Dirge of the Dragon
This is a Vampire Requiem campaign, so basic World of Darkness rules apply. Players are free to utilize the Requiem and World of Darkness books at will. Anything outside of those books must be approved by the GM. Combat will be based off the basic rules, but will be more streamlined for an online-only game.
The first chapter of our story will be called The Prelude. During this period, you can switch a few things around on your character, stats and the like, while you are learning the system. Once The Prelude ends, your character will be locked in. If you do plan to make any changes – let me know – as the GM, I must approve all changes.
How To Play
This campaign is played by editing the adventure log (the actual log, not in the comments). The GM will provide a boxed off area to put the meta information in (describing both what the player wants to do and (optionally) what the character actually says). It will look something like this:
GM: You are confronted by a werewolf. It appears to be hostile.
Player: My character says, “Die Monster!” He then uses 1 point of vitae to increase his strength and attacks!
Players are strongly encouraged to put forth some effort in describing their role-playing through descriptive text. You may not always have time for this, and that’s fine. But the goal is for you to really flesh out your character’s personality. If you want your character to say something specific, be sure to write it out. Otherwise, the GM will run with the general gist and fill in the gaps. You may also provide info on what your character is thinking.
Playing a Vampire
Just remember that although we are playing as vampires, playing one does not mean your character is always out murdering, slaying children, and stealing things. Vampire characters often have principles and are constantly at war with their inner beast. They also usually hide their evil natures when around other people—otherwise they’d end up dead.
Many characters feel that they are doing what is “right”, but are using an “evil” means of accomplishing it. Although there may be times for unquestionable evil actions, it will be difficult to handle a “Mr. Hyde” type of character who is constantly out of control.
Rules for the Party
The following rules must be adhered to in regards to all player characters:
The party must be cohesive. This means that although your character is a monster, he needs to not have the tendency to back-stab or betray the party. If the characters/players start turning on each other, the game will quickly break down (unless there are specific reasons/circumstances approved in advance). Therefore, once the party is assembled, stick together and develop reasons to trust each other.
As the DM, I’d prefer it if you would roll real dice whenever possible. (We use D10’s exclusively) But you are free to handle your dice rolling however you want. If I find that your character consistently has excellent rolls, I will punish you, so don’t fudge your rolls. For more info on how rolls are made, see this page.
There are a few types of rolls that the GM should roll instead of the party. These are usually because the player shouldn’t know how well their character is doing (the character doesn’t get immediate feedback either). Here are those skill check rolls:
(There will probably be some others)
When you want one of these GM rolls, just indicate that your character wants to do one of those actions. The GM may also make other skill checks for you, as needed, such as if you notice of hear certain things. But you are free to roll those whenever you specifically want to do that action.
During combat, the GM will usually ask for multiple rounds of actions at once. So for example, if asked for 3 rounds worth of actions, you might do something like this:
Player: First my character will draw the dagger from her boot. Then, baring her fangs, she’ll move into combat and attack with her dagger, attempting to flank.
Attack 1: 2,8,3 (1 success)
Attack 2: 10,4,9 (2 successes)
In the example above, the player only got 2 attacks because their first action was to retreive their weapon. Additionally, rolls 8 or above indicate a success. Each success will do 1 point of damage. See Combat Rules for more info.