Rosbjerg Posted February 17, 2009 Share Posted February 17, 2009 I'm currently running a rather huge campaign, with supercharged political atmosphere. I've rewritten much of the Camarilla and Kindred history. I've used more than 6 monhts to pull the story together.. Now I'm playing with another GM and 4 very experienced players.. But I'm looking for some input, I know most of you guys have a great deal of experience running PnP games, so I thought I could swing some ideas and concept at you. For starters I've made London the De Facto capital of the Vampire world and I want to have a very large concentration of Kindred here - at first I thought of something near 200.000 Kindred in the city - but that would probably cause alot of doctors to write their thesis about the apparent chronic blood loss symptoms that seem to prevail in Great Britain. I've never played a game where we had such a high amount of Kindred per capita, have any of you? Does it get too messy or are there too many masquerade violations (on average). I was thinking that I could tone it down to 50.000 Kindred, would you personally think that's a believable number? Secondly I'll try to make a complex manipulation system - where several factions, some within factions, are trying to pull both Kindred and human society in alot of different directions. I've tried that in AD&D with great succes, but Vampire is a different system that inheriently puts a great deal of emphasis on manipulation and covert actions, so I have to make it that much more complex - I would love if any of you could tell some anecdotes about campaigns you played, where either you, as the GM, or someone else were able to pull of a complex heist etc or fooled some faction into blaiming a different faction. In my campaign I'll have Ventrue be the ultimate power, due in particular to one individual - who is responsible for the very different power structure.. I've decided to introduce a more feudal system to the Kindred society, where princes answer to a King/Regent and Kings/Regents answer to an Emperor. At the very top of society The Council of Three rules supreme. The guiding principle is that every council has either 3, 5 or 7 members - or for instance 3 Princes and a King with 2 votes (effectively a system of 5) and so on. This allows the "young", but extremely influential vampires, to have some real power. Any input would be appriciated, even if you yourself have a campaign and want to have some input from me or others - I thought we could use this thread as a kind of GM to GM inspiration. Fortune favors the bald. Link to comment Share on other sites More sharing options...
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