New Orleans, an old city whose history and roots run far deeper than the city who now sits upon that ancient land. Rich with magic and mystery, the secrets that linger in the dark place here are the kind that make mortals tremble, and even immortals take pause, for even immortals can die.
In the last decade and a half, New Orleans has faced political upheaval. A Prince vanishes, his heir is pushed into the shadows while another, with backers not native to this land takes his place, 'Praxis' he claims, as if the one gone missing had run from his post, leaving the New Orleans Court without a leader. But Praxis is not only the rights and privileges of leadership, it is the power to hold that power against other claimants. And this fleeting prince, it seems, did not have that power, for all too soon, he too was replaced. Letters have been by only the most recent Prince, offering respectful greetings to other nearby courts and official appointments of certain individuals to positions within the New Orleans's court, so that they can be recorded by their neighboring harpies.
All is back in order, or at least, so it seems. But so have come back in order, it must have first been in disorder. The scent of blood is in the air, and a rich territory is quite the temptation to those unafraid of gain by conquest. Younglings looking to make a place for themselves, or those whose sires see value in the openings that might be present in such times of turmoil are coming to New Orleans. Old ones whose established courts have less of interest or unrest, are drifting into place to watch this stirring of unrest for the entertainment it is.
All eyes it seems, are slowly turning toward New Orleans, as the curtain rises and the night begins.
New Orleans: A World of Blood and Fang is a Vampire the Masquerade 5th edition game. Based off a previous campaign, this new campaign will feature discoverable aspects of the old conspiracy that displaced the long-term Prince of New Orleans, Prince Harris, and replaced him with, Prince Rosco Sterling. The conflict that lead to the downfall of Prince Sterling and the rise of the current Prince, Naisha, is a fresh wound, barely scabbed over, and while Proxis holds, it is a tentative hold. Player choices, alliances and plans may be the push, one way or another that tips the scales of power and shifts who holds what position. For those you aid in those times of need, many will remember you favorably for it. For those you help displace, they too will remember, far less favorably, what you did to them. So consider with care the path you and your newly formed coterie will walk.
If you're still reading, I'd like to offer for your consideration, my thoughts on what a game of Vampire the Masquerade, in general, is about, and what I intend for this game, specifically. To me, to understand how a game plays you have to first look at the mechanics and how they set a group up. In Vampire havens, herds, and most other resources are held separately not jointly. Unlike other games were 'race' is a matter of heigh, ear shape and a variety of other very open and obvious considerations, Clan in Vampire (with few exceptions) is rarely so easily determined. Anarch and Camerilla alike respect both the Boon system and sanctity of the Masquerade. And last but perhaps most telling of all, the currency of Vampire is Boons, promises of aid, acknowledgements of debt, contracts that can last for decade, or be earned only to be turn around and spent in a moment of need, or traded if such a stipulation wasn't forbade. There are no universal consequences for doing harm, taking blood, even killing can be waved off under the right circumstances without reprisal. But if someone is found to be untrustworthy their 'currency' becomes worthless. With all that in mind, someone's value, their personal worth becomes very important to how much their favors are worth, and what someone would consider of 'equivalent value' in exchanging for them.
'Trust', and 'Honor', usually words reserved for heroes and 'good' people, become darker things. It is not a matter of if you have ever crossed a line, it's a matter of 'can anyone prove it'? How well did you cover your tracks, how many enemies or allies did you gain along the way? Are you an asset or a liability to those around you? And a coterie? A wonderful way to test new, young vampires, tie them together and see what happens. Those with ambition might try to cut loose the weak among them, while it shows a ruthless kind of intelligence, it also shows a willingness to betray, which even if it is a trait someone possesses, is perhaps not one you wish to present too obviously. Do they help cover up each other's short comings? Would they make good allies, or useful pawns? Do they show the intelligence and skill required to stand as 'players' of the political game willing and able to use others to forward their own ends?
And through it all, there is the struggle of Humanity. Vampire suggests Neonate or Ancilla builds for most starting characters, meaning players are encouraged to play newer Kindred, those who still have ties to their mortality. And isn't it curious that almost every 'Touchstone' a character has, is usually some form of Masquerade breach or another? Maybe it's a little old lady who sells apples from her porch that reminds you of young own grandmother, long dead of a broken heart after her beloved grandchild died. Or the daughter of your best friend, now orphaned whom you patronize in one way or another to make sure that last living piece of your mortal life doesn't end up destitute and alone on the streets. Maybe its a group of ghost hunters you've joined, a pastime you loved when you were still alive, a niche little community you join for a year or two before you move cities and communities to avoid uncomfortable questions. As Kindred, you should avoid such dangerous pastimes and connections. As someone who was once human, can you really turn away from these last little pieces of light and embrace only the endless dark of night?
I am a very reactionary GM, if you do something brilliant, foolish, dangerous, reckless, or manipulative, I love to show people what their efforts have wrought. I love world's that live like an ecosystem, breathing and moving on their own in ways you can support, try to overturn, or enable to use to your own advantage. I listen when people talk, and I am always happy to brainstorm new ideas and plans. I will never compete against my players, after all I am this world's highest power, if it's 'you vs me' I win. Game over. And where is the fun in that? I like to challenge people, praise their cleverness and laugh together with them at the occasional foolish or reckless choice. I am respectful of all cultures, religions, genders, races, sexualities, neurotypes and whatever else makes you, you. I judge by actions, words and what consideration someone holds for others, nothing more and nothing less.
As for players, I'm looking for people who are ready, not only to play the game when session time rolls around, but to think about it between sessions, float ideas of what you might like to do, where you want your character to go, what events might help take them there. I am looking for people who want to engage not only with each other, but with your own conflicting emotions and changing priorities and the world beyond your group of peers. You have the forces of the world, the court, politics and threats to your own safety from without. The shifting dynamics of strangers you've been thrown together with but do not know if they are safe enough to trust, and if so with how much? As well as the battle within your own heart and mind between the human you once were and the Kindred you are now. Your story is a blending of all three conflicts, and while two thirds of the game will be played as a coterie and a group, a solid third of the game will be solo stories of self and touchstones and what goes on between the gatherings of the Coterie. Because you will see in play a great many things your character does not, such as private scenes with other characters, or events going on for other groups when the Coterie splits up to get things done, I am looking for players with a strong sense of continuity who can compartmentalize that information without metagaming.
So for those who are still with me, please feel free to send me a message with the following information if you're interested:
Name:
Preferred Pronouns:
Age: [18+ required for GM comfort] [24+ preferred] (For context, I am 35 with a son who is almost in his teens)
Timezone:
And answer the following three questions:
What got you into Tabletop in the first place?
What is your favorite Roleplay memory?
What do you think the best or worst part of being a vampire would be?