The Devil’s Playpen
 
 
FL-040-D  The Devil’s Playpen

Domain Name: The Devil’s Playpen
Region: South East
Domain: Miami, Florida
Genre: Vampire: The Requiem
Contact: Christopher A. Angell (VST) – Archon93077@hotmail.com
Time: 2nd and 4th Saturday Nights
Check-in starts at 7PM, Game at sundown or 8PM
Place: Varies


Theme

It used to be called God’s Waiting Room. Even today, if you mention Miami to someone who has not been there or read about it lately, they might conjure up a blurry image of octogenarians mingling poolside while a matronly voice implored them to wait half an hour after eating before going into the water. While these images may stir in the minds of those who have not visited lately, the Miami of today is much more modern, lively, diverse, and dangerous. Today’s Miami sees over eleven million tourists a year permitting the old folks to mingle with fashion designers, bikini models and Cuban émigrés.

From God’s Waiting Room to the devil’s playpen, Miami in the World of Darkness is a much more sinister and terrible place where survival is difficult and success is nearly impossible. While a number of themes will appear throughout this Chronicle, the central theme of Miami is the struggle for control. Though Miami may appear peaceful to outsiders, no city of comparable size holds as many power struggles. The Alders of the Invictus believe that they hold tight the reigns of the domain with the trusted Lancea Sanctum at their side whispering wisdom and spiritual guidance. But even the Alders of the Invictus know that while they have ban the other three “lesser covenants” from the domain, those whose dare to explore the darker corners of the city learn that the other covenants are not as obedient to the Alders’ commandments as the Invictus would like to pretend. An active observer knows that all the while the city’s conflicts bubble and boil beneath the surface waiting to burst forth. These intrigues have caused the Kindred of Miami to constantly look over their shoulders and to be weary of even their closest allies because here, in the Devil’s playpen, someone who has been one’s ally for decades may suddenly become an enemy as silent suspicions become violent acts of rage. This potential for violence and betrayal is something that haunts the Kindred who lurk in the dark streets of this domain. These Kindred have learned that in this modern era, trust is a rare commodity that only the foolish traffic in and that to control your own destiny is to truly master the beast within us all.


Mood

As the theme implies, Miami is a city of enigmas, an onion of infinite layers. Peel away one layer and several more wait, seductive in what they hide. As an Invictus domain, a misspoken word uttered to the upper crust of the Kindred community could lead to destruction, both social and physical. As a result everyone watches everyone else in anticipation of that one fatal misstep. This breeds a sense of anxiety and paranoia among the city’s Kindred that taints every decision they make. The bottom line is that no one trusts anyone, lies are the norm and backstabbing is not only accepted, but expected. As disagreements and hostilities infect the city’s inhabitants, each character becomes more and more concerned about her continued survival; both politically, physically, and spiritually. Choices must be made constantly, and everyone makes demands on each other. To complicate things further, each faction in these battles will change sides frequently and unexpectedly, gaining and losing allies almost by the day in order to survive or gain control. No body can be trusted, no one is safe, and nothing is what it seems.


For Players

Vampire: The Requiem is a game of personal horror and political intrigue and this chronicle and venue makes that the primary focus of all interactions. Vampires, though monsters that stalk the night, are inherently political creatures. Players will be encouraged to explore their character’s fears and overcome them else succumb to the darkness that surrounds them. With every player interaction the stories of Miami will be written. Players are encouraged to view beyond the confines of the venue and to the repercussions they will create by their actions. Players shall be required to provide downtime reports detailing their character’s action in between game sessions. These will aid in encouraging role-playing outside of game sessions as well as provide a sense of character effect on the plots that unfold. In essence, the players should attempt to control their own destinies and watch how fate reveals itself.


Character Restrictions

All characters will be considered for play, however, this is a game of political intrigue, so combat oriented characters are frowned up on. While the city is currently Invictus and Lancae Sanctum controlled, players are permitted to play members of the other covenants but must confer with the Storyteller before active play.

If your character needs explanation or has any High, Top, or Master level approvals, you must contact and alert the chapter Storyteller before active play.


Travel Hazards

Please contact the Storyteller ahead of time if your character will be traveling to the domain. Many means of travel will lead to opportunities for character endangerment or safe passage.



Storyteller Information

Name: Christopher A. Angell
Title: Venue Storyteller (VST)
Email: Archon93077@hotmail.com


Visiting Character / Plot Policy

The following is required for a character to be approved for play:

* A current character sheet with an experience log, signed by your character's direct ST.
* Proof of membership class if used for character.
* A background.
* Item cards must also be signed. Item cards are subject to individual refusal.
* Approval Numbers for all items requiring them.


Venue Play Style

Intrigue: 5
Action: 2
Mystery: 5
Drama: 4
Darkness: 3

Play Style Number Reference:
1. No Content of this type
2. Minimal (usually player introduced)
3. Occasional
4. Consistent (available every game)
5. Focus of the Game



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