Post by Storyteller on Apr 4, 2009 2:59:04 GMT -5
As stated in the very beginning of the Rules, Final Death is possible here.
This is meant to be a sophisticated game of strategy and statistics, with as many possibilities for realism and chance as possible.
With the exception of the characters created to flesh out the City itself, I have limited starting characters to Neonate or Fledglings as a way of leveling the playing field, giving everyone a fair chance in play, as well as a chance at building past those starting points, leveling and building your character up to something more through the work and time spent in play.
I am a fair Storyteller, and I do not dish out Final Death easily.
With all the time and work spent in creating a character, I do not plan to have my vampires dying off in their first Campaign.
As every veteran Dice Game player knows, sometimes, the Dice are just not in your favor.
The VTM core book itself gives Storytelling tips for this exact chance, and I will make good use of it in play, rest assured.
There are also some Merits that I encourage beginners to make full use of: (though you only need one of the 3 to get the full effect they will have in 'saving' in play)
Common Sense (1pt Merit)
You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense., the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do.
Guardian Angel (6pt Merit)
Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. IN times of great need you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched over, and by what (not necessarily an angel, despite the name).
Spirit Mentor (3pt Merit)
You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.
These specific Merits will give beginners a better chance at surviving to become more powerful as they get to know the game, as well as giving me the chance to offer you prompt help in dire situations, within actual game play specs.
You should also beware that in some situations, when everything is tipped against you, it might be the smartest strategic move to simply turn tail and run.
The Vampire who runs away, lives to hunt another night.
If you do not meet your goal head on, you could always regroup and try a different tactic later, as long as you save yourself from final death.
Though not every character is fit to run away, MOST Vampires did not live to be such old ages by fighting till the death over something so simple as Honer. Even Brujah Neonates would understand this basic concept in survival.
Vampires should be crafty characters, with a good share of Wisdom in their long lives.
This is NOT a hack and slash game with damages being constantly dealt.
This is a stealth and strategic game, meant to be played in creative and imaginative ways.
If you bust through everything, and do not think your moves through, you will most likely have wasted your time going through the character creation process, and be reduced to a Non-Animate Corpse for your troubles.
If you are trying, and things just aren't going your way, always remember, there are other ways than fighting and dying at the hands of a more powerful Kindred to reach your goals.
Final Death is totally possible here, but we seek to avoid it as much as possible.
This is meant to be a sophisticated game of strategy and statistics, with as many possibilities for realism and chance as possible.
With the exception of the characters created to flesh out the City itself, I have limited starting characters to Neonate or Fledglings as a way of leveling the playing field, giving everyone a fair chance in play, as well as a chance at building past those starting points, leveling and building your character up to something more through the work and time spent in play.
I am a fair Storyteller, and I do not dish out Final Death easily.
With all the time and work spent in creating a character, I do not plan to have my vampires dying off in their first Campaign.
As every veteran Dice Game player knows, sometimes, the Dice are just not in your favor.
The VTM core book itself gives Storytelling tips for this exact chance, and I will make good use of it in play, rest assured.
There are also some Merits that I encourage beginners to make full use of: (though you only need one of the 3 to get the full effect they will have in 'saving' in play)
Common Sense (1pt Merit)
You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense., the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do.
Guardian Angel (6pt Merit)
Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. IN times of great need you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched over, and by what (not necessarily an angel, despite the name).
Spirit Mentor (3pt Merit)
You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.
These specific Merits will give beginners a better chance at surviving to become more powerful as they get to know the game, as well as giving me the chance to offer you prompt help in dire situations, within actual game play specs.
You should also beware that in some situations, when everything is tipped against you, it might be the smartest strategic move to simply turn tail and run.
The Vampire who runs away, lives to hunt another night.
If you do not meet your goal head on, you could always regroup and try a different tactic later, as long as you save yourself from final death.
Though not every character is fit to run away, MOST Vampires did not live to be such old ages by fighting till the death over something so simple as Honer. Even Brujah Neonates would understand this basic concept in survival.
Vampires should be crafty characters, with a good share of Wisdom in their long lives.
This is NOT a hack and slash game with damages being constantly dealt.
This is a stealth and strategic game, meant to be played in creative and imaginative ways.
If you bust through everything, and do not think your moves through, you will most likely have wasted your time going through the character creation process, and be reduced to a Non-Animate Corpse for your troubles.
If you are trying, and things just aren't going your way, always remember, there are other ways than fighting and dying at the hands of a more powerful Kindred to reach your goals.
Final Death is totally possible here, but we seek to avoid it as much as possible.