Campaign of the Month: October 2017
Blood and Bourbon
Player FAQ & Metagame Policies
“Don’t you just love those long rainy afternoons in New Orleans when an hour isn’t just an hour—but a little piece of eternity dropped into your hands—and who knows what to do with it?”
Two Preliminary Notes
First, one of the game’s long-time players put together his own aptly-named Players’ New Player’s Guide. It’s worth a read for anyone who wants a fellow player’s opinion on what the game is like.
B&B’s wiki is huge! What stuff should I read first, and in what order?
You’re right, the wiki is huge! The layout can be confusing to new players. I recommend reading the pages off the Main Page in the following order:
1. Theme and Mood. This will tell you about, as the name implies, the game’s themes and moods.
2. History. This will tell you about how things came to be the way they are and provides the context for the city’s present conflicts. Vampires are immortal creatures and New Orleans is an old city: history informs the actions of many characters.
3. Political Primer gives you a rundown of the setting’s political factions and their present-night conflicts with one another, as well as what vampires hold what titled positions in the city.
4. Laws and Customs tell you about the city’s Kindred culture, including local variations on the Traditions and how the prince handles crime and punishment.
5. The Character Portal is perhaps the wiki’s most important page, as it contains information about the game’s mortal and vampire NPCs. Blood & Bourbon is a heavily character-driven game. Players use the Character Portal as their primary resource when developing sires and other NPC connections with the GM. You can read the sub-pages in more or less any order, but before you read any of the Kindred clan/faction pages, start with The Camarilla. It gives an overview of the city’s basic political setup, which informs many of the other character biographies.
X. The Adventure Logs are readable before or after any of the above pages, so they get listed as Step X. Since B&B is a text-based game, these are full transcripts of the game sessions that read more like a book series than a summary of past sessions. They’re probably my favorite part of the Obsidian Portal wiki: everything else is ultimately supplementary material to playing the game, and the logs are the game as it’s been played.
Beyond that, the wiki has a bunch of other pages you can explore in more or less any order.
Prospective players linked to Blood & Bourbon its Roll20 listing can skip reading this section, as it’s mostly the same info that’s posted there. Prospective players who aren’t from Roll20 should not skip it.
What is B&B about as a chronicle?
Blood & Bourbon is a ongoing Vampire: The Masquerade chronicle started in 2015 that’s set in modern-day New Orleans. The game’s twin focuses are the bread and butter of Vampire: personal horror and political intrigue. While the GM tailors the former to the personalities and relationships of the game’s PCs, the latter’s basic political setup is a three-way struggle between the prince and two rival elders. The prince is an iron-fisted Old World Ventrue who believes in absolute order enforced at any cost, no matter how bloody. His Toreador rival takes a more laissez-fare and easygoing approach to rule, but permits his Kindred subjects within the French Quarter to indulge their most decadent appetites without hindrance. Their mutual foe is a Samedi houngan who protects the city’s often poor and disenfranchised Vodouisants, but traffics with dark forces and cares nothing for the lives of those who do not number among his followers.
Due to the actions of PCs, the latest gossip in Elysium holds the prince is going to enter torpor soon. The already tense city has become a powder keg waiting for a match to set it off: the prince’s supporters now jockey to position themselves as his heir while his rivals smile and sharpen their knives. Yet even as things heat up in New Orleans, the rest of the world isn’t getting any cooler. Tensions between Anarchs and the Camarilla are reaching a boiling point, whispers spread of elders mysteriously beckoned to the Middle East, and a new breed of hunters that’s more organized and deadly than ever is systematically purging cities of the undead. PCs in Blood & Bourbon’s setting immerse themselves in the plots and intrigues of their fellow Kindred to carve out power bases of their own, yet the dark deeds power requires may turn them into monsters as awful as any of the elders they wrest it from.
An ambitious neonate can go far in this city, but all power has a price. What will you pay?
Who’s the GM and what players is the game looking for?
Hi there! My name’s Calder (pronounced “Call-der”), thanks for your interest in the game. I’ve been playing RPGs on and off since 2008 and GMing Blood & Bourbon since 2015. We’ve got four currently active players and are would be happy to play with another one or two. Newbies and veterans are equally welcome: several of our players were brand new to the World of Darkness when they first joined.
B&B has been around since 2015 and produced thousands of pages of text logs. Our chronicle is geared towards fixative nerds who seek to emulate series like A Song of Ice and Fire and Malazan Book of the Fallen in depth and complexity. All of the PCs have grown and evolved over years-long story arcs and made big impacts upon the setting. Everyone involved has put a lot of blood and sweat into the chronicle, and we’re looking for new people who share our level of passion, enthusiasm, and desire to get involved with something for the long haul. The chronicle could last for another five years or more: I currently don’t have any idea when it’s going to end.
What is the game’s playstyle, medium, party dynamic, and game system? Oh, and when are sessions played?
The playstyle has been described by one of the players as, “An open sandbox in a city with NPCs actively advancing their own plots. Players are characters in the city advancing their own plots, typically also getting involved in NPC ones willingly and unwillingly as is the nature of the setting. Game is heavily intrigue, politics, and social focused, with a rules system that’s pretty simple. Heavily rewards accomplishing goals and accepting setbacks, as well as playing to your character instead of simply most optimal move. Player interests and goals can be as simple and low level as carving out a comfortable life in an uncomfortable existence, or as complex as trying to maneuver with the highest levels of politics in the setting.”
No character in this setting is too big to fall. If PCs diablerize the setting’s elders, go them. By that same token, PCs aren’t too big to fall either. The GM is your cheerleader and roots for your character’s success, but will not cheat PCs out of victories by sparing them from defeats. Multiple PCs have died and/or suffered horrible fates in this game. They have also achieved big victories not all GMs may have been willing to let them. I firmly believe the possibility of real failure makes success all the more sweet.
The medium is Discord. The game is played via text, so the experience is more like writing a novel together than conventional tabletop play. There are no scheduled session times: we’re all adults with busy lives and scheduling 5-hour weekly blocks would be tough. Players post in their chat rooms when convenient and the GM responds when convenient. If we’re both online at the same time, we effectively have spontaneous mini-sessions that can last anywhere from several minutes to several hours. I’ve personally come to prefer this format over traditional scheduled sessions, as we get to play whenever we want.
The party is not a party. Your PCs do not belong to the same coterie, but will cross paths with one another, sometimes as friends and other times as foes. PvP is allowed but not compelled: it’s up to PCs how they interact with each other. If your PC belongs to a coterie (recommended—neonates need allies), your coterie-mates will be NPCs.
The game system is a slimmed-down version of the V5 rules, with many of the more prolix mechanics removed, and some other mechanics added from Urban Shadows, Chronicles of Darkness, and my own imagination. I enjoy mechanics design and regularly tinker with rules, but prefer them to be unobtrusive during play and to take up a minimum of everyone’s time.
Fair Warning: Graphic violence, racism, misogyny, homo/transphobia, child abuse, incest, domestic violence, sexual assault, and a variety of other 18+ topics are all fair game in this game. I endeavor to treat them with tastefulness rather than include for shock value. If there are topics you’d prefer not to feature in your PC’s story, I’ll refrain from deliberately steering your PC towards them, but I cannot promise they will be absent. If there are some topics you want to avoid completely, B&B might not be the game for you.
Do I need to get up to speed on anything before playing?
Yep. As stated, Blood & Bourbon has been around since 2015. Most of its storylines revolve around character relationships and the ongoing political machinations of those characters. In many ways, the game is like a book series the players and GM are writing together: since “writers” need to be familiar with previous material, new players are asked to familiarize themselves with the game’s existing characters and storylines, which they do by reading the OP wiki.
I do not expect prospective players to read all 500+ pages! That is an unreasonable time commitment to ask of people who aren’t players in the game yet. Read as little or as much as you like right now. Once I contact you over Discord to create your PC in earnest (more on that below), however, you will be required to read most of the setting info pages and adventure logs before play begins with your PC.
Blood & Bourbon asks a relatively big reading commitment of new players, but I believe that pays dividends with more narratively relevant and socially connected PCs. Newcomer PCs in this game do not have backgrounds like “I’m from the next city over and recently moved to New Orleans, where I’m a total newcomer with no connections to anybody.” I work hard to integrate new PCs into storylines and to give them connections to the setting’s plots and characters. Players and I collaborate to give their PCs allies, loved ones, rivals, superiors, minions: everything they need to be central to the game’s ongoing narrative once play begins. While you will not be as emotionally invested in your character as the players of the years-old PCs, my goal is to give us tools so that can happen as quickly as possible.
How do I join the game?
Send me a PM over Obsidian Portal (the GM’s username is Calder_R) or create a thread on the game’s Roll20 listing. Please answer the following:
1. Tell me a little about yourself, your playstyle, and how you hope to have a fun time in this game.
2. Let me know your background in RPGs in general and Masquerade specifically. Preference is not given based on experience but is useful for me to know. If you’re brand new to the game, for instance, you should probably play a newly-Embraced vampire instead of one with several decades under their belt.
3. Let me know you’re on board with the game’s reading commitment and the reasons behind it.
4. Let me know what your Discord ID is.
For your PC pitch, included in the same PM or post, please answer the following:
1. Sum up your character concept in a couple or so words. Less is more. Examples might be, “Rebel without a cause,” “Sadomasochistic biker chick,” “Vision-plagued surrealist painter,” etc. Don’t include your clan as part of your concept. The best characters stand on their own two legs without it.
2. List three or more preferred clans and sires. Choose your preferred sires from the personae off the wiki. If your preferred clan doesn’t have a wiki page with any sires, then you obviously don’t have to list any sires. Please include at least as many preferred clans that have a wiki page as ones that don’t.
For any players wondering why I ask for 3+ clans, we’ve seen a lot of PCs from a lot of clans after 5+ years of play, and some are easier fits into the game than others. Listing multiple potential clans gives me more latitude when considering how to integrate your PC into the chronicle. (Too many more isn’t necessarily better, though. If you say “any clan can work,” you’re essentially asking me to decide your clan for you.) Feel free to include clan-dependent tweaks to your PC’s concept if certain clans would play up (or play down) different parts of their identity: e.g., “My PC plays in a jazz band as a hobby if they’re a Brujah, but it’s their full-time occupation if they’re a Toreador.” If you can’t think of 3+ satisfying clan choices for your PC, you can include a second character pitch (more on that below) with 2+ potential clans listed.
Bloodlines are allowed in the game, but have their own system that allows them to be combined with the main 13 clans.
Non-vampire PCs are currently off-limits to new players.
3. List some mortals who are friends, family members, significant others, or other meaningful figures from your PC’s mortal life, also chosen from the personae off the wiki. Mortal interactions are a very important part of Blood & Bourbon, as I believe they keep the chronicle “grounded” in real life, provide contrast to the supernatural politics, and make the horror horrifying. Please do not pitch characters with few mortal connections.
4. List which of the city’s factions your PC belongs to, chosen from the ones off the wiki. Sabbat PCs and PCs unaffiliated with any faction are currently off-limits to new players.
5. List some vampires who your PC has relationships with besides their sire: coterie-mates, rivals, lovers, associates, ’it’s complicated’s, anyone you feel like they could have an interesting dynamic with. Choose them from the same personae lists.
6. Explain your character’s basic shtick to me in one to several paragraphs. This can be history, personality, whatever gives us both a good preview of the character and makes us excited to develop them further. One element I want all applications to focus on is goals. What agendas is your PC pursuing in Kindred society? What do you want them to accomplish in the gameworld? This a pretty sandboxy game that favors proactive characters: storylines tend to develop as a result of PC crossing paths with NPCs who are pursuing related agendas, rather than because the GM is shepherding PCs into an ongoing “main plot.”
I do not want PCs with nebulous or undefined goals, or who want to figure out their goals over the course of play. While interaction with the gameworld will (and should) chavge your PC’s goals, I want your character to have a clear starting agenda they can pursue.
Dream big, too, where goals are concerned! Some goals may take more time and effort to achieve than others, but very few are impossible if players put their minds to them. Watching PCs change the gameworld in consequential and unexpected ways is one of my favorite things about GMing.
• Please do not include game stats for your character. We’ll work on those later.
• Please make your character conceptually relevant to New Orleans: i.e., it should be possible to plausibly encounter someone like them in real life (or a work of fiction about the city). Concepts like Japanese samurai, African blood diamond warlords, British royalty in exile, etc. are all red flags to me that a player is more interested in playing a cool gimmick than integrating their PC into an ongoing chronicle. Your character doesn’t have to be from New Orleans or even from the U.S.: the city’s biggest industry is tourism, so it gets tons of out-of-town visitors. All I’m interested in is that your PC has mortal as well as Kindred roots tying them to the city.
• I would like to see more non-white PCs (the city is majority-black and PCs have been majority-white). I would especially like to see more members of the Baron’s faction, which has been criminally underexplored. However, I would rather bring in a PC who checks none of those boxes than a PC who checks them all if the former has a more compelling pitch. If you are excited about the character, it will show in your writing. Only pitch a Baron follower if you find that faction genuinely exciting to play.
• You can pitch more than one character. This may increase your odds of being accepted into the game if I think the second/third/whatever-th character is a better fit than the first one: it also may not if I think the first character was already a great fit. If I think more than one of your pitches is a good fit, you might be interested in playing them as a secondary PC (more on that later in the FAQ).
• This is a text-based game, so proper spelling, grammar, and syntax is important. We all make typos, but I am likely to pass over a character pitch that’s riddled with errors.
• Write what you know. This is pretty timeless advice, and it’s especially applicable to text-based games. I am a pretty detail-oriented GM and we can play out scenes in lots of depth and specificity: if you want to play a PC who’s a skilled professional at something you don’t know anything about, you won’t play a convincing skilled professional. If you happen to know a lot about an RL topic, consider making it relevant to your PC in some way. For example, our former paralegal player has a lawyer PC.
What if I’ve gamed with you before?
If you have gamed with me previously, either in Blood & Bourbon or another game, you don’t need to submit an application. I already know what you’re like as a player/GM and don’t need an application to “vet” you and get a sense for your playstyle. (New players, that’s the point of those.) Just let me know you’re interested in playing and we’ll go from there.
What happens after I send in my character pitch?
1. If I like your PC pitch and the game has room, I’ll contact you over Discord. If one or both of those things isn’t the case, I’ll shoot you a PM heads up.
2. We’ll do the following more or less concurrently over Discord:
(a. We’ll collaboratively hash out more details on a variety of topics relevant your character concept, including their stats.
(b. You’ll join the campaign over Obsidian Portal and post a character page for your PC.
(c. You’ll read through the OP wiki to familiarize yourself with the game’s setting, storylines, and characters.
Prospective players will have a week to finish step #2 with me before I’ll reevaluate whether to keep them or bring in a different player: when PC creation takes a while, that’s often a warning sign the player can’t fully commit to the game.
3. We’ll run your prelude. This will give me a chance to see what you’re like to game with and how compatible our personalities are.
4. Once the above “interview” is over, you’ll join the channels with the other players and be welcomed into the game proper. We’ll hopefully have many years of fun gaming ahead of us.
If I feel like we’re not a good fit for each another at any point during this process, I’ll let you know up front and we’ll go our separate ways. If you also end up deciding Blood & Bourbon isn’t the game for you, I’ll likewise appreciate hearing so up front.
Thanks again for your interest in the game!
More Game Info
This information is not posted over Blood & Bourbon’s Roll20 listing.
Can you tell me more about allowed PC clans?
B&B is a long-running chronicle and has seen a lot of PCs, some played for multiple years: consequently, the GM has an interest in exploring clans which have received less screentime than others.
To better help new players understand how much play the various clans have received, I’ve included a points-based ratings system. Briefly played PCs from the clan (who were played for less than a full story arc) are worth 1 point. Moderately played PCs (played for a full story arc) are worth 2 points. Extensively played PCs (played for 2+ full story arcs) are worth 3 points. Active PCs are worth an additional 1 point. Thus, the higher a clan’s rating, the more screentime it has received.
• 1: Nosferatu: One briefly played inactive PC (Baptiste)
• 2: Malkavian: One briefly played active PC (played extensively as a mortal; Emil)
• 2: Caitiff: One briefly played active PC (Ayame)
• 3: Brujah: One moderately played inactive PC (Micheal), one briefly played inactive PC (played extensively as a mortal) (Amelie)
• 4: Hecata: One extensively played inactive PC (Cletus), one briefly played inactive PC (Clea)
• 5: Toreador: One extensively played active PC (Celia), one briefly played inactive PC (Adelais)
• 5: Gangrel: One extensively played inactive PC (Rocco), one moderately played inactive PC (Lavine)
• 6: Ventrue: One extensively played inactive PC (Caroline), one extensively played inactive PC (George)
• 7: Tremere: One extensively played inactive PC (Jon), two moderately played inactive PCs (Jacob, Julien)
• 0: Banu Haqim, Lasombra, Salubri, Setite, Tzimisce: No played PCs, but have smaller presences in the setting.
• 1: Ravnos: One briefly played PC (Isa) and as above.
Smaller clans: All of the clans listed underneath Ventrue and Tremere have smaller visible presences in the setting. Prospective players may have noticed they don’t have their own wiki pages (or at least, player-viewable wiki pages). I’m open to potentially allowing PCs from these clans, but the game also won’t miss out if we never get any further PCs from these clans either. They ultimately aren’t as important to the story.
Tremere and Ventrue PCs have seen enough prior play that a new PC from either of these clans would re-tread a lot of the same ground with the same NPCs. I’ll never say never to allowing another Tremere/Ventrue PC, but I’d need to hear a pretty compelling pitch to give it the thumbs up.
As a final note: It is possible your PC may be Embraced into a different clan than the one we discuss before starting their prelude. The GM does not do so lightly, and the one player who’s had their PC’s clan changed by the GM remains very happy with the choice (Caroline was originally pitched as a Toreador—believe it or not, if you’ve read her logs). Simply be aware that it’s a possibility. Most Kindred are ultimately not given a choice as to the clan they are Embraced into.
Can you tell me more about allowed PC factions?
New Orleans has multiple factions known as covenants imported from Vampire: The Requiem. The Character Portal has more information on them. V5 has basically reinvented the wheel there between making the Camarilla more exclusive (Invictus), introducing the Church of Caine (Lancea et Sanctum), House Carna (Circle of the Crone), and splitting the Anarchs from the Camarilla (Carthians).
As with clans, the GM has an interest in exploring covenants which have received less screentime than others. They use the same ratings system as described above for clans.
• 2: Invictus: Two briefly played inactive PCs (Adelais, Baptiste)
• 3: Circle of the Crone: One moderately played inactive PC (Lavine), one briefly played inactive PC (Clea)
• 3: Independent clan: One extensively played inactive PC (Cletus)
• 4: Lancea et Sanctum (Savoy’s Faction): One extensively played active PC (Celia Flores)
• 5: Anarch Movement: One briefly played active PC (Ayame), one moderately played inactive PC (Micheal), one briefly played inactive PC (Isa)
• 7: House Tremere: One extensively played inactive PC (Jon), two moderately played inactive PCs (Jacob, Julien)
• 12: Lancea et Sanctum (Vidal’s faction): One extensively played active PC (Caroline, two extensively played inactive PCs (George, Rocco), one moderately played inactive PC (Jacob)
A few notes on covenants:
Dual Membership: Unlike clans, PCs can belong to more than one covenant. There are multiple NPCs who do. They’re also a minority next to single-covenant members: just remember that quote about serving two masters…
As in all things, consult with the GM if you are interested in going this route with your PC. Some covenants are pretty chummy with one another, some have mixed or neutral feelings, and some are bitter enemies: some covenants will be easier and/or more plausible to hold dual membership inf than others.
The Circle of the Crone: The GM would especially like to see a new PC who belongs to the Circle of the Crone. Vodoun is a huge part of New Orleans’ history and culture. While it’s had a presence in the game, it would be a larger presence withf a Crone PC.
In some ways, it’s not a surprise we’ve only had one Crone PC, as most players don’t know much about Vodoun as a religion and have expressed understandable reservations about convincingly portraying a Vodouisant character. There are few things more game-breaking than watching someone try to roleplay their PC as an expert in a subject they don’t know anything about. (GMs have it easier with roleplaying NPC experts, since their scenes are briefer.)
However, there is also an easy solution to this for Vodoun-interested, Vodoun-unfamiliar players: have your PC’s knowledge mirror your own knowledge. Make your PC a newcomer to the religion who’s interested in learning more about it, a “lay member” of the faith (e.g., not a full-fledged houngan or mambo), or otherwise give them ties to Vodoun that don’t presuppose expert knowledge about its practices. We’ve had plenty of Christian PCs, but none of them were priests. Our Jewish PC isn’t a rabbi. Ditto for Vodoun.
However, don’t take this as a mandate from the GM to play a Crone. If Vodoun isn’t a part of the setting that especially interests you, you will have more fun and better enrich the game by playing a PC in another covenant.
Can you tell me more about the racial makeup of PCs?
There’s two components to this:
Non-Generic White People: New Orleans is famous for its unique blending of cultures and the ancestry of PCs benefits from reflecting that diversity. Consult the Nationalities of the Big Easy page for information about the immigrant groups found in the Big Easy. You can choose one (or more than one; intermarriage is a thing) for your PC’s ancestry: “generic white person” does a disservice to New Orleans’ rich cultural heritage.
That said, ancestry/national origin is less important to neonate PCs than ancilla PCs, so don’t get too caught up on making your character a culturally authentic German/Filipino/whatever. It’s simply informative to know where your PC came from, and likely to color interactions with Kindred who were Embraced in time periods when social attitudes were different.
Diversity: As Ray Nagin declared, New Orleans is a chocolate city. Wikipedia can tell you that its racial demographics are 60.2% African-American, 33.0% Caucasian, 5.2% Hispanic/Latin, 2.9% Asian, 1.7% mixed-race, 0.3% American Indian, and 1.9% other. PCs to date in Blood & Bourbon have been fairly racially homogeneous:
• Caucasian (12): Adelais, Alice, Amelie, Annabelle, Caroline, Cletus, George, Jacob, Jonathan, Lou, Micheal, Rocco
• Mixed (5): Baptiste, Celia, Clea, Emil, Emmett
• African-American (3): Julien, Mouse, Milo
• Asian (1): Ayame
• Latin (1): Isa
• Native American (1): Lavine
On a demographic level, this actually isn’t unrealistic. We can’t talk about race without talking about class, and most PCs have been middle class to rich (Resources 2-5). We should expect a larger percentage of well-off PCs to be white in a city where most of the poor people* are also black. Still, I’ve felt that B&B would benefit from exploring that side of New Orleans in greater depth. As such, players are encouraged but not mandated to pick from non-Caucasian racial backgrounds.
* As a related bit of trivia, about 52% of New Orleans households live in poverty. Louisiana is also one of the poorest states in the Union. As of Tom Benson’s death, it doesn’t even have any resident billionaires. (In Blood & Bourbon’s setting, it has two publicly known ones: Matthew Malveaux and John Dyer.)
How old can my PC be?
You have a few options:
Last Night: Your PC is Embraced right when their story begins. They are brand new to undeath and don’t know anything about how Kindred society works. I recommend this option to players with no previous Masquerade experience, as it allows your character’s knowledge about the setting to mirror your knowledge as a player. Lack of familiarity with Masquerade becomes a plus and will help you play your PC’s reactions authentically. I will usually steer more experienced players away from this option for the same reason, as it is harder for them to portray a “total newcomer” PC authentically.
If your PC is Embraced last night, they can be in their 20s or older. I’m generally not interested in telling stories about teenagers.
2010 through 2016: Neonates can be Embraced between these years (2016 is the chronicle’s current IG year) without any special considerations. More Embraces happened towards the end of this period as the city’s population rebounded.
2005 through 2010: Very few neonates were Embraced in the city during these years. Hurricane Katrina caused a huge population drop (454,000 to 208,000 in the city proper, greater metro area excluded) and the prince put a moratorium on new Embraces. However, there are several ways a neonate could have been sired during these years:
• Your PC might have been Embraced illegally and be lying about their age.
• Your PC might have been Embraced in another city. Many of New Orleans’ Kindred fled the city during Katrina and settled elsewhere. Some stayed away, but others came back. The majority of these “Katrina refugees” settled in Houston and Baton Rouge. In this manner, PCs can be Embraced beyond the city but still have a native sire.
• Your PC’s sire might have gotten permission from the prince anyway despite the general moratorium. This didn’t happen in happen in very many cases, but it did happen. It should also have a compelling reason. Why was Vidal willing to allow a new Embrace despite the heightened risk more vampires posed to the Masquerade?
Pre-2005: Many neonates Embraced during these years were killed during Hurricane Katrina by the storm’s assorted dangers. Only the most stubborn, foolish, or loyal to an elder patron remained in the city when the hurricane made landfall: everyone else got the hell out of Dodge, as the governor’s mandatory evacuation order meant the city was almost emptied of mortals to feed on. Travel is dangerous for Kindred, though, and was even more so during the mass exodus. Many “Katrina refugees” were killed by Lupines, hunters, Strix, and other perils during the 300-mile journey to neighboring Houston. Baton Rouge was closer, but primarily drew Nosferatu, Invictus Kindred, and elders—the much smaller city’s prince was stingy who he granted sanctuary to.
Your PC could have been among these Katrina survivors. Consider where they went (or if they remained behind) during the storm, how those events impacted them, and what drew them back to New Orleans. Displaced neonates returned in smaller numbers than displaced older Kindred, as they had fewer ties to the city and were able to build new unlives for themselves.
Maximum Age: A new player’s PC can be up to several decades old. The GM wants them to be young enough that people from their mortal life are still up and around (vice on their deathbeds in nursing homes). Ancilla and elder characters are not currently available to new players.
Also, a final note: older characters can more easily justify purchasing higher traits. This will matter less to some players than others, but I throw it out as a heads up. The game’s players can testify I’m a stickler for this and will say “no” to a months-old fledgling waltzing around with 10 Discipline dots (unless they’re a serial diablerist). Characters with a few years of undeath under their belt have more room to grow where supernatural power is concerned.
Does B&B use V5’s setting, V20’s, or something else?
Okay, non-smartass answer: B&B started in 2015 before V5 was a thing. We’ve used a setting that’s mostly V20 with the GM’s share of tweaks. Some are big, more are medium, most are small.
Small changes have been things like how Francois Villon is the sire of Sebastian Melmoth instead of Endymion, Fabrizio Ulfila was the Gothic bishop Ulfilas in his mortal life, or the Feast of Folly (which White Wolf never attached a date to) happened during the Plague of Justinian, who the members of the Camarilla’s Inner Circle are, etc. Little stuff like that. Most has no impact on the game’s PCs and at most simply gets referenced by NPCs. The GM is simply a fixative nerd who loves tinkering with settings in ways large and small to make them fully our group’s own.
Medium changes have been ones like how we don’t use the canon version of New Orleans. We’ve incorporated a fair amount of the material from New Orleans by Night (for instance, Marcel Guilbeau is the former prince of Baton Rouge rather than the current prince of New Orleans—or the former one, as of Beckett’s Jyhad Diary), but Blood & Bourbon’s version of New Orleans is decidedly its own.
Another example medium change is that the Strix, from Vampire: The Requiem, exist. Popular hearsay holds they’re the offspring of Lilith (who hate the children of Caine like their mother), but no one is completely sure. Still another medium change is renaming the Giovanni into the Sangiovanni, as “Giovanni” is not a valid Italian surname. (For those unaware, it’s Italian for “John.” Clan Giovanni literally means “Clan John.” Someone named “Andrea Giovanni” would be named “Andrea John.”)
Big changes have been incorporating the covenants from Vampire: The Requiem into the Camarilla as sub-factions, much like the pre-V5 Tremere already were. I think the Requiem covenants add a lot of cool stuff that people were right to criticize was missing from the pre-V5 Camarilla and made the sect too “vanilla.” I’ve put a lot of thought into making the covenants mesh with Masquerade’s body of canon and it’s been really fun. For instance, what clan is Longinus? The church’s predominant dogma is that he was cursed directly by God, much like Caine was, but there are grudgingly tolerated alternative dogmas and outright heresies that variously hold he was Embraced by Caine, the Ravnos Antediluvian, Michael of Constantinople, and assorted other figures.
As far as V5…
So like I said, when B&B first started, V5 wasn’t out yet. The current in-game date (as of this writing) is March 2016. We are introducing many of V5’s setting changes into our chronicle as ongoing events, and in ways that the GM hopes make better sense than some of the canon explanations. For instance, the Lasombra defection to the Camarilla was hard for me to swallow as presented, but the basic idea of more Lasombra in the Camarilla is a fine one.
Currently, V5’s biggest changes (the Beckoning, Second Inquisition, Anarch split from the Camarilla, Lasombra defection, etc.) haven’t happened. Some of them may happen as written, some may happen differently, and some may not happen at all: it’ll be whatever suits the GM’s tastes and the needs of our chronicle. For example, we had a Tremere PC visit Vienna in early 2016. That doesn’t gel with how the Second Inquisition wipes out the Pyramid in 2008. If the Tremere presence in Vienna is going to be destroyed, it will happen after early 2016. Events might also play out differently depending on PC actions. Some events might not happen at all.
Revised-era and Beckett’s Jyhard Diary metaplot developments, including the Camarilla-Sabbat wars along the Eastern Seaboard, the reconquest of New York, the Wan Kuei invasion of California, Melinda Galbraith’s assassination, the collapse of Russia’s Shadow Curtain, etc., have all happened. Where there are conflicts, I default to the setting as presented in Beckett’s Jyhard Diary: the Week of Nightmares hasn’t happened, the Banu Haqim schism occurred amidst the American wars in the Middle East, etc. I’ve changed elements there too as the inclination struck me: the current Malkavian justicar, for example, is Dona Manuela Bolívar (from Mind’s Eye Theater) rather than Juliet Parr.
B&B’s biggest diverge from V5 is that where V5 presumes all of its metaplot developments have been happening since 2004, B&B presumes those developments are only really starting to be felt in earnest by the mid-late 2010s. Before then, they’ve been quietly happening in the background, and larger Kindred society (or at least, Kindred society in New Orleans) hasn’t taken notice of them. This is much like how Revised “retroactively” introduced many of its own metaplot developments. For example, Revised has a fiction piece about a thin-blooded mother who gave birth in the early ‘80s, but thin-bloods didn’t really enter the Camarilla’s public consciousness until the late ‘90s. This conveniently fits with how 1991’s Chicago by Night doesn’t make any references to thin-bloods because 1e had other thematic focuses. Personally, I’ve always liked the idea that real-time events in the World of Darkness mirrored the thematic focuses of each edition: Anarch vs. elder conflicts predominated in the early ‘90s, the Sabbat-Camarilla war started to heat up in the mid-’90s, fears of Gehenna peaked in the late ‘90s/early ’00s as the sect wars got really ugly, everyone caught their breath by the early 2010s, and V5’s metaplot developments start to hit by the mid-late 2010s.
How V5’s metaplot developments manifest in New Orleans, in any case, will depend significantly upon PC actions.
Follow-Up Q: I’m not a fan of V5’s setting changes. Should I still play?
V5 has been pretty controversial among the fandom, or at least the fandom on the Onyx Path forums. There has been a lot of criticism directed at the scope and nature of V5’s metaplot changes: “The Beckoning + Second Inquisition completely upends the setting in distasteful ways,” “It was a bad idea to all but destroy the Sabbat,” “It’s silly so many cross-national intelligence agencies would actually trust each other enough to work together,” “Vienna being subject to a supposed 2008 ISIS terrorist attack is problematic for lots of reasons,” and so on. I’ve read a lot of forum posts that consider issues with V5’s setting in greater depth and intelligence than it seems like White Wolf did.
However, I’ve always thought there’s no such thing as a bad idea. Just bad execution of an idea.
I was initially pretty leery of a lot of V5’s metaplot changes. I think there are conceptual issues with many of them as they’ve been presented. I think the core rulebook didn’t provide enough detail to address many of the criticisms fans have leveled. But basic ideas like “government hunters are more dangerous than ever to vampires because keeping secrets online is impossible in the post-9/11 surveillance state” are both compelling and plausible to me. What needs cleaning up is stuff like “drone strike in the middle of Vienna,” “ISIS rather than al-Qaeda was blamed in 2008,” “lots of cross-national intelligence agencies actually trust each other enough to effectively work together,” and so on. But you can clean up those elements, easy, and still have a perfectly good “hunters are more dangerous than ever” idea to use in games.
Whether those ideas are everyone’s cup of tea, even if well-executed, is another matter. Some players prefer vampires as the undisputed masters of humanity and won’t like the Second Inquisition no matter how well it’s executed. Ditto for various other V5 ideas like “a more dangerous Anarch Movement” and “a smaller, scarier Sabbat that’s more like ISIS than the Soviet Union.” Some people simply prefer older editions of the game no matter how well V5 could’ve been done.
Personally, I’m not married to any single edition. I might prefer to GM for V5 and V20, but I’d be down for playing in a 1e, 2e, Revised, V20, V5 or Requiem game if it looked fun enough. If that sounds like you, then B&B might be for you even if V5 isn’t your first choice of setting. If you can’t see yourself having fun in any V5 game period, OTOH, then playing in B&B will probably set you up for disappointment.
Why don’t PCs all belong to the same coterie?
First, due to the fact we don’t play for weekly scheduled sessions, players aren’t all online at the same time. If PCs regularly hung out as part of the same coterie, more people would have to wait on each other for the rooms to advance and the game would slow down; either that, or the currently slower-posting players would get left in the dust and be a less relevant part of scenes next to the faster-posting players. That’s the biggest reason. Some others include:
• When the PCs don’t belong to the same coterie, we can tell more stories by exploring the viewpoints of more factions and seeing more of the setting than we otherwise would. The chronicle takes on a grander scope akin to A Song of Ice and Fire where we see things from the POVs of many characters. Imagine what that series would be like if we only had POV chapters from the Starks: no Tyrion, Daenerys, Cersei, or any of the other big names. It’d still be a good series, but it’d be less than it’d otherwise be.
• It isn’t really plausible that PCs from a number of the city’s political factions would work together. Some of the factions can play nice in that regard, while others aren’t as likely to. Vampires are individuals and inherently self-interested creatures first and foremost, but social pressure to pick a side in the city’s conflicts is considerable and a disparate enough coterie would likely be forced to or else disintegrate from internal strife. PvP, as mentioned, is an allowed part of the game.
• We can explore more of the setting, as New Orleans has tons of characters to meet and locales to explore. If the PCs were tied to one anothers’ apron strings, they’d only get to explore one corner of the gameworld at a time. When the PCs are independent operators, they can separately explore 4+ at once. One of text-based gaming’s benefits over voice-based gaming is that the GM can run multiple chat rooms simultaneously for all PCs, which doesn’t require players to sit out while one person’s PC does things on their own.
• Finally, players drop out. I prefer to GM for tightly-knit, long-term gaming groups, but player attrition is an all-too frequent, if still regrettable, part of online games. Player attrition and absences are easier to accommodate when the PCs don’t belong to a party, as I can let one player go without impacting things as greatly for the others.
What’s your philosophy on PC deaths?
In brief, I don’t fudge rolls—either for or against PCs—and I don’t shield them from the consequences of their actions. No character in the game is too big to fall, and victory is meaningless without the possibility of defeat.
As some of my players and I have observed, bad intelligence doesn’t get people killed every time. Just almost every time. Consequently, I make efforts to ensure players are aware of the same information their PCs could know. Sometimes that takes the form of Mental-based rolls, or even telling players outright in particularly obvious cases (e.g., if you’re playing a character Politics or Socialize 5, you know the proper term of address for the prince). I’ll relay facts, but will never tell players “you should do this” or “you shouldn’t do that.” Those judgment calls are theirs to make and watching players take the game in unexpected directions is half the fun.
As of this writing, four PCs have died as a result of their in-game actions (vs. simply being killed off as a write-out after their players had to leave the game). In two cases, they resulted from bad decisions paired with bad dice luck. One might have been survivable by itself, but not together. The third case was a particularly bad decision paired with average dice luck. The fourth case was a good decision paired with one of the blackest, most awful streaks of dice luck I’ve witnessed in all my years playing RPGs.
Lessons that future PCs can take from some of those fatalities, incidentally? Showing up to Elysium hungry is bad form, and conducting diplomatic negotiations on behalf of your clan/covenant without actually telling them is likely to tick off your superiors and deprive you of backup in case things go south.
Can I invite a friend to play in B&B?
Ask the GM. Gaming with your pals is awesome, but there may or may not not be room for more players at the current point in the game. If there isn’t room, let’s avoid getting your friend’s hopes up for nothing.
If there is room, you or I can refer them to this page and they can shoot me a PM over Obsidian Portal with a character pitch, per the process detailed here. I don’t promise I’ll accept them into the game, but I’ll give their application the same consideration as any other prospective player.
Can I play a PC from another chronicle?
I’ve had several prospective players ask this question. My answer is yes, if they re-tailor their PC’s background and concept to fit Blood & Bourbon’s setting.
Here’s an example of how to do this wrong and how to do this right:
Wrong: “My character is a Tremere historian from London with a background in classical history with who joined the Cult of Mithras, a somewhat unusual move given the animosity between the clan and London’s prince. All of his friends and family are in London, but he’ll meet new people in New Orleans.”
Right: “My character is a Malkavian (because you’re full up on Tremere PCs!) historian from New Orleans with a background in antebellum history who joined the Baron’s followers, a somewhat unusual move given the animosity between his sire and the Baron. All of his friends and family are from New Orleans and are chosen from characters off the wiki’s NPC lists, since he’s lived in the city for at least several years.”
What does the “right” PC here do? It retains the spirit of the PC’s original background but reworks it to be relevant to Blood & Bourbon’s setting. So long as your PC has that going for them, I don’t care if you’ve played them in a previous campaign before or not. Do a good job fitting them into the setting and I won’t be able to know unless you tell me.
The “wrong” PC, meanwhile, has few connections to Blood & Bourbon’s setting and it’s easy to tell they’re a “transplant.” Directly porting over a PC without any changes is also a red flag to me that the player isn’t invested in the chronicle and simply wants to continue playing a favorite PC under any GM who will take them. If the player can find a GM who’s willing to, awesome, but that won’t be me. I ultimately have no emotional investment in PCs from other games or any interest in continuing their stories. B&B is its own story. If a player is invested in B&B, they will have more fun playing a “native” character who has meaningful social and thematic ties to the setting.
The GM will freely change events from a transplanted PC’s background to suit the needs of B&B’s setting. If a player’s old PC diablerized a methuselah during the last game they were in, that might get scrapped for the simple reason that it overshadows the chronicle’s events. However, it could get reworked into something like “diablerized one of the elders who disappeared during Hurricane Katrina,” which would be a neat connection to the setting. Ultimately, if a player wants to re-use an old character, the GM recommends viewing their past incarnation more as inspiration for a PC specific to Blood & Bourbon than as a PC the player should expect to continue playing as-is.
I’m new to Masquerade, can/should I read any books to learn about the setting?
You don’t have to. If you’re brand new to Masquerade, we’ll start you off with a PC who’s also brand new to the world. Everything necessary to play is posted on the B&B wiki.
If you want to read more about Masquerade, you absolutely can. It’s a rich game with a decades-long history and dozens of published books. I’ve read most of them, and savvy players will be able to spot many references and callbacks in B&B (many of the names listed in the genealogies of various NPCs, for example, are canon characters). I’ve made links to a bunch of Masquerade books available on the Player Resources page.
If you’re a video gamer, Vampire the Masquerade: Bloodlines offers a great look at the World of Darkness in action (and is lots of fun in its own right).
What books should I avoid reading?
Much of our game’s inspiration for Blood & Bourbon comes from the City of the Damned: New Orleans sourcebook, as well as the New Orleans appendix in Vampire: The Requiem’s 1st edition rulebook. New Orleans by Night (for Masquerade), the Lancea et Sanctum section of Secrets of the Covenants (for Requiem), and the Danse de la Morte adventure demo for 1e Requiem are also inspirations. Consequently, the GM asks of all current and prospective players:
Do not read from those books!
I once had a prospective player who was interested in having Natasha Preston as a sire download City of the Damned to read up more info on her. The guy didn’t see anything wrong with doing that, as he told me outright, but… yeah. Don’t do that. I figure most experienced players will know why they shouldn’t read GM-oriented sourcebooks, but it honestly might not occur to players who are new to RPGs or who haven’t spent any time behind the GM screen. So it gets its own section on the FAQ.
If you have read from those books, you can still play with us. I have changed a ton of stuff from what’s there to make it suit the needs of our setting, as well as added a bunch more wholly originally content. None of the setting’s deepest secrets (what older VtM city books would rate an A- through A+ secret) are inside those sourcebooks and are unique to B&B. Most of the elder characters have received significantly more changes than the neonate characters and may be almost unrecognizable from how they are presented in City of the Damned. Pretty much all characters have had their statblocks changed too.
So it’s not the end of the world if a player has read ahead. One of the current players has read ahead and he’s been with us for four-ish years. Reading ahead is undesirable (and I explain this for the benefit of new players) because it inevitably colors player strategies and tactics based on metagame knowledge, which may well hurt the PC when I’ve changed stuff and they’re acting on false information. It’s also undesirable because there is still material I either haven’t changed, or have changed minimally enough that the book provides clues and insights PCs wouldn’t have.
If you’ve read ahead, let me know what you’ve read. I’ll rewrite whatever parts of the setting are necessary if your PC seems likely to interact with them.
As a final addendum, there are also some obscure and really old fan websites from which I’ve pulled New Orleans-related Masquerade content. Don’t read from those either, please, if you spot anything familiar.
Can I play more than one PC?
B&B is largely confined to New Orleans, but it’s still a big setting. There’s lots of characters and locales, and no end of clan/faction combinations a potential PC can be.
Players who wish to more fully explore the setting’s diversity of experiences may play more than one PC. This tradition started when Lou’s player, whose PC was a ghoul, wanted to participate in George’s/Matheson’s trial with a vampire PC who had stronger motivation to participate in those events and greater ability to affect their outcome. Afterwards, when George’s player enjoyed the brief cameos made by several preliminary PC concepts of his I’d reused as NPCs (Pietro Silvestri and Monty Lestrange, for the curious), I extended the same offer to him.
Secondary PCs adhere to the following meta-rules:
• Starting Traits: Secondary PCs begin play with starting character traits. If the GM allows an ancilla-age secondary PC, they begin play with higher traits. (Full guidelines to come if we have another, which we may not.)
While a brand new secondary PC is “lower level” than a primary PC when they begin play, newer PCs usually receive trait increases at a faster rate than older PCs, and that gap will soon close with play.
• XP: If you earn XP from wiki work, you can divide it however you please between your PCs; e.g., if you earn 6 XP by writing a character page, you could give 3 XP to both PCs, 6 XP to one PC, 4 XP to one PC and 2 XP to another PC, etc.
• PC-PC Interactions: Secondary PCs won’t ever directly cross paths with the same player’s primary PC. Even if they’re attending the same social event in the same room, their presence will be glossed over. I might have NPCs reference the non-active PC, or even give them a brief cameo, but the two PCs won’t ever directly interact unless the player wants to temporarily turn over one of them to me as an NPC.
• How Many PCs? You can have more than one secondary PC. I’ve yet to encounter a player who wanted to have more than three total PCs, though, as I suspect past that point it would become untenable to have all of them in active play at once.
Tertiary PCs: Tertiary PCs are like secondary PCs, except instead of playing them full-time, you play them as basically guest star characters. They pop in and out of the story as the fancy strikes us, rather than for sustained character arcs, and the player’s Aspirations for the PC are primarily geared towards the short term rather than long term.
At the GM’s discretion, tertiary PCs may enter play with different stats than starting PCs (these may be higher or lower) and/or follow a more streamlined character creation process, since there is less expectation the player is going to play the PC often enough to receive regular trait increases or to justify spending wiki work XP on them.
Contributing to the Wiki
B&B’s wiki is huge. It would also not be what it is without contributions from the game’s players. Players have posted original NPCs, artwork, fiction, and assorted other wiki pages and game-related content that have greatly enriched the wiki through their addition. The GM likes it so much when players do this that it’s worth XP, as detailed below.
Written contributions on the site are worth (word count / 250) XP. For example, expanding your PC’s posted backstory by 732 words is worth 2.928 XP. Content can take the form of anything from quotes on character pages to fiction pieces to new NPCs to whatever. Your imagination’s the limit. Some of the more common types of past player contributions have included:
• Coming up with original NPCs and posting blurbs for them. These are the mini-biographies you may have read on the Character Portal. They can be mortals, ghouls, or vampires. If they are vampires, keep them neonates. Check first with the GM if you want to add ancilla or elder characters. Ghouls are worth (word count / 200) XP, as the wiki would benefit most from more ghouls.
Don’t be intimidated, either, by how many posted NPCs there already are. More characters are always a useful resource. If I’m running a scene that involves a hospital janitor, I’ll come up with an original character if there are no hospital janitors already posted (though I may also decide to have one of the already-posted NPCs moonlight as a hospital janitor). Likewise, if a player decides to buy Allies (Bureaucracy) 5 or Allies (Media) 3, they don’t actually have a bajillion NPCs to pick from: they have whichever NPCs are posted under those categories for those ratings, which is always a much smaller number. More characters gives everyone a bigger well to draw from and increases the odds that said well will suit our needs at a given moment.
Player-created NPCs have gone on to become major characters in the game. Christina Roberts, Bert Villars, Cécilia Devillers, Cash Money, and tons of other NPCs who feature prominently in the adventure logs are all original player creations, and it was a lot of fun for their authors to watch me bring those characters to life and work them into plots. I can’t promise that every player-created NPC will get the same treatment, as there are simply so many, but they’re worth XP whether they become the next Cécilia Devillers or not.
• Location blurbs are also popular. Go for real locations here (New Orleans is full of interesting locales) but if you can think up a nifty fictional one, go for that too. Sample.
• So are full NPC wiki pages. These take more time, but are worth more XP, depending how much figurative ink you’re willing to spill. Once again, writeups can be for existing NPCs or ones of your own creation. Writeups must include a fportrait and physical description, which is also worth artwork XP. Sample.
• Full location wiki pages. These are to location blurbs what NPC writeups are to NPC blurbs. Location pages are encouraged but not required to include a photo, which is likewise worth artwork XP. Sample.
• Fiction. Sometimes players have written short stories (and not-so-short stories) about the game’s setting and characters. These are posted on the Tall Tales & Might-Have-Beens section of the Master Logs Page and worth an amount of XP equal to (word count / 250) or the square root of the square root of the word count, whichever is less. For example, a 5,000-word piece of fiction is worth 8.4 XP, while a 25,000-word piece of fiction is worth 12.57 XP.
Fiction is worth a different XP rate because it’s easier than other site contributions to write lots of words for and all three of the game’s players (as of this writing) who’ve written original fiction have written multi-thousand word pieces. At the GM’s discretion, PC backstories that can be described as “insanely long” may count as fiction for purposes of XP awards.
• Every piece of artwork is worth 0.2 XP. Post them in the logs, on an NPC’s bio page, a random article throughout the site, wherever, so long as they spruce the page up. You can also post them in your PC’s chat room as we’re playing: the GM will add the images you post to the session logs.
Artwork should be consistent with the style of other pictures found throughout the site, and can be either photography or traditional drawings/digital images. Avoid anime, pictures of well-known celebrities, and pictures of attractive people for characters who aren’t also supposed to be gorgeous. The GM always appreciates photos that depict people with realistic body types.
You can also usually resize images to be no more than 800px large along their smallest dimension. Bigger images won’t show up any bigger on the site, for most computers, and take up more storage space in the Media Library. I’m not worried about running out when we have (as of this writing) 8.87 gigs left and it’s taken us 5.5 years to use 1.13 gigs, but there’s no point in using extra space when we don’t have to.
• Artwork that’s desaturated by 100% is worth an additional 0.1 XP. You should generally desaturate by luminosity rather than lightness, but go with lightness if you think that makes the image look better.
• Artwork with a black border is worth an additional 0.1 XP. Make the image 106% its original size, rounding up to the nearest even number. Make the border the same size across both dimensions. For example, a 1000×2000px image should be 1060×2060px after its border is added (and not 1060×2120). If the image is dark enough that a black border isn’t visually distinct from the rest of the image, make it a dark gray border.
Character portraits and images next to NPC blurbs should have a 110% rather than 106% sized border and fully uniform dimensions (e.g., 500 × 500 pixels). Portraits should be close-ups of the character’s face: generally, there should be no empty space between the top of the subject’s head and the image border, and it shouldn’t be possible to see more than the top of a necktie. Here’s one example and another example.
Canonicity of PC Actions
For a PC’s action to be considered canon, it has to be referenced in one of the in-character chat rooms. Here’s an example of why this matters:
Emmett once stumbled across Emil bleeding to death in his apartment. Emmett wanted to save the guy’s life, but he didn’t want to stick around after the emergency responders showed up and have to answer some really inconvenient questions. Emmett used Emil’s phone (which someone else had previously stolen from Emil and sold to Emmett—long story) to call 911. He then got the hell out of Dodge.
Well, there was also a severed nose underneath Emil’s bed, so the police wanted someone to arrest to keep their unit’s clearance rate high. (Plus, it was unclear exactly who had nearly killed Emil.) Emmett never got rid of the phone, so after interviewing Emil, the cops did their jobs, tracked down the phone that made the 911 call, and arrested Emmett as a suspect in the various crimes.
Or at least, they could have. Emmett’s player thought he’d made clear in the OOC room that Emmett got rid of the phone: the GM didn’t think so. As of this writing, I don’t remember why. Em’s player’s statement might have seemed ambiguous or it might have just gotten lost in the shuffle: the OOC room sees a lot of chatter, and a lot of it consists of banter, posted memes, and other game-irrelevant stuff. The GM always reads everything, but it is still possible for individual messages to get lost.
In contrast, it is very hard for stuff to get lost when it’s posted in the IC rooms. The GM keeps multiple Word docs that contain all of the chat transcripts from all of the IC rooms. It’s a permanent record of everything that’s happened and an extremely convenient format through which to look up even years-old information. The nature of the format leaves a lot less room for misinterpretation, too. If Em’s player posted, “Emmett chucks the phone into some nearby bushes after leaving the apartment,” that leaves things crystal clear for the GM, and the cops wouldn’t track Em down via the phone.
As it happens, that story had a happy ending. Em’s player took advantage of the game’s Declaration mechanic to declare that he had chucked the phone into some bushes earlier. But imagine if we’d gotten to a point where the cops had actually showed up outside Em’s door to arrest him, and it would’ve been too late to take that Declaration (since it would’ve contradicted the present)? Em getting arrested isn’t the end of the world, but the player would’ve been understandably frustrated if it felt like that was happening because of an OOC miscommunication.
So, to nip situations like that in the bud, You can post them yourself or tell the GM so he can reference them in his post.
December 2020 update: To further clarify this policy in response to a player’s questions, actions have to be referenced in the past or present tense to be considered canon. For example, if a PC says in-character “I’d like to do Thing X in the future,” that doesn’t make it happen. The future isn’t set in stone and it never goes exactly the way players (or the GM) expect. For stuff to happen, the PC either has to do it in the present (“I am now doing Thing X”) or reference it having happened in the past. (“I did Thing X.”) Depending on what Thing X is, we don’t have to spend a ton of time on it. The different Speeds of play, detailed below, are a thing. So long as Thing X gets referenced in-character, it’s canon.
Fudging Dice Rolls
Fudging dice rolls is impossible under the game system we now use, as players roll all the dice. But for people who just happen to be curious what the GM thinks of fudging (which they might actually find some value in, as it’s another indicator of what kind of game B&B is like), I’m keeping this older FAQ answer:
Most GMs who fudge rolls probably won’t admit to it. Nonetheless, this a topic worth bringing up, as I consider roll fudging to be one of the worst things that GMs can do to a game.
The reason I play RPGs, and what I think separates them from books, movies, and other media we passively consume, is that everyone gets to tell the story. Players make choices, cause events, and deal with consequences. Dice rolls and character stats exist to impartially arbitrate in what ways (and to what extent) characters get to affect the narrative around them. Without dice rolls, we’re simply playing pretend like we did as kids, or writing fiction together.
When a GM fudges rolls, I believe they destroy the capacity of their players to make meaningful choices and rob of them of agency within the setting. Fudged rolls railroad players onto an outcome of the GM’s choosing, and at that point it’s no longer a group of people telling a story together. It’s one person ignoring everyone else’s voices, so they can tell the story “how it’s really supposed to go.”
This assumes, of course, that the GM is being dishonest about fudging. If players are okay with a GM who fudges, the group can and should do as they please. No one can tell someone how to have fun.
If a GM fudges rolls, I believe they should be up front about it with their prospective players. I think some GMs aren’t because they’re worried known fudging might drive away prospective players, or will simply make their campaign world feel less dangerous (if the fudging benefits PCs) or impossible to effect change within (if PC actions fail by GM fiat).
As a semi-related observation, I think there is a stronger culture of fudging dice rolls in World of Darkness games than there is in D&D/Pathfinder. PF’s Gamemastery Guide was neutral on the topic of fudging (I remember it saying something to the effect of, “we’re not going to tell you whether it’s okay or not”), while multiple World of Darkness books outright encourage the GM to fudge. My original background as a player is in D&D/Pathfinder, and this is perhaps one way that said background influences B&B. Our game has no fudging of rolls. If I don’t want to deal with a particular roll’s outcome, I’ll usually try to head off the situation from happening in the first place or talk with the player OOC.
Invalid Dice Rolls
If a player (or the GM) forgets a bonus or penalty after dice are rolled, but someone remembers it before the results are described, we factor it in. After the results are described, they stand.
If you rolled too many dice, shave off any excess dice and discount their individual results from your final roll result. (For example, if someone rolled a dice pool of 4 and got 4, 5, 8, 9 for two successes, but then remembered a -2 penalty, the 8 and 9 would be discounted, leaving them with zero successes.)
If you roll an unnecessary dice pool (for example, Intelligence + Politics on a piece of information the GM would have told for free), your results get discounted, be they good or bad. The results are not used or substituted for any subsequent rolls.
Players have asked about this in the past and whether they can “keep good rolls.” While the GM’s kinder instincts make him want to say yes, it would then only be fair to make players keep the results of bad rolls, which I don’t think anyone wants to do. So invalid rolls simply don’t get used at all.
Once a player declares an action and rolls a dice pool for it, the action is locked in and can’t be taken back. If a PC attacks someone and rolls a botch, for example, there’s a “conflict of interest” if the player decides that picking a fight was actually a bad idea all along.
The Occult Skill
Players have various had questions about how the Occult Skill works or been surprised by how the GM adjudicated it. This section aims to clarify some aspects of the Skill.
First, Occult concerns two topics: real-world occult knowledge, and knowledge secret to the World of Darkness. They aren’t the same thing.
For example, lots of people you meet off the street can tell you about the biblical Cain. But only a character inducted into the secret world of the Kindred could tell you that vampires revere Caine (with an ‘e’ at the end) as the father of their accursed race. Occult dots do not automatically confer that knowledge. On their own, Occult dots simply confer greater knowledge about Cain (no ‘e’) as he is known by mortals.
Another difference between “real” occult knowledge and “secret” occult knowledge is how faeries are vulnerable to cold-forged iron. Someone with no Occult dots might not be aware of this fact. Someone with Occult dots could tell you about the folklore behind faeries being harmed by cold iron. But only someone with firsthand exposure to real faeries (the ones depicted in Changeling: The Lost) could tell you the different effects that cold iron has upon changelings and True Fae.
So essentially, there are two grades of occult knowledge: public knowledge and secret knowledge. Public knowledge is folklore and legends you can look up in the real world. Secret knowledge is the real deal, and concerns supernatural topics as they’re detailed in White Wolf books.
Supernatural characters don’t possess “secret knowledge” about everything in the World of Darkness. In fact, by default, they usually only possess “secret knowledge” about whatever race they belong to. Most vampire characters, for example, only have “secret knowledge” about faeries if they’ve had firsthand experience with real fae. Otherwise, they know largely what mortals know. Knowledge always carries a price in the World of Darkness: for a vampire to know as much as they do about vampires, after all, they had to die and become one…
A few other truisms so far as Occult:
• Occult will provide better information with better context. As one example, a telltale sign of Strix possession is the victim’s eyes having a yellow tint. If the victim is wearing thick sunglasses or a blindfold, then a player can’t roll yet Occult. They need to see the yellow eyes.
Context is hugely important with Occult, even more so than it is with other Mental Skills. Since occult information is inherently scarce, every handhold counts that much more.
What this means for PCs is that the more context they have, the lower the target number of successes will be (or may allow rolls where none was previously allowed). A character who sees a screaming phantasmal face in a mirror, as another random example, has some context. If they closely examine the mirror, smash it and look over the shards, ask nearby people if they saw/heard anything, or make a Declaration to have had their phone’s audio recording on (potentially capturing the scream), they have more context. Even if the GM tells the player, “You see nothing funny in any of the shards, no one else says they perceived a screaming face, and there’s only silence recorded on your phone,” that’s still further context which assists the Occult roll. Maybe whatever made the screaming face was a hallucination or purely mental projection that specifically targeted the character—which would be a harder conclusion to reach if the character hadn’t done follow-up work and determined that the screaming face left no apparent physical presence.
• Occult rolls can provide more or less information based on a character’s background. When one PC first bought a dot in Occult, she required additional successes to know about pretty much any supernatural topic beyond real-world occult practices. She had pretty much nil in the way of resources or exposure beyond a ghoul who already knew a little about the occult. When the PC made Occult rolls, the GM would frequently ask her player, “Where could Caroline have conceivably learned this?” She just did not have enough supernatural exposure to take advantage of the Skill. (She later gained said supernatural exposure.)
This truism extends to other characters too. A Tremere character will require fewer successes to recall information about Awakened mages than a Gangrel character, because the former’s clan has history with mages. Gangrel characters, in turn, typically require fewer successes to know information about werewolves, because their clan has had more contact with werewolves than the Tremere. Likewise, a Circle of the Crone character in New Orleans will be able to know much more about the loa than Invictus characers, even rolling the same dice pool. Knowledge is hugely dependent on a character’s background and can provide them with objectively more (or less) information.
• Occult often provides more clues to solve mysteries, but doesn’t directly give mysteries away. If a PC runs into a strange and mysterious phenomenon, characters will usually not be able to “roll Occult to know what this is.” Take the screaming face example, which could be a lot of things. An Occult roll isn’t going to tell the player, “It’s a Malkavian using Dementation on you,” without some serious investigation and established context, because there are just too many things that a screaming face by itself could be. Players can testify that’s a frequent response of the GM’s to broader Occult questions. “There’s a lot of things this could be.” That’s very deliberate. The World of Darkness thrives off an atmosphere of dread, mystery, and half-visible terrors lurking in the shadows. The GM’s general inclination is to foster paranoia and uncertainty among PCs. Cutting through those shadows to truth takes effort, and usually more effort than just chucking a fistful of dice to see if a PC already knew the truth.
That’s not to say Occult can’t give concrete information. It can and has. When an employee on Jon’s plane spontaneously transformed into a monster, he rolled Occult and got a fairly direct answer that it was Strix possession—but the Strix’s presence and actions, together with those of two further Owls Jon encountered after getting off his next flight, raised a lot of questions he’s still pondering. The mystery, in other words, isn’t that Strix are involved, but what they are up to.
• The more specific your question, the more specific your answer. If you ask, “What are the weaknesses of Strix?” and roll 5S (and your PC is a vampire, vampire-focused hunter, or other character who has “secret knowledge” about the Strix), you will get fairly hard and specific information. Ask about how a Strix’s vulnerability to sunlight functions, your 5S will tell you even more than if it’s used to give a general overview about Strix weaknesses. Ask, “What is this?” and you stand decent odds of getting a long list of possibilities or a “Magic 8-ball says reply hazy, ask again” answer.
lubbed your roll to recognize a supernatural occurrence in front of you? Hit the books and see what they say. Research often provides more information than “off the top of my head” rolls. Just like in real life, you might flub your Academics roll to know what Abraham Lincoln’s birthday is, but looking that information up in an encyclopedia (Wikipedia or otherwise) can still get your answer.
Lincoln’s birthday is so commonly known a piece of information that it doesn’t take a roll to research. You can just search “Abraham Lincoln” on Wikipedia and read his birthday. But say you want an obscure piece of information, like the birthday of Lincoln’s maternal great-aunt. All but the greatest history experts probably can’t tell you that information off the top of their heads. Hitting the books is still helpful—in fact, that’s probably the only way you’re going to uncover that information, unless you happen to be one of those “all but greatest” historic experts. You will probably have to spend a while sifting through scholarly and academic databases. This is where high-Academics characters are still at an advantage over low-Academics ones, because they know about resources to consult beyond simply Google. Dots in a Mental Skill don’t only encompass direct knowledge of a topic, but also knowledge of sources and where the character can go to find out information they don’t know off-hand.
Occult Libraries: Occult functions in exactly the same way. Occult “databases” are by their very nature more hodgepodge, eclectic, and obscure than Academics and Science databases. They are also far more likely to exist in the form of physical books than online-published journals and research papers. There is no peer-reviewed field of “occult studies,” after all.
Occult libraries are much more likely to contain information about the Hermetic Order of the Golden Dawn as it’s known among mortals than the Order of Hermes as it’s known among Awakened mages. Some books will contain slivers of the truth interspersed among lies, fabrications, and misconceptions. Some will contain ciphers and riddles to hide the truth from unwanted eyes. Some will contain nothing but truth but be incomprehensible to an “uniniated” reader. The more genuine supernatural knowledge a book contains (“secret knowledge” as discussed earlier), and the more easily it can be accessed, the more perilous such an item is to its writer and possessor. Many forces in the World of Darkness have an active interest in suppressing the truth. Still, scholars in supernatural lore cannot avoid putting such subjects to the pen. It is simply impossible to be an effective scholar without transcribing one’s findings.
The GM once pointed out in conversation with a player that occult books aren’t necessarily “books that bestow their users with supernatural powers.” Those books are pretty rare even in the World of Darkness. Completely mundane books containing information about supernatural topics are an essential resource for any serious occultist, just like as any serious history expert will have their own collection of history books. Mechanically, there is every reason for characters to keep libraries. It literally gives them more dice rolls to find out information.
Library Access: The one prerequisite to make research rolls is access to a library or database of some kind. You can only make “off the top of my head” rolls if you don’t have one, since research implicitly means the character is seeking information from external sources. Backgrounds determine the breadth and quality of what sources a character has access to. A character with Academics 5 may be a walking Wikipedia, but if they also have Status (Harvard University) 5, that gives them access to a massive trove of scholastic information beyond what’s already in their head. Someone with no Backgrounds only has Google, Wikipedia, and the public library.
Occult topics concerning true supernatural lore have no public access equivalent. A mortal researcher might be able to dig up foklore concerning potential vampiric weaknesses in the public library, but a vampire character who wants to research the history of a Toreador bloodline active in the 14th century Courts of Love simply can’t do that without access to a specialized trove of knowledge (i.e., a Background). This is typically through Library or Status among a group of Kindred that has their own collection of books. It can also simply be in-the-know Kindred the character interviews—much of Cainite history is passed down orally rather than recorded.
Pacing is a crucial component to running enjoyable text-based games. The medium is inherently slower than conventional tabletop play: every long-running text campaign I’ve participated in has grappled with that particular devil. I’ve come to believe that effectively managing a game’s pacing is just as important a GM skill as having interesting characters, engaging storylines, and strong knowledge of game mechanics. That’s why it’s getting its own special section on this FAQ page, rather than lumped next to the section on using the Occult Skill.
The key to good pacing, I’ve also come to believe, is not leaving it up to chance. Just as GMs can (and should) revise mechanics that impede play, GMs should also be proactive in managing the speed at which scenes play out. When pacing is left to chance, it defaults to a slower speed. That drags down the whole game. Monte Cook gives some excellent advice on this subject in his Numenera RPG:
Although you want everyone to be happy, you’re in charge of pacing. If you must err, make the players struggle to keep up, rather than letting them be bored and wondering when you’re going to get on with it. Thus, if there’s no compelling reason against it, don’t hesitate to advance time, even in large chunks.
Scenes are divided into the following speeds so that we can deliberately choose how fast or slow a given scene should be. In true World of Darkness fashion, they have five ratings:
Speed 1 – Line by Line: The player and GM play out every dialogue line in a conversation and describe every dice roll. Example:
GM: “I love you, Bob,” says Jane, stroking Bob’s hair.
Player: “I love you, Jane,” says Bob, stroking Jane’s hair.
GM: “Let’s make love, Bob,” says Jane.
Player: “Okay, Jane,” says Bob.
Speed 2 – Exchange Summary: The player and GM condense individual dialogue and series of actions into shorter summaries. This takes place within a single scene. Example:
GM: Jane tells Bob how much she loves him. If he’s up for it, they have PG-appropriate lovemaking with the sheets on.
Player: Bob enoys the PG-appropriate lovemaking and rhetorically asks Jane if this is all there is once they’re done. “I just feel like there’s more to life, you know?”
GM: Jane shrugs, smiles, and says this is enough for her, until her demonic lords return to consume the world.
Player: Intrigued, Bob asks Jane to tell him more about her infernal masters. Maybe this is what he’s been looking for.
Speed 3 – Scene Summaries: As the above, except the player and GM play out multiple scenes through this format.
Player: Bob makes love with Jane and asks if this is all there is when they’re done.
GM: Jane says this is enough for her, until her demonic lords return to consume the world.
Player: Intrigued, Bob asks her to tell him more about her infernal masters. Maybe this is what he’s been looking for.
GM: She does so. If Bob is amenable, she inducts him into their worship over their coming months. He’s required to sacrifice a virgin over a demonic altar.
Player: Bob slits the cryivg victim’s throat and pledges himself body and soul to Belphegor, Lord of the 784th Pit of Unending Darkness.
GM: Belphegor is pleased with the sacrifice and commands Bob to continue feeding him souls.
Plaer: Over the coming months, Bob happily sends dozens of souls to the archdemon. Finally, he’s found what he was looking for.
Speed 4 – Four Line Speed: The player and GM play out a single scene with a maximum of up to four lines.
Speed 5 – Referenced Elsewhere: The scene isn’t played as its own scene. The player and GM suss out the details of what happens OOC, calling for dice rolls as necessary, and the player or GM reference what happened at the start of the next of the next scene. Example: “Jane walks into the bar in the French Quarter. She hit up her pal Bob for information about the manager, and he gave her good intel: perhaps the time is not yet nigh to sacrifice him to her demonic masters.” As with everything else, a Speed 5 scene must be referenced in-character for it to be canon. Keeping track of the game’s continuity becomes too difficult if portions are missing from the IC logs.
The GM will typically use lower Speeds for narratively important or atmospheric scenes, establishing relationships with new characters, and other new things (e.g., your PC’s first on-screen visit to Elysium). Higher Speeds are good at progressing events with established characters, and mostly suck at establishing relationships with new characters.
Most games I’ve played in haven’t allowed retcons of PC actions, and neither does Blood & Bourbon. Nonetheless, I recognize that not all players share this prior gaming experience, so to clarify B&B’s position:
We don’t do ‘em. If a players wishes they’d pursued a different tactic to befriend an NPC, we’ll leave the scene as it played out. Try approaching the NPC again later. If a PC forgets to do something important during an earlier scene, let’s see what they can do in a future scene. If a PC spits in the prince’s face and regrets it, sorry. For good or ill, actions taken by PCs are not subject to retroactive change after they’re taken.
With that said, it’s a rare day that players can’t undo the effects of their PCs’ actions. We’ve seen PCs flip numerous adversarial NPC relationships to friendly ones, while the Declaration use for Willpower allows players to retroactively take past actions that don’t contradict the present. Very few events in the game are unchangeable if the player is willing to put in the time and/or effort to change them.
There are a few gray-ish areas that are not considered retcons.
• Editing Posts: Players can freely edit or delete any post the GM has not responded to. If their PC spits on an elder’s face, but the player decides that was a bad idea a couple minutes later, they can strike their post from the record. It only becomes a locked-in part of the game’s continuity after the GM replies to it (or the player makes a dice roll).
• Prettying Up Posts: Sometimes players aren’t satisfied with their writing and want to polish it up. The GM does this all the time in the game’s posted logs. For example, “he’s wearing a suit” might get changed into “he’s wearing a plum-colored pinstriped suit with a rose pinned to the lapel.” The GM might add, delete, or revise sections of a character’s dialogue. None of this can actually change what happens. The PC who spits on the prince’s face still spits in the prince’s face. But the player or GM could change a description from “spittle” to “bloody spittle” if they forgot that vampires don’t produce (many) bodily fluids besides blood.
• Jumping the Gun: There have been a few times when players posted their PC’s actions before they could roll a Mental Skill check the GM had intended to ask them for. If the player wants to do something differently based on the check results, it’s okay for them to revise their posts. (These are always for Skill rolls the GM calls for, not ones asked for by players. If a player does something they regret, then asks for a dice roll to recognize whether it was regret-worthy, it’s too late to take back actions if the GM has already replied.)
The GM can make retcons to the game’s continuity, though will only do so in extenuating circumstances. For example, after one PC was retired, his epilogue had a line which stated he was executed in 2042. When we un-retired him and brought him back to active play, his execution date got changed to 2016. GM retcons follow a pretty simple cardinal rule:
They cannot change the consequences of a PC’s actions.
In other words, retcons are only allowed for GM-dependent details like Em’s “2042 to 2016” execution. No scenes in 2042 were actually played out, so no PC actions were invalidated. It was an off-hand reference that made the difference between the PC being playable and unplayable. Another GM retcon was changing a different PC’s initial age from 17 to 20 to better reflect how she’d been played, which involved editing some NPC dialogue lines and third-person descriptions in the logs.
There are several reasons B&B exercises a light hand with retcons.
First, it helps players take the gameworld seriously. There would be a diminished sense of danger and consequence if players could walk back on actions they later wished they hadn’t taken. Words and actions always matter.
Secondly, it’d be an easy source of sore feelings among players when some PCs got retcons and others didn’t. When no one gets them, everyone gets equal treatment.
Last, it saves time. Text-based games aren’t the fastest medium. Doing scenes over again would take more time.
Rolling Dice When People are Absent
The nature of our medium is such that players and the GM aren’t always online at the same time. Rolling dice when someone else is offline is a helpful way to speed up play.
Whenever a player would normally ask “Can I roll [dice pool X] to do [attempted action Y]?” and the GM isn’t online, they should go ahead and roll dice pool X.
If the roll isn’t needed, the GM can discard the results.
If the roll was needed, the GM can immediately describe the results instead of saying, “Yes, you can roll,” and then waiting for the player to pop back online to roll.
If a roll was needed, but the player used the wrong pool, the GM can add additional dice (per “When a player is absent” below) or shave off excess dice as needed.
If the GM needs a PC’s dice roll results before writing a post for their chat room, he may assume the PC Takes Half (that is, gets an average number of successes for their dice pool, rounding down uneven numbers) to move things along if the player is offline.
The GM may wait for the PC’s player to come online if the roll in question is significant enough.
Shared Beliefs of Players and PCs vs. Mind-Reading NPCs
There have been a couple times where players believed that an NPC was reading their PC’s mind, Presence-ing them into speaking the truth, or simply had an Insight/Subterfuge dice pool high enough to see through any lies the PC told. Players (it’s been more than one) have then stated that their PC believed something which was less likely to result in negative consequences. When the PC’s beliefs mirror the player’s, that’s okay. When they don’t, that can be a problem. Here’s an example of how:
Player Bob believes that Elder Jane is reading his neonate PC’s mind. Player Bob wants his PC to do something that he also believes Elder Jane would physically or socially retaliate against him for. Player Bob declares that his PC agrees with Elder Jane and doesn’t want to do it, because she’s an elder and she knows best. Player Bob later has his PC “change their mind” and do whatever it is anyway.
That’s metagaming. Combine it with flashbacks, which give players the power to rewrite the game’s continuity and play out new scenes in non-chronological order, and it can result in mental gymnastics that bog down the game with questions of at what time the PC did or didn’t believe in X.
To avoid that, we have a simple rule: PCs believe the same things their players do. Now, if a Tzimisce torture artist PC believes it’s okay to wear their ghouls’ flayed skin as neckties, I don’t presume their player shares those beliefs. But if a player intends to have their PC backstab an NPC (and isn’t simply contemplating the OOC pros and cons of the idea, but intends to follow through on it), that’s what another character who uses Auspex on them can potentially find out.
That’s also the same standard to which NPCs are held: when they lie to PCs, players can roll Empathy/Subterfuge to see through their bullcrap. When PCs use truth-ferreting powers to suss out an NPC’s true motives, NPCs don’t conveniently “change their minds” at a later date. Metagaming is a no-no for the GM too.
• Use present tense, not past tense. Example: “Bob opens the door” vs. “Bob opened the door.”
• Use third person. Example: “Bob opens the door” vs. “I open the door.”
• When emoting your character’s thoughts or internally monologuing, use the _ tags instead of quotes. Example: I hate opening doors, Bob thinks.
• When your character communicates telepathically, use the _ tags preceded by :: in place of quotes. Example: :: I hate opening doors too, :: Jane’s voice sounds in Bob’s mind.
• When your character speaks in another language, post the non-English translation of what they’re saying (that you’ve probably pulled from Google Translate) followed by the original English version with _ tags and parentheses. Example: “Odio aprire le porte,” says Bob. (“I hate opening doors.”)
• When your character communicates via the written word (whether email, texting, or plain old-fashioned letters), use the _ tags instead of quotes. Example: Dear Jane, Bob writes, I really hate opening doors. You have no idea. Sincerely, Bob
• When the GM summarizes an exchange, respond with a summary rather than line-by-line dialogue. Summaries are intended to briskly move the game along, so it defeats the point when the player types their response out word-for-word. It also keeps the scene’s descriptive tenor consistent. Example:
GM: Jane writes back that she despises opening doors too. Her parents were killed by doors, and hatred has burned hot within her breast for all their kind ever since.
Bob: Encouraged, Bob pens yet another scathing diatribe denouncing doors in all their shapes and forms.
Dead and Retired PCs
If a PC dies or is retired from play, any new PC the the player creates has starting character stats, plus any XP earned from wiki work. As with secondary PCs, this is less a “nerf” than it may sound, as newer PCs tend to receive trait increases at a faster rate than older PCs.
On several occasions, players have asked or been offered to play NPCs on behalf of the GM or Retainers on behalf of other players. This tradition started way back in 2015 when George Smith’s player was facing some pretty high-stakes, big-deal scenes with George that he wanted to do further more prep work for, but we had a session starting in only a couple hours. (This was back during the days when we still played weekly IRC sessions rather than the “play when you want” Discord model.) I asked him if he wanted to guest star as the ghoul for an NPC so he could have something to do, and he said sure.
Delaying George for a week actually didn’t lead to the player doing any particularly consequential or scene-altering prep work. It is usually better to just bite the bullet and move scenes along than fret over getting them perfect.
But George’s player did an amazing job playing the NPC’s ghoul (Eric Tantal, to Peter Lebeaux). He took a random ghoul who was going to be a largely faceless, one-note mook (bar any specific interest expressed by the PC on the scene, Louis Fontaine; the GM will always further flesh out areas of the game world that players express interest in) and gave him depth and presence that added quite a bit of color to the scene. Everyone walked away from the session having had a better time for Eric Tantal’s addition to it, and he went on to become a semi-recurring character long after George’s player left the game. If a PC these days wants to talk to a ghoul of Peter Lebeaux’s, they’ll probably run into Eric Tantal.
Players have occasionally asked to guest star as assorted minor NPCs in the years since then. Sometimes the GM has also offered it when an otherwise absent player didn’t feel they could commit to playing their PC at the time, but still wanted to do something in the game.
We’ve recently (as of this August 2020 writing) had a couple players express further interest in NPC guest starring, so I’m posting a few guidelines on the subject:
• You’re probably stat-free. The question of game stats recently came up. If you’re an NPC, you don’t roll dice, track Hunger/Craving, have Willpower, have a statblock, etc. The GM might tell you what some of your trait dot ratings are, to inform how you roleplay the character, but for the most part those don’t matter. Numbers are only likely to come up if PCs decide to roll dice against you, in which case it’s simply against a DC set by the GM.
• You’re a member of the supporting cast. You’ll show up in the logs as “Support” rather than a specific character’s name. The GM may pop in with instructions on how to play the character, or take turns playing them at particular points (if, say, you’ve been AFK a while and the GM wants to move the actual PC’s room along). Don’t sweat it they die and/or suffer horribly at PC hands. The character is basically a bumper car. Enjoy the ride, expect it to be bumpy, and expect it to be brief, so have fun while you’re behind the wheel.
• Ask the GM when you want to guest star. Self-explanatory. By default, I assume players are only going to play their PCs. Guest star NPCs will be minor characters who haven’t appeared in the game before rather than established big-name ones like the prince.
Players have also recently (as of this August 2020 writing) asked if they can play one another’s Retainers too. I’m cool with that if both players are.
Some guidelines there:
• The vampire PC’s player still buys the Retainer with their own starting Background dots/earned XP or obtains the Retainer in-game. Ain’t no such thing as a free lunch.
• The Retainer’s player gets to roll dice normally. The vampire’s player and the Retainer’s player both have access to the Retainer’s stats.
• Retainers don’t have Willpower, as they’re sidekicks. Their PC domitor can spend Willpower on their behalf. If the Retainer would earn Willpower from a Flaw or Condition, it goes to their PC domitor.