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Monday, November 14, 2022

A "Chronicles of Darkness" Mortals Game, With a Twist!

I tend to give a lot of advice for Game Masters and Storytellers on my Monday posts. That wasn't what I originally intended this slot to be for, but it seems popular, so I try to go with the flow when it comes to what readers want to see more of. And as the holidays close in on us, and many of us are spending time with folks we may not get to see that often, I thought I'd share an idea for a Chronicles of Darkness chronicle that I had forever and a day ago, but which I've never had the time to actually run.

For ease of discussion, let's call it a Faces of Death campaign, as PCs dying is when things get interesting.

It might be hard to convince your players, but it may be worth the effort.

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Worse Things Than Death Lurk in The Shadows


As a quick note before we get started, this strategy can be use for both World of Darkness games as well as New World of Darkness (or Chronicles 1st Edition, if you prefer) games. But for simplicity's sake, I'm just going to stick to discussing the one edition, and the options it presents you as a Storyteller.

Now then, on to the idea!

To begin with, have your players put together a group of mortal characters. I recommend keeping special abilities or powers (like one might find in Second Sight) off the table... initially, at least. You can even run this as an avatar game setup (where players make game versions of themselves) if you want to. That might add a little spice to the game once the twist comes, but it won't be for everyone.

So what's the twist, already?

There is no fixed plot for the initial game. Whether your players are private investigators looking into missing persons cases, or they're small time hoods just trying to make a living on the streets, or there's a bizarre, occult conspiracy that has sucked them all up, the initial plot is not what matters. What matters is what happens when one of the PCs dies, or appears to die.

At that moment, you invoke the shadows of the setting, and some supernatural force manifests to bring the character back as a member of one of the spheres of the other CoD lines.

Let's say, for example, that the gang was selling drugs in a vampire's territory. Shot full of holes, they're going to die... until a figure in black grabs them, and offers them a drink of their blood. Either becoming a ghoul, or a full-on newly-forged vampire, gives the character a new lease on life. Perhaps it's the vampire whose territory the gang was unknowingly operating in, or one of that vampire's rivals eager to turn the PCs into weapons in a territorial dispute, the reason is up to you. Alternatively, perhaps the danger, fear, and injury triggers one character's latent werewolf heritage, and they undergo their first change, healing rapidly from the wounds that should have killed them. The character might take a final level of damage, and collapse into a pile of leaves and twine, as it turns out they were a fetch the entire time, and now the player gets to re-make their character as a recently-escaped changeling. The dying mortal might hear the whispers of a Geist offering to keep them from shuffling off the mortal coil, or they might actually die, only to awaken as a recently-made Promethean whose memories of the past are... fragmentary, to say the least.

Maintaining Power Level, and Avoiding ST-Assisted Death


A Faces of Death game is, in short, a way for an ST to either slowly induct the party into a given sphere of the Chronicles of Darkness setting, or to create a troupe game with everyone finding their own way into one of the various game lines. Personally, I recommend using this for a troupe game, because I feel that it provides the most varied options, and it helps you find ways to maintain power level and challenge when it comes to the ongoing chronicle.

There's a lot in there, so let me unpack it.

First of all, let's discuss power dynamics. Because it's true that whoever it is that dies first is going to wind up with a leg up over the rest of the folks in the game in some ways. Whether they become a full-on supernatural creature, or they end up with a lesser template as a ghoul, an ensorcelled mortal, etc., they're going to have access to resources and abilities that the rest of the table may not have. However, to counter that, it's important to also provide additional complications and limitations that the rest of the table doesn't have to deal with (but which could act as additional plot fodder).

For example, let's say that one character did become a vampire. Now they have to follow the rules of the masquerade, and they have to do what they can to exist in the world of the night. They might have new powers they can use, such as moving faster or becoming stronger, but their powers shouldn't immediately fix problems presented in the chronicle. The mortal hacker, or the socialite with connections among the business community, are still going to be useful when it comes to investigating mysteries and solving crimes, even if the group's bruiser no longer has a pulse and has to drink blood, for example. Most importantly, though, one character becoming a vampire now means you can bring in the lore, enemies, and plots involving those monsters going forward. And every time you bring in a new creature or game line, the amount of stuff you can call on just gets bigger.

Additionally, as the game goes on, your players have to deal with the competing interests of the different factions they belong to, and they have to choose sides in what's happening. As an example, if one of the other party members becomes a changeling, does their assistance with someone else's vampire have political ramifications? Can the werewolf and the promethean still work together, or does the werewolf risk ostracization from their community if they don't destroy something that unnatural? What kind of political points can be scored by forging alliances, or toppling existing rulers? These are the sorts of opportunities a Faces of Death game can present, if you choose to pursue them.

What was that last part, though?

Once players realize that they get an upgrade when they die (assuming you didn't start the game off explaining this twist), it's possible that folks begin taking on suicidal acts hoping that this is the time they get their monster badge. It's important for you, as the ST, to discourage this behavior up-front by explaining that purposefully putting your character in danger for the hope of more power, rather than for story purposes or because of the roll of the dice, won't result in a positive outcome.

However, if someone's mortal character doesn't die, make it clear that they can still get their own upgrades so they don't feel like the token PC in the monster chronicle.

Characters who manage to outlive their compatriots might find themselves awakening as Mages simply from the constant exposure to all of the supernatural goings-on around them. They might end up becoming a part of a Hunter faction, gaining access to the gear, resources, etc., of those who bump off the things that go bump in the night. They could also combine the various boons that can be given to mortals, such as drinking blood from a vampire to become a ghoul, swearing an oath with a changeling to gain additional skills and power, etc. You can even break out books like Second Sight, granting them their own set of powers they can use to keep up with the rest of the table.

Final Recommendations and Challenges


A lot of the following pieces of advice are going to depend on your table, and your players. It's also going to depend how much they trust you. Generally speaking, though, these are areas you should address before you begin.

- Would your table react well to the twist being secret? Some players would think this was an awesome continuation of a character, while others might think this was a big manipulation. If you're not sure you can always err on the middle ground of telling your players there's going to be a twist, but asking if they want you to spoil it for them or not.

- Ensure that players are onboard with roleplaying the transformation and understanding of a monster's new life. Part of the fun of this change is seeing characters alter and adjust to their new life situation. How do they deal with their new urges, their altered perceptions on morality, or the new responsibilities they now have to deal with? Even if we, as players, know the mythos and the ins-and-outs of the monsters, playing them from the perspective of an established character who has to see it all with fresh eyes is part of the challenge.

- Ask yourself (if not your players directly) what kind of monster they would most enjoy playing (or which ones they definitely don't want to play). This is another that's going to vary by player and table. Part of the challenge of a Faces of Death game is that the specific monster the PCs end up becoming should vary by plot and circumstances. For example, if you're doing a vampire arc, then becoming a ghoul or a vampire is the most thematically-appropriate option. However, if you know a given player really doesn't care for vampires, and wouldn't enjoy playing one, then perhaps they're approached by a Geist that was a victim of that same kindred in the past. Maybe this is where their latent werewolf heritage comes out. Even if you want to give your players input on what kinds of monsters they'd like to become, consider a ranked-choice system, or a general template, but not giving them specifics. A player might pick "vampire" as their creature, but surprise them with the particular clan they're turned by, for example.

- Remember to include the mortal side of things, as well as the supernatural. As I said back in World of Darkness Storytellers, Don't Forget The Mortal Side of Things, but it bears repeating. All the supernatural wooge in the world does you no good if you have to blend in and mix with the normal folk in order to complete the plot, so keep that in mind when you're designing your challenges.

Additional Resources


Regular readers know I've been making WoD/CoD content for a while now, and I've got an RPG pin board with the 30+ supplements I've made for Werewolf, Vampire, and Changeling. However, some supplements that will be most useful for populating a Faces of Death Game include:

- Deadly Country: 100 NPCs of Central Florida: While this one is location-specific, the characters can easily be shifted to most other parts of the country, as the Storyteller needs.

- 100 Ensorcelled Mortals: A Changeling: The Lost supplement, this one is quite useful if you want at least one member of your chronicle to have a brush with the world of the fae.

- New World Shadows: 100 Ghouls For The American Sabbat and New World Nights: 100 Ghouls For The American Camarilla: While originally written for Vampire: The Masquerade, these NPCs can be easily shifted and re-imagined for whatever edition of the setting you happen to be using.

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