Page 265 - Hunter - The Vigil
P. 265

:

                            V
                              E
                                      T
                                        O
                                    S
                                      T
                T
                T
            A
              P
                    R
                    R
                  E
                  E
                                                     L
                                                     L
                                                   L
                                                   L
                                                           G
                                                           G
                                                       I
                                                         N
                                          R
                                            Y
                                        O
                                          R
                                               T
                                                 E
                                            Y
                                               T
        C CHAPTER FIVE: STORYTELLING
          H
            powerful for the cell (and many are likely to be just that — at  may need reaching), or that the players would maybe prefer
            least at first), then even minor harm can feel like a decent  that you just tell them what’s up instead of making them do

            victory. To continue the vampiric example above, the elder  all this damn work (because, hey, isn’t that your job?).
            lord might lose one of his undead children in the ensuing fire-  Neither approach is more valid than the other. It’s simply

            fight, and is increasingly unstable and emotionally wrecked  something that a troupe needs to sit down and talk out.

            from then on as a by-product.                         The following section details some of the possible ap-
               Hope can take a more immediate form, of course. The  proaches to lend some color to a chronicle, and highlights a
            hope of rescue is a classic element when dealing with humans  few ways in which hunters deal with the supernatural.
            at the mercy of monsters. In the opening scenes of a chroni-
            cle, few things will bind a group together as a mutual need to        Theme and Mood
            save someone from an inhuman creature’s clutches. Similarly,   Storytelling games rely on theme and mood to contribute
            few motivations for beginning the Vigil are as emotionally   to the story. Some rise naturally into the tale without con-
            compelling as wanting to rescue a loved one…or put their   scious effort on the part of Storytellers and players: as each
            reanimated remains to peaceful rest.              chapter resolves, it contributes these aspects unconsciously.
                                                              Other times, it’s something that the Storyteller or the play-
                                                              ers put forth knowingly, saying up front, “This game is about
                         Choose Your                          this and feels this way,” or, “My character represents this ab-

                                Own Vigil                     stract idea and has this certain air about him.” (Definitions for
                                                              theme and mood can be found on pp. 190–191 in the World
                                                              of Darkness Rulebook.)
               The Vigil itself is not a clear-cut path for any who walk it.   What themes are apt for a Vigil story? Hundreds of po-
            There’s no code of laws and ethics laid down that must be followed  tential universal ideas or lessons can be presented in a Hunter
            — though, admittedly, the authority of the tier-three organizations  game. Something simple like, “Men are as corruptible as mon-
            and their operational mandates come close. Ultimately, however,  sters,” or something a bit more complex like, “Confrontations
            it’s a path hunters walk guided by their emotions, their morals,  with the unknown inevitably contribute to madness.” Your
            and their belief in what needs to be done. Is there a right or wrong  theme will answer questions: can hunters be heroes, or are
            approach? Different cells will say yes, while many others will have  they monsters? What is the nature of humanity, and is it pos-
            no idea. Most hunter groups, from the lowest, most isolated cell to  sible that an undead creature can be more “human” than a
            the best-funded, best-equipped Cheiron strike-team, splice these  mortal hunter? Theme could highlight moral complexities,
            approaches together. It’s a moment-to-moment thing, a game plan  ethical paradigms or mystical philosophies.
            that comes on the fly, or on a case-by-case basis. Different creatures   Building in a theme means consciously evoking that

            need to be hunted in different ways.              theme in important moments in-game. If the theme is that
               And, for as many ways as hunters have to approach the  exposure to the unknown stirs madness, then you have to
            Vigil, a Storyteller has as many options when determining the  demonstrate how this is true. An attack on a vampire’s haven
            elements that will go into a Hunter: The Vigil story. The  leaves the hunters feeling dizzy and “off kilter,” and maybe

            book has a lot of elements in play, allowing you to define the  you ask them to make Resolve + Composure rolls not to freak
            story as you and the players see fi t.             out or do something out of character. When one hunter goes
               This can be done in one of two ways:           home to his wife a day later, she may note he doesn’t “look
                a) You as Storyteller come to the table with the game  right,” and she points out his shaking hand or the unconscious
            and play-style already defi ned, and the players can create char-  way he’s chewing at his lip and drawing blood.
            acters based on what you lay down. The advantage to this is   Mood, on the other hand, is less complex and ultimately
            that some troupes want to be entertained and don’t want to  more pervasive. Does your story take a tack of violent strug-
            have to come “prepared,” or alternatively, want to just jump  gle? Of creeping paranoia? Pyrrhic victory? Brutal heroism?
            right into the story and get moving on character creation. The  Omnipresent evil? Mood necessitates you contribute to it in
            disadvantage is that some players might feel railroaded into a  a way of showing, not telling. You don’t say, “Your characters
            game-style in which they have little interest. If they wanted to  feel paranoid.” You say, “As you enter the warehouse, you see
            play a combat-heavy blood-and-retribution style of game, and  a camera with a red light recording all that you do,” and you
            the Storyteller puts forth a game based on occult investigation,  hammer that home again and again. Later they feel “eyes at
            desires clash. Entertainment wanes. What fun is that?  their back,” and at home, they receive strange phone calls
               b) You as Storyteller ask the players what they want, and  with nothing more than clicks and incomprehensible whis-
            they tell you. They say they want a game of desperate struggle  pers coming over the receiver. You don’t need to tell the char-
            or a game about government conspiracies, and you comply.  acters how paranoid they’re feeling because you showed them:
            The advantage of this is that it puts the players in control  and oh, they feel it.
            and, let’s be honest, it’s the players and their characters who
            should always, always, always be the focus of the game. The              Theme as Confl ict
            disadvantages are that you as Storyteller might not be pre-  A hunter character shifts his locus of control from exter-
            pared to run what they want (and some level of compromise  nal to internal. Humankind is largely externally controlled,
        264
        264
   260   261   262   263   264   265   266   267   268   269   270