Responsible for Your Own Good Time
You need to decide what you, the player, want to get out of the game.
As you "are responsible for your own good time" What would make it an enjoyable evening for you?
That could be anything from getting to hang out with your friends,
meeting new people, or getting having really dramatic, emotive moments.
Knowing what you would enjoy doing is the key to achieving it. When you
walk away at the end of the evening, it will give you some criteria by which to judge
whether you want to come back, or ways to improve things that were self-defeating.
Your goals for enjoyment will also help you determine what kind
of character to develop, especially whether you want to build someone
more violent, social, intrigue-generating, quirky, or reserved. Generally,
you want to build a character that fits your goals of having a certain
kind of experience. The game is not about "winning" or "losing" —
it is about the quality of the experience, so plan accordingly.
Character Goals — Short-term vs. Long-term
Once you know what you want out of the game, then you can design
a character to help fulfill those goals. Please remember that LARP is
by nature an interactive experience, so a mute, stoic or reclusive character
might be counterintuitive to the desire to meet people.
Then comes time to actually play. What you need to decide are the short
term goals for your character for the evening. They could be very simple (meeting three new people or fighting someone) or more complex (gaining influence in your clan or a blood boon or diablerie). By setting goals,
you give yourself purpose, and keep yourself from falling into the trap
of sitting around waiting for someone to come up to you and tell you what
to do. Because this is not a tabletop or video game, it is not as structured
with a Storyteller always guiding you and your friends through narrow
choices of a pre-planned scenario. Instead we recommend you set yourself
a minimum of three nightly goals and even if you don't know how to achieve
them, at least you have some motivation and can explain it to others when
you speak to another character who may be able help you. These goals should
be feasible though not overly simple and are not a replacement for your
character's long-term goals.
Showing Deference
Face it, a new character stands little to no chance against a more
experienced character, and while it may seem like it's in character to cuss out the authority figure you hate, remember that Status is an important part of the Requiem. You get some great bonuses if you have it, but that means that people with more status than you probably can put into a world of hurt. Always remember to think twice before pissing off the head of a department, committee, covenant or clan. Tread softly around them and then stab them in the back. It's much more effective.
Cashing in on Your Usefulness
One great way to get involved in things is to make yourself useful
to the Board of Directors. There are many ways to do this,
from passing their messages discreetly, to taking accurate notes, to going
out as a strong man for them, to distracting or delaying their detractors
from attending important meetings. The approach will vary for each character
and group, but by doing so you will develop powerful allies who can
aid you in the goals that you established, getting equipment and funds.
Always go to your Clan or Covenant for simple things like cheap armor and guns. In
all likelihood they either have some lying around, or know where they
can get some cheap for "family." For better equipment, you will
have to provide better service, either to them or to those who have it.
Whether it's spying, guarding someone, or whatever, your services can
earn you things that your few influences will not be able to buy. Your
Allies and Contacts are valuable, even if you only have a few. They provide another
means of gaining prestige and favors from those more powerful than you.
You can sell them (making yourself a profit), donate them to the Clan or Covenant (which gets you kudos and titles in some cases), or trade them for other equipment or services over a longer period of time in order to allow you to grow more and other services.'
Change the last sentence to '...for which you did not have to spend points. In any case, those Influences are another asset, and
one you didn't have to spend points for.
Reliability and discretion are your greatest assets as a new player who
is providing services to those who are established. If you are someone
who will be there consistently, and do what you say you will do, you are
very valuable even without great powers and will earn respect from those who matter—and be rewarded accordingly. Of course, conversely, you had
better live up to their trust, or you may find yourself shut out, or eliminated
if too inconvenient. Constantly causing problems for others to clean up
is not a good way to endear yourself to them.
Committees, Covenants & Clans
You are not safe in the World of Darkness. It is very easy to get
killed or exploited to uselessness, and at the beginning, you are at the
bottom of the food chain.
No matter how dangerous the situation, there is strength in numbers. First,
you may join a committee, your friends who all decided to play together
for support and may be playing any number of Clans or all in one. By sticking
together, you can avoid being picked off either politically or physically.
Second, especially if you don't know anyone else playing, you can be in
a group with Clanmates, once you are introduced to them by the Priscus.
They are more of a guaranteed support group. By working with them, you
develop a bond, and a rapport that results in backup when you need it.
These groups can provide skills, access and tools that, in addition to
protecting you, also make you attractive as a useful ally, i.e, someone
to do favors for people. That provides you with entertainment, and also
with wealth. Along with Clanmates, members of your Covenant can provide similar benefits.
Loners, Lurkers and the Stoic Mute
The idea of being the lone wolf who seldom speaks or is a hidden
spy that no one can speak to or knows is present, can be intriguing...
in concept. There are pitfalls it poses. Spying is indeed interesting
but very lonely, and LARP is often better suited and more fun as an exercise
in interacting with others. No, it may not illustrate the popular image
of the solitary and spooky vampire, but if you don't put yourself beyond
that stereotype then you are missing out on a big dimension of the game.
The characters that are played in this "theater" are a combination
of the supernatural monster and the person that preceded them. The ability
to talk and scheme and fight with others is the entire point of having
such a massive gathering. You could sit around and not talk to people
anytime (you could stay home, alone, for that) in your daily life; this
is a different opportunity.
Also, as a single person, you have much less chance of getting anything
done, while acting with a group can be much more productive. So, why be
alone? Sometimes the best "spies" never do it all themselves,
but rather amalgamate the disparate information from their sources into
something cohesive and broker it. Also, spy if you wish, but do something
with it. If you are a successful spy, no one knows it and they will never
approach you on those terms. Sell to others or otherwise interact with
them, dropping hints of your knowledge.
Also, remember that spies can get caught, and there can be deadly consequences.
So if you don't develop allies, alibis or a scapegoat to protect you,
your character may disappear one night, and no one will ever know or care.
This is very unexciting and anticlimactic. Take those abilities and use
them in social ways, and you will have a much better time.