Monday, September 19, 2011

Power Games

...or "How to Gain and Maintain Respect"

"You want some respect? Go out there and get it for yourself."  -Don Draper, 'Mad Men'

All too often I hear people complaining that their characters that are high Status, or who are in positions that should command respect, simply aren't given the respect they should be afforded. As respect is earned, and not given freely, the only person responsible for a character not having respect is the person who is playing them. All too often the person that wishes for respect is the same person that shows up to game wearing the same clothes they sit around the house in, doesn't understand the rules or setting, and is busy talking Out-of-Character (OOC) most of the game. The characters of such players don't garner respect, nor do people have any particular fear of eliminating their characters, as they are seen as little more than an inconvenience.

This post contains a number of ways to sharpen your character, making them an individual to be looked up to, admired, and as a valuable individual in a chronicle. This information is merely a small fraction of tips and methods for attaining respect, culminated from a number of sources, including famous authors, speech-writers, and psychologists.

Only you can make your character important and respected, through their active portrayal. No amount of background, or well-written material can be used as a replacement for how your character is viewed when you enter a live action game.

Dressing the Part
"Clothes make the man." - Mark Twain
There is a world of difference between the stoic character wearing a suit and tie and the gamer wearing a t-shirt, shorts and sandals; the first commands respect, while the second means that he isn't fully committed and would rather be lounging. Cheeto stains and a neckbeard do not command respect from people, nor does informing everyone that your PC happens to be wearing an impeccably tailored suit, while you are wearing khaki shorts and Crocs.

Similarly, a thug in armor, while may look interesting, doesn't quite command the respect of someone wearing utilitarian clothing. The armor makes you look like you're in a costume, while a motorcycle jacket and boots makes you look prepared for action. There's a line between what looks cool at a boffer larp, and what works well for a grim modern-day setting.

If you're unsure of what to wear for a character, leaf through a fashion magazine at a local convenience store, get an idea of what your character would wear. Understandably, gamers are often on a budget, however, the amount of thrift stores in existence means that you don't have to spend a fortune on a costume that accurately reflects the character. Your character might wear Armani or something from McQueen's Spring collection, however, you don't need to spend a fortune to look good enough to gain respect.

Regardless of the Fourth Wall, appearance is something that weighs heavily in people's minds, regardless of whether they admit it or not. Showing to a game looking good makes a good impression, and commands respect and attention. Who can respect someone that doesn't appear to have self-respect?

Acting the Part
"Talk low, talk slow, and don't talk too much."  - John Wayne
Your words should be clear, well enunciated and spoken slow enough for people to hear. Speak from the stomach, making sure that you are well heard and received. Humans are like all other animals, and react to loud noises.

When you speak, use absolutes, don't give people the ability to misinterpret what you state. Even though gamers are generally better educated individuals, small words are easier to comprehend, and less likely to be misinterpreted. When you do use a big word, restate your previous sentence with smaller words to ensure there is no miscommunication. Don't waffle about on topics. Make sure your views and desires are effectively conveyed and don't change your mind in mid-speech. Don't use words that convey that your mind is still processing, such as "uh" and "um", and only speak when you have something to state, not simply to fill the silent parts in a conversation.

Give pause and breathe in between sentences. This not only makes people hang on your words, but also gives them a short time to digest and process what you just said. Don't give too much of a pause, as people will think that your statement is done, and will begin their response.

Body language is also a large part in commanding respect. Proper posture with shoulders back and head high garners more respect than someone with hunched shoulders and stares at the floor when speaking. Practice your body language in a mirror, and see what works for you and what appears silly when viewed by others. Body language is as important punctuation about your statements as the content of your words. Avoid making silly gestures. These only serve to make people familiar and comfortable in your presence while you are in-character, which means they take you less seriously.

Read a book or two about speeches and body language. Watch speeches from such historic and charismatic leaders as John F. Kennedy, Martin Luther King, and Adolf Hitler. Massive numbers of papers have been written about the effectiveness of their public speaking.

Knowledge is Power
Never volunteer information if you can avoid it. Many people are all too willing to converse about various aspects of their own personal agendas, which gives everyone insight to what they are doing, and how to thwart them. Don't give anyone pertinent information to your schemes or manipulations unless absolutely necessary.

One method to prevent from divulging such information is to write a small list of a half-dozen subjects that are conversation filler. Talk about local news articles and current events that you are uninvolved in, but seem interesting. Instead of giving a declarative statement, ask questions in a manner that almost makes you appear to have a stance on a subject, and let your conversation partner(s) debate and attempt to inform you. Let people talk about themselves, everyone is a narcissist at heart, and willing to give you ammo for you to use later.

Never appear surprised at a piece of information given. Quirk an eyebrow, give a sly grin, or say something along the lines of how such information is interesting. Doing so makes people believe that you know more than you actually do.

Be on Top of the Game
Learn the rules. You don't need to be a rules lawyer, but knowing and understanding the rules and how they relate to your character goes quite a distance. You're much more likely to garner respect when you are able to quickly locate things on your character sheet, or show your capability in using the abilities inherent to your character.

One method to assist in this aspect is the creation of a "supplementary sheet", an additional sheet attached to your character that has a list of the pools that you are likely to use, as well as a summary of your Disciplines and Merits and what they do. Writing the sheet also gives you insight into your character's strengths and what they should improve upon.

Always appear to have something going on behind the scenes, something that makes you busy, even if you don't. This makes people respect you, as they fear the unknown, and they want to get close to you to find out what nefarious plot you have brewing.

Make them Wait
When in a position of importance, you can take your time. However, there is a downside to taking too long to arrive at a gathering, in that if people wait too long, they may begin to move forward without you.

Showing up to a game an hour late, as long as you arrive fully prepared not only implies that you had more important business elsewhere, but also stymies the rare assassination attempt from a party of assailants (also termed as a 'boot squad'). If the assailants are forced to wait for an hour or two before getting their plans in motion, several of their key members may decide to abdicate their plans to go get involved in something else, thus possibly causing them to be less than effective in their attempt.

Arriving late to a personal request for your presence is a double edged sword. If you have judged incorrectly about the temperament and importance of the person requesting your presence, you run the risk of their punishment. However, if used on a person that is incapable or unwilling of bringing their ire down upon you , you have removed some of their power.

Can the OOC Chatter
Nothing makes you lose character quicker than OOC chatter, even your body posture will change, showing that you're less of a threat, and thus erode the foundation of respect that you've managed to construct. You can relax and act friendly during afters, or social events, and reiterate to people that you are not your character.

The less people that break down into OOC chatter and conversation means the more people actively pushing the game along. Avoid the temptation, and maintain character, because once character is broken, you have to overcome inertia to jump back in. 

 

Good to be King

...or "How to be Prince and Not Get Murdered"

Congratulations, you've taken the throne and put on the shirt with concentric circles. Now, you have to hold onto the crown, which is the hard part. Regardless of your Clan there are quite a few tips and policies that you should put in place to both appease the masses and keep them on their toes.

Opening Moves
First off, appoint a single Elysium. Declare this place sacrosanct and free from violence. Find your biggest detractor or opponent to your throne, and appoint them as Keeper of Elysium. Not only will this completely befuddle them and possibly change their attitude, but it also keeps them busy trying to police the Elysium. It gives them a modicum of power to strip status for those that would transgress. Also, inform everyone that if they wish to have an Elysium declared or to hold a gathering, they have to get the Master of Elysium's permission first before you sign off on it. This makes the new Master have to deal with added work, and gives you a degree of separation from the masses.

Second, grant one of your supporters the position of Seneschal. This is effectively your secretary and gatekeeper. Anyone wishing to speak with you on a matter should go through your Seneschal first. This gives you a degree of separation, and makes people jump through another layer of bureaucracy in order to bother you with what may be an insignificant issue.

Next, inform everyone that you will be entertaining notions for Primogen. Require that any Clan wishing to have a Primogen must have three Acknowledged residents of the city, to avoid the problem of solitary Clan members having power (it also prevents people making new characters just for the position). Give the Clans a month to come to your Seneschal with their requests of Primogen. This gives you a good month while everyone politics amongst themselves and their eyes are off the throne.

The Prince's Thug, also known as the Sheriff, is the guy that always enjoys jumping into combat, and has tweaked his character sheet to be able to pummel heads and beat ass. You want to make sure to get this guy on your payroll, to help neutralize anyone in recruiting him to oppose you. Don't ever hesitate to let him off the leash, it keeps some of the populace in check, because they're worried that you'll send him after any dissenters, and without your guidance, he'd be even more of a loose cannon. Encourage him to choose a deputy or two in order to shore up any of his shortcomings, such as the ability to investigate, or to just add more muscle to your payroll.

After the first month, take a look at the prospective Primogen. Approach each of them in turn, in private, and tell them that you have some reservations about lending them your support, however, you are willing to overlook such if they offer prestation. That way, right off the bat you have a Boon from every Primogen, something that will come in handy later.

The Rules: Edicts of a Prince
Simple. Enforce the Traditions, and the sanctity of Elysium, and let everything else go. If a vampire is the target of violence, does it really concern you? Let your citizens tear into one another freely, and they will be more oft to go after one another, and less likely to attempt a bloody coup. Only when vampires are killed should you step in, at which point, the removal of status is the first punishment, and make them recompense you for violating the Tradition of Destruction.

Feeding Territory and the Blood Tithe
Divide your domain up into a dozen sections. Seven of these go to the Camarilla loyal Clans. The other five should be buffers between the Clan territories, and the Rack, where all may feed without consequence. Next, have the Primogen come to you, each one in private, and reveal to them their Clan's territory, and ask them what they are offering for the sections immediately abutting their territories. Inform them that you will weigh their offer, and make your decision after all the Primogen have been spoken with.

If members of the Independent Clans come to you through appropriate channels (going to the Seneschal first), offer them some sliver of land in between two of the largest Clans of the city. This will keep them busy defending their territory, and the two largest Clans from keeping the independents as allies.

Never allow the Anarchs to have territories. Doing so immediately gives them the impression that they matter and that they have turf where they can ignore your rule.

After you have the offers on the table, consider them and draw up the territorial map. Each Clan is given exclusive feeding rights within their territory, and are responsible for any issues that arise within. Reiterate that such territories are privileges. Encourage your Storyteller to give bonus Blood traits on Feeding Challenges to members of those Clans that have Feeding Territories (a one or two Trait bump is sufficient).

The next thing is to announce that each Clan owes a yearly Blood Tithe. This means that each Clan must offer a tithe in Blood, which allows you to call in a favor of feeding for your hungry subordinates (such as deputies that have just returned from a fight). Never drink from such yourself, as there's always someone attempting to sway you with tainted blood.

Praise and Punishment
Be free with praise, but only award Status after much consideration. Make someone go out of their way to do something for you or the city, and reward them thus. Be careful, as you could be rewarding someone that will use the granted status against you when an attempt at your Praxis occurs.

Keep track of the status of everyone in the city, and when they were granted status. If someone is reaching six months of being Acknowledged within the city, grant them a status. This makes them feel noteworthy, and encourages players to keep from dumping characters.

Another trick for diverting the ire of an individual is to grant an individual status, and have the Harpy immediately revoke status. This makes them think highly of you, and dislike the Harpy.

Never hesitate to strip status when someone steps on a Tradition, or if you get wind that they are planning on making political moves against you. Never hesitate to trump up charges or make it appear that they are anathema, to support a strip. Inform everyone that your first inclination was to call a Bloodhunt, however, you feel that a simple removal of status is sufficient.

When you have an individual that is only Acknowledged, and you don't want to kill them off, due to whatever infraction they commit or appear to have committed, give them a choice of punishment. They can either be Bloodhunted, or they can suffer whatever punishment you deem necessary. This gives them the illusion of choice, and most would rather undergo punishment rather than exile under pain of death.

For public punishment of an infraction, ask those present who wishes to carry forth the sentence. The target of your wrath should be beaten into torpor, and put them under a two-step Vinculum. This should alter their role play so that they are favorable toward you without making them the mindless minion that many people view of the Blood Bond, and makes them wary of doing something that makes them take that third drink.

It Rolls Downhill
If someone screws up in your city, have their Primogen fetch them, and take them both aside for a stern lecture. Make the Primogen responsible for their Clan members, and they will often police themselves. Threaten revocation of areas of their Feeding Territory, threaten to remove status from the Primogen, or to have them replaced. Call in the boons you have collected from their Primogen to have them administer punishment. This will cause strife within that Covenant, thus causing them to hammer out their own issues and be too busy to be a threat to the throne.

"The Prince is my Problem Solver"
The Prince should be the last person anyone turns to in order to solve their problems, and never solve their problem for free. Always levy at least a Minor Boon out of them. The first few people should be taxed a Major Boon for your troubles, which should make everyone reconsider their course of action, and instead of coming to you, they will seek to fix their own problems.

Another problem that precipitates the dependent mindset is punishing people for their involvement in plot. After being burned once or twice, players become hesitant to think on their own and become involved in plot. Since you're the Prince, you shouldn't be gassing up the Mystery Machine and running off to solve the latest plot. Let other people do that, and focus more on political aspects. If you would rather be off chasing plot, perhaps the throne is not for you.

How to Write Plausible Backgrounds

...or "Your Background Does Not Make You Cool"


Your background isn't as much of a definition of your character, but rather events that assist to explain why your character behaves in the manner in which they do. This writeup of your character will be viewed by few people besides yourself and your Storyteller chain (who largely gloss over it), so you don't need to be excessively elaborate.

Keep your background real first. Avoid being a major historic figure, or having interacted with them. There's only so many people that can claim to have been "the secret assassin of Hitler" or "the last true ninja" before plausibility is shattered and you get lumped into the same group as the kooky guy that thinks he is Napoleon.

Research the Time Period
There is nothing worse than having your character claim to have been involved in an event, only to have someone else correct you on what actually transpired. Stick with what you know, and if you have to be older than dirt, gloss over time periods you are unfamiliar with, or make those convenient times while you were in torpor.

Wikipedia, despite receiving some bad press from some academics due to the fact that anyone can edit a page, is actually a very valid resource useful for researching time periods and locations where your character was active. Also, at the bottom of every article is a bibliography and list of reference material, making Wikipedia your starting point for any research. Read up on these resources, and take a few notes, so that you can refresh yourself every few months so you don't look dumbfounded when another character asks you about such events.

Older isn't Better
If you cannot portray your character as a stodgy elder, and insist upon using modern euphemisms and slang, it is probably a better idea to make your character younger, such as having been embraced within the past few decades. There is very little benefit to making a character that is incredibly old, with the exception of a slight gain of Status.

It's been my experience that by keeping characters to have been born within the last century, not only do you get over the stigma of being a hapless neonate, but you don't have to considerably alter your own beliefs, viewpoints, and prejudices. In addition, the amount of research material on the last five decades is bountiful, with first hand accounts and televised history. Each decade within the last century has had a major theme, ripe for character immersion.

Concise
Keep your background short and to the point. No storyteller wants to read a novella about how epic your character was, and will likely ignore much of it, as they have several other characters to keep in mind. Expounding upon the greatness of your character also falls flat, if the only people whom are ever going to see it are your Storyteller and yourself.

Choose a few events that would be important to your character's current mindset, and expound upon them, while glossing over periods which were uneventful. Make it known that your character was involved in these signature events, so that other players have a frame of reference and a conversation topic when dealing with your character.

Don't Over-hype Yourself
It doesn't matter how epic or how awesome your character was in their back story, if you can't pull off a grandiose character, nobody is going to care about your background. Don't let your reach exceed your grasp when writing backgrounds.

Not every character is the last scion of some ancient house or race, and most people who try and write themselves as being an important epic character end up being ignored. Make your greatness in play, so that everyone will witness it and remember, anyone can write how they were awesome in their background.