisational drama. Most of all, Enjoy Yourself!







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