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Well, that two-layered game idea sure explains things. And since the cat is out of the bag, I guess I can admit that this play style isn't my favourite. It doesn't leave much for me (or other players) to do, except to listen to the narration (comparable to watching a movie: fun, but not the thing I'm looking forward when role-playing). Still, I believe I can adapt and come up with other ways to contribute to the game. I haven't done this kind of "acting" before, but I'm willing to give it a shot. And judging the last time, other players were having good time. So don't change, but help us (me at least) to be part of it.
By the way, what kind of stuff do you write?
And then the game report. As said, this session was run on 23rd October, so I'm trying to remember old things. As I get them wrong, do mention about it. I figured this is the second session, so someone might want to fill in the report from the first go. Also, let me know if you wish your name to be erased and PM me about all the annoying typos I make.
Do You Believe in Guardian Angels?
So there I was, making my first Vampire character. I've played Vampire enough to know that PCs are getting their ass kicked and not even remotely as cool as Rice's vampires in mirror shades. So I decided to create a mediator, a diplomat, a character who can deal with everyone and has accepted his situation in the vampire hierarchy: no greater ambition or pride, as they only get torn. Other players came in one by one; there was five of us players and Declan as GM. We took a little introduction before starting, everybody saying their names and describing their characters.
Max played Fiona,
Fiona played Guinevere (don't get mixed: we've got same named character and player),
Dean played Eric,
I (Sami) played Michael,
Ian played William.
We also determined who would be the actors, who would be our characters, if this was a movie. For me this kind of stuff worked quite well as breaking the ice - after all, this was first time for me with these players. I got the picture that some of the other players aren't that experienced as role-players, but everyone seemed to be chatting and laughing, so I guess everybody is pretty relaxed in the presence of others (important thing in role-playing).
The game was opened with some atmospheric reading, explaining the background. Our characters were captured by a vampire huntress, stuffed in a carriage, and the horses were galloping towards the harbour. Other players started to find out ways to break free, while I was more interested to get in contact with others - my character was folded up in the trunk. Finally most of them got out, except my and Max's characters. They went into the water with the carriage and others landed on the dock. The huntress, who drove the carriage, started then to paint the dock with other characters' blood. The fighting system is pretty fast, but I and Max were still off the spotlight quite some time. I didn't mind, as I just wanted to see what the game style is and Max didn't yell for turn either. It was quite quickly evident that our characters were taking beating from an angel - nice aesthetics, got to admit. And I mean taking beating, as it seemed that we weren't laying a finger on her, while she was chopping us to pieces (was the GM playing according to the rules, I don't know, but I guessed that we were written to lose here). Others kept on fighting all the same and seemed to be pretty excited about the situation. Even Max tossed his character in, although he had to know that there was no way we could win. I was up to a tough choice: Turn my character blue and show solidarity to other characters, or keep out of fight and save hit points. Finally I thought things would get onwards faster (after all, the fighting scene had gone on quite long) if I didn't take an action, and so it was.
After the angel had beaten the Oops out of our characters and was just up to "finish hims", she fled. Our saviour was Andre, probably quite a powerful mage. He also brought in his vampire "family", Angelina, Matthew and Eric (yep, another character with same name). As you could figure, this Andre gave weird bossy talk and invited our characters to meet him in some other place. To my mild surprise, other players started to argue, throw bitter remarks and suspected this Andre-fellow big time. Especially Max's Fiona seemed to have problem with him. I spotted that this was just one station on the tracks, and that nothing would be gained with arguing, so I kept my mouth shut. On the other hand, some of the remarks were pretty amusing - Declan sure knew how to play arrogant & noble Andre.
Finally we accepted the request; naturally it was "an offer you can't refuse". Other characters seemed to be cursed somehow and Andre could solve this problem. And I didn't wish to drop off the adventure, so off we went. There was a maid reserved for us, and other players treated her as you'd think people treat healing potions in D&D. On the other hand, I guess that's the way vampires relate to human-cattle. As the characters drank too much and the woman died, the players were worried if Andre would be pissed about it.
The characters had arrived at the Twilight club, where we pretty much just waited someone to lead us on. I tried to take an initiative finally and made my Michael sat in a table with some other folk, but I didn't have much of a chance to find out what was going on (this was greatly due to my own crappy small talk playing). Dean's Eric tried to act as a big man and go where he wanted, but managed only to get hypnotized by the bouncer. We had a good laugh as Eric danced alone around the club; hopefully Dean's self-esteem wasn't damaged (good example of PCs being losers, though). GM took the lead and brought in Sally, who guided us to sleep. The session ended with Declan's narration from a bird-eye view; have to admit that he is pretty good writer. He also used background music during the game, which worked especially fine in the end scene.
As clock was just about ten, we had to get out of JH Building quite quickly. Declan went on this way, but I had a chance to walk part of the trip with others. Unfortunately I didn't get to debrief the game as much as I had hoped to. Still it seems good that players are friends even outside the game room - it promises good playing in the future.
_________________ Sami Koponen
Last edited by Sam! on Thu Aug 09, 2007 8:53 am, edited 1 time in total.
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