Tagged with storyteller system

Give ‘Em a (True) Hand

Something that has surprised me in the ongoing V20 work I’ve been doing is that I’ve taken a new shine to the True Black Hand.

Among the Vampire community, Dirty Secrets of the Black Hand can be an unpopular book. I’ve never been an apologist for it, and I can see what some people don’t like about it. It turns the idea of one of the most distinct Disciplines into something that’s thematically at odds with the rest of Vampire. Some of the powers get a little screwy. It has a few ideas in it that threaten to jump the shark, and the premise of the book itself comes perilously close to doing so, too — it leans on Vampire’s device of secrets within secrets a little too hard. Here’s this ancient weird sect you’ve never heard of before, and they’re pulling the strings of the other groups that you have heard of (so they’re not as cool anymore). A little fast and loose with the baseline Vampire experience, the True Hand is Vampire for people who want something a little weirder.

That said, there’s a lot it does well, and I’m really enjoying rooting around in its vaults again. In particular, here’s a list of what I like about the Tal’Mahe’Ra.

  • Perfect Vampire Tone: I’ve said this on panels and in forum discussions before, but the book absolutely nails the “wheels within wheels” conceit that makes Vampire tick. It’s a sect full of factions, and the sect itself overlaps with some of the other sects, and it even bleeds a bit into the thematics of the other supernatural types. What can you believe or trust? No one knows — and since the unknown is such a vital portion of the horror genre, the True Hand is a great sect for fomenting fear of the unknown by its very existence. It’s especially good for a Storyteller whose players know it all, being well-versed in WoD lore, because all that knowledge works against them in a dramatic way.
  • Exoticism and the Macabre: A slightly Eastern, Gnostic flavor mixed in with cyclopean tombs and the bleak resonance of the First City where vampires held sway. It’s a place where stones as old as Eden make up the halls where monsters plucked from their mother’s bosom as infants have never known anything other than servitude to Kindred — Kindred who claim to be shepherding them and protecting them. Everything they touch is twisted or becomes so, and the lament for what’s lost to their unlifestyle is either immediate and poignant or has never even entered their minds.
  • The Dark Side of Academia: There’s a strong monastic element to the Tal’Mahe’Ra, and it works wonders for Vampire. The idea that there’s such a thing as too much knowledge, that some secrets are better left unearthed, and the perils of what someone might do if only they could find out how — that’s a great motivator, both for or against the troupe’s Kindred. What is the morality of fighting to suppress information?

I’ve been scribbling notes for a True Hand chronicle I want to run, a sort of coterie-against-the-world thing that I don’t think should last too long, but would be an interesting exploration of digging some mysteries up and tirelessly hiding others. Tal’Mahe’Ra agents operating in a domain that doesn’t know they’re there but certainly doesn’t want them. When the whole of the local power structure is against you, but what you’re doing you do to protect it? That’s a theme worth telling a story about, I think

Tagged , , , , , ,

One More Look at Vampire’s Green Marble Cover

The other day, I said I’d scare up a few more photos of the original green marble cover artifact for Vampire: the Masquerade. They’re better resolution this time, as promised. You guys who came to visit that grainy photo spiked the hell out of my page views, so here’s a little more for you.

Up in the Danger Room, all sorts of relics of the World of Darkness and White Wolf Publishing dwell. Part library, part IT morgue, part game room, and part Federal disaster area, the Danger Room is upstairs, next to the server room. It’s where people run some of the office games (the Elysium meeting room is better for this, to be honest), and it’s where a lot of the uncatalogued White Wolf history lives. There’s a copy of everything we’ve ever printed up there, from some coffee-stained storypath Whimsy Cards to the complete run of World of Darkness titles, old and new. There’s even peripheral stuff — if you look on the left, you can see one of the standees from the Hunter video game. That kind of orange rectangular piece against the bookshelf in the back is an autographed Brom print of Stewart’s. Just above that, a little to the right at the top of the bookshelf are a pair of countertop Rage standees, for the core set and the Wyrm supplement. I also found one of Mark’s notebooks with handwritten sketches for a science fiction game. (It’s not the one that became Exile, sorry.)

There are also several piles of dead computer junk, broken Nerf guns, and various other things in storage.

In the center of the room are a pair of carpenter’s tables, which we hijacked from the building supervisor and turned into gaming tables. There’s a game up here most of the middle weekday nights. Those are also the old meeting room chairs, and I once swiped one of them for my office chair because the chair I had previously used became… somehow broken and on fire. I blame the Sabbat.

It’s called the Danger Room because it’s only partially floored. Walk too far and you’ll fall through the ceiling of the World of Darkness development area on the first floor.

Here’s a better shot of the cover slab I turned up while rummaging last week. Weirdly, that’s my old desk up there, too. I worked on everything from Clanbook: Cappadocian through Revised Edition Vampire through the relaunch and Requiem on that faithful old beast. It’s about six thousand pounds and full of sharp metal flanges. I’m not sure why we kept it, to be honest. Sarah Timbrook had that desk before I did, when she came up from the warehouse to do inventory and eventually international sales. I was 22 when she had that desk, and I was 25 when I inherited it. I’m 37 now.

I remember my then-girlfriend introducing me to Vampire. We were both big Anne Rice enthusiasts, and very much interested in the darker side of things, the beauty and sensuality of danger, and the wonder of the night. Once I took my first step into the World of Darkness — with Mage, ironically, and not Vampire itself — I was hooked. I couldn’t escape… and I didn’t want to. Every shadow hid a lurking Kindred, every early-morning fog hid a Telluric mystery, every visit to Celestial Park was a peek into something beyond the Veil. Two years after being introduced to the game, I packed up my pickup truck with my few belongings and moved to Atlanta to work for the company. Three years after that, Rob Hatch turned Vampire over to me, to work on what ultimately became Exalted. Even though I’ve quit twice, I still can’t escape the powerful allure of the Kindred, and I’m now helping guide them into the realm of MMO computer games, 20 years after Vampire first arrived and 16 years after I first joined the carnival.

(Hey, look, Eddy’s talking about the look back over at his blog, too.)

And here’s the real gem, a side-by-side comparison of the object art and the printed book itself. Notice that the subtitle is different — I think in the first edition, the marble slab had no subtitle on it and it was dropped in during digital layout. Thereafter, for the second edition, the subtitle had its font change and the vinyl graphic applied to the marble plate itself. The color-correction is different on the print copies, too, giving the books a little more of a blue tint.

I feel a little bit like that rose myself, sometimes, a little beaten up and wearing those years with some degree less elegance than I might. But it’s been a wonderful ride with Vampire, and it’s a dazzling look back here on the precipice of two decades. To all the players, readers, and admirers of Vampire, thank you. You’ve made 20 years of serving the Kindred — and here’s to many more! — well worth having.

Tagged , , , , , , , ,

Vampire: The Masquerade’s Original Green Marble Cover

Look what I found up in the Danger Room at the office.

Sorry for the crappy picture quality. Phone camera and all that. I’ll try to snap a better shot tomorrow.

This is the original marble-surfaced plaque that became the cover of the first edition of Vampire: The Masquerade back in 1991. The letters up at the top are physical items, hand-placed; they’re not engraved into the surface. That “The Masquerade” subtitle is an applied vinyl graphic. And of course, even though it’s looking a little worse for the wear, that’s the original rose, adhered to the marbled surface, that made its intriguing, minimalist statement about the sensuality of what it means to be a Kindred.

It’s 2011 now. Vampire turns 20 this year. Chokes me up a little, it does.

Tagged , , , , , , ,
Follow

Get every new post delivered to your Inbox.

Join 2,625 other followers