- Joined
- May 30, 2018
Double posting like a fag to add on:Agree with everything Adamska said and more.
Also remember VtM is personal horror, stress on the personal always.
One thing I do is make my players do a influence map to each other as the coterie and to people in the city. I have them create one boon (a person or thing who has helped them in the past. Someone who helped them in a breech, a Nossie who did them a solid) and one bane (a person or thing that has hindered them. Their Sire's other Childe, a diablerist that tried to hurt them etc)
The influence map to their coterie should consist of lines of moments that helped define their relationship. One line is good to one player, the other is conflict to the other player. So perhaps (for example) the Ventrue of the group holds the Gangrel in high regard because that Gangrel saves them from a shovel head. But in contrast the Gangrel has conflict with the Ventrue back because maybe the Ventrue inadvertently knocked down a building their herd had influence on or domain.
Help them build these wider city connections, let them add their own lil mythos and lore to the game and then use it. They're their worse enemies in that regard. Force them to expand on their history always. Force them to think about their characters night to night activities, encourage ambitious actions and goals.
Then, you start plotting conflict around those goals and building your net. I would encourage you as a ST to always try to make your plots connect and have strands leading into one another even if by a lil touch. Things don't happen in a vacuum and a powerful enemy has their fingers into everything usually. So make the ghost of those fingers known. It'll be very satisfying when they reach that had of the serpent down the line and realise it had a circle.
Anyway. I could sperg about VtM and WoD STing all fucking day.
You don't need to go big and bombastic for VtM plots. I would encourage the opposite. It's not about world ending or city rending issues all the time. Sometimes its just about simplistic horror that feels close to the heart and makes them question their existence and their humanity.
Give them opportunities to do that, force heavy decisions that don't seem super grandiose but are felt by the PCs because this is a breaking point for them. A child vampire that secretly hires them to off herself because she wants to be put to rest after a century of torment in a body that will never age, a ghoul gone wrong that spins out of control and kidnaps their Malkavian Domitor to spread out the vamps blood and use it to keep everyone he loves alive longer...at the price of their sanity.
Give 'em chances to really ride into grey mortality cuz its not black and white in WoD. At all.