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Vampire: The Masquerade: Difference between revisions

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{{quote|''A Storytelling Game of Personal Horror.''}}
 
'''''Vampire: The Masquerade''''' is the tabletop roleplaying game that started the [[Old World of Darkness]] line. SubvertedIt subverted many tropes of roleplaying games from that time by making the player characters monsters (as opposed to heroes who hunt them) and installing a [[Karma Meter]] that makes violence a dubious solution in many situations. In this game, players take the roles of vampires (aka the Kindred, aka the Damned), undead beings gifted with eternal (un)life and superhuman power, but forced to endure such drawbacks as compulsive bloodlust, poor impulse control, danger of degenerating into a mindless monster by committing too many evil acts, weakness to sunlight, and being bitches of older and more powerful vampires. The common ways to spend your unlife in this game include angsting over your condition, engaging in political intrigues and games of status within the vampire society and kicking ass with your newfound superpowers (called Disciplines).
 
Of course, these vampire powers range from those inspired by classic vampire tales (turning into bats, invisibility, [[Mind Control]], and so forth), to the truly bizarre (shadow manipulation, body-morphing, or the ability to drive others into insanity).
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* [[Pride]]: Everything Tremere ever did, which caused massive, ever-lasting shifts and rends in vampiric society, came about because he never admitted failure. One wiki sums up every one of his actions with "It half-worked".
** Also Caine himself. The Book of Nod reveals that he was offered forgiveness and release from his curse by God three times and each time refused because doing so meant submitting to another's will. There are even hints that that offer is still open, that Caine could redeem himself and all other vampires at any time but still refuses to accept forgiveness until God asks him for forgiveness first.
* [[ThePromethean Punishment]]: Vampires came into existence as a result of God's curse on Cain, presumably aimed at making Cain repent. As you can guess, this worked about as well as most examples of [[The Punishment]].
* [[Prophecy Twist]]: The rise of thin-blooded vampires (most if not all of the 14th Generation and all of the 15; for reference, PCs are typically 13th-Gen) is supposed to herald Gehenna, the vampire apocalypse. However, no one knows that it's because {{spoiler|vampire Final Deaths disturb the torpor of elders regardless of how thin the dead vamp's blood is, and thin-blooded vampires, for obvious reasons, die easier than stronger ones}}. Oh, and [[Idiot Ball|guess how the Kindred are trying to prevent/forestall Gehenna?]]
* [[Psychic Surgery]]: Tzimisce. Seldom used for healing.
* [[The Punishment]]: Vampires came into existence as a result of God's curse on Cain, presumably aimed at making Cain repent. As you can guess, this worked about as well as most examples of [[The Punishment]].
** Well, he's retired into cab driving. Seems about as good as these things get.
*** Just don't mention that on a forum. The [[Internet Backdraft]] about it won't be pretty.
*** Being forced into driving a cab for millennia '''really would be''' an unholy punishment: ''Cabbie: the Fare Taker'', anyone?
* [[Prophecy Twist]]: The rise of thin-blooded vampires (most if not all of the 14th Generation and all of the 15; for reference, PCs are typically 13th-Gen) is supposed to herald Gehenna, the vampire apocalypse. However, no one knows that it's because {{spoiler|vampire Final Deaths disturb the torpor of elders regardless of how thin the dead vamp's blood is, and thin-blooded vampires, for obvious reasons, die easier than stronger ones}}. Oh, and [[Idiot Ball|guess how the Kindred are trying to prevent/forestall Gehenna?]]
* [[Psychic Surgery]]: Tzimisce. Seldom used for healing.
* [[Railroading]]: The Metaplot may or may not try to do this, depending of the GM and fan. But one example that just jump from the book to beat you to death is in '''New York by Night''', where the writer pretty much orders you to explore the ''deep meaningful theological discussions'' between two hunters (a young angry man with a crippled sister (Mike and Zhanna) and a ex-security guard (Bobby)), that your players should stop the game to pay attention and if they die, that they should lose Karma points instantly and brutally.
* [[Really Seven Hundred Years Old]]: Vampires stop aging at the moment of their transformation, which leads to this trope. And often to [[Squick]].
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