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VtM: Rites of Eleazor

73 Reviews

Vampire: The Masquerade 5th Edition | VtM: Rites of Eleazor

Vampire: The Masquerade 5th Edition on Discord, Foundry VTT

Price per player-session
You will be charged when a session starts

$30.00

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Campaign Schedule
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Timezone: UTC
Information
  • Duration: 2.5 to 3.5 hours
  • Number of players: 3 to 5 players
  • Experience required: Open to all
  • Age: 18+
  • Recruiting notes

    Played every week except major US holidays. 🌱—Beginner friendly: you don't need to know any of the rules to this game to show up and have a blast role playing on your very first night. You will learn to play the very best way, by playing and having fun. 🧑‍🤝‍🧑—Inclusive: this game is fun for all people regardless of gender, ethnicity, or orientation. 🕵️—Lots of Mystery: if you like mystery and feel there isn't enough thinking in most RPGs, you'll be happily surprised by this game. 📚—Lore Teacher: This adventure path teaches players about the lore of the World of Darkness in a fun and immersive way. Great for new players to the world and for veterans who love lore-driven easter eggs.

    $30.00
    Price per player-session

    About the adventure

    As Y2K approaches, kindred and human alike can feel an approaching ending to something they cannot even name. The old ways have stood for millennia, social orders of day and night fixed in stone, but now the very universe waits on bated breath, is it doom or salvation that approaches? These are the nights which you and your coterie are born into anew—your death and rebirth heralding a new age or an end to all time…welcome to the nights of the 1990s.

    Professional Game Master

    Cai the GM

    he/him

    73 Reviews

    DMs Guild Writer
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    Game Designer

    45 years as a TTRPG player

    40 years as a Game Master

    836 games hosted

    Brings Professionally hosted Foundry VTT server, official rule sets, Syrinscape Pro audio, dedicated & enhanced Discord server, and adventure to the table

    Cai the GM profile

    Additional Details

    How to prepare

    You will need either a PC or Mac compatible PC with broadband internet access and electricity to play in this game, a mouse with left and right buttons, as well as a third button and mouse wheel is optimal for online use of Fantasy Grounds Unity. You will need a Discord account to access the pregame chat and get installation instructions for the free versions of Fantasy Grounds Unity and Syrinscape Online Player (Beta). The Fantasy Grounds Unity client must be installed before gameplay and updated one hour before the game starts to ensure version cross-compatibility. Fantasy Ground Unity is required, but Syrinscape is optional; it does however, add to the overall immersion of the game if you can hear atmospheric and event sounds. If you intend to speak in the voice channel on Discord, you should have a headset with a microphone. You will be required to set up a push-to-talk button [no one wants to hear you clip your toenails next to your microphone when it’s not your turn], you are, however, free to communicate to the group using text only in Discord, but you will then need speakers to hear their chat and the game sounds. Special text-only sessions are available for the hearing impaired. Please contact me if you’d like to schedule one. Bringing a friend or two would help ensure we don’t need to recruit additional players. While text-only is actually my preferred method of play, it does seem difficult to organize those games. Instructions for setting up the push-to-talk button and installing all the needed software are available on my Discord channel (#getting-started), to which you will be supplied a link when you join.

    What I provide

    I provide a Fantasy Grounds Ultimate license which allows players who join me to use only the free/demo version of Fantasy Grounds Unity. I pay for Syrinscape, so we have top-notch atmospheric and action sounds specifically designed for this campaign; you only need to download and activate the free Syrinscape Online Player. We will be using the official Vampire: the Masquerade 5v ruleset, which I provide.

    Gameplay details

    • Lines & Veils • Fade to Black • Yellow Card / Red Card • Breaks and Aftercare Content warnings and safety tools in Vampire: the Masquerade are a heavy topic that need to be discussed with our very best “adult hats” on. Running the game of Vampire: the Masquerade has always been challenging—downright hard. This role-playing game delves deeply into many themes which are troubling, objectionable, and, quite frankly, terrifying. As it says in the Fifth edition rulebook, “this is a game about monsters,” and it is certainly that, a game about the vilest kind of monsters; those who are monsters by choice, those whose quests for power and immortality rob themselves and those around them of their very humanity. And in this game, you play a monster yourself. This game is also challenging to play. You will be presented with scenes of violence, depravity, predation, political extremism, violence, gore, abuse, torture, mind control, imprisonment, kidnapping, and probably every other form of evil conduct ever known. So why on earth would anyone play such a game? Admittedly, this game isn’t for everyone, and there have been times when this game hasn’t even been for me. The emotional weight of Vampire: the Masquerade is the best example of why role-playing games need safety tools and conscientious play, lest this whole experience becomes too much for anyone. But this game isn’t just about the worst parts of existence. This game about monsters is also a game about Humanity, the very core of what it is to be human and suffer through this human condition is laid bare in Vampire: the Masquerade, unlike in any other role-playing game. During the course of a Vampire the Masquerade campaign, you will be thrust into the position of being a monster, a creature of the night who must feed on the living so that you may survive, but you will also be forced to find ways to connect with your Humanity, to foster it, preserve it, and if you believe the most fanciful tales of the Kindred, even to increase it. You must do this because to lose your Humanity in VtM is to slowly face your undoing. Each step away from Humanity is a step toward the Beast and toward unending mindless hunger. It is no big secret all of this is a metaphor for modern society and the modern human condition. VtM includes problematic themes in the game not to glorify them but to allow players to explore them critically, again as it says in the V5 core book, “if we understand the problems facing us, we are better armed to fight them.” And in this way, each VtM chronicle is a workshop in both the humanities, but humanity itself. But that isn’t to say we aren’t going to approach these situations mindfully. While all the aforementioned content warning topics exist in the world of Vampire: the Masquerade, I personally do not try to dwell upon them gratuitously, I believe it is best to get the point across economically and let the story move forward, but to make sure the game stays within all player’s safety limits, I will implement the several safety features. Before being accepted into a campaign you will be required to fill out a Lines & Veils questionnaire where you can give me some prewarning about what kind of limits you believe are important for your emotional safety. I’ll publish a composite list for the entire party before play begins so everyone can be on the same page starting out. If at any time during the chronicle you feel like your Lines & Veils have changed you are free to submit a new form and we’ll discuss with the group what changes need to be made. Fading to black on disturbing scenes will be the primary tool of approaching subjects that the group finds to disturbing to explore but occur within the game world. To help keep the party on the right path I use a Yellow Card / Red Card system. If at any time you feel the content of the session has strayed outside of the limits of your Lines & Veils, you can anonymously click on the card icons above the chat window in Fantasy Grounds. A yellow card is a “warning” to the group and the Storyteller to gently adjust course. A red card means play has crossed the line and needs to be stopped. A red card will result in an immediate break from the action for 15 minutes, after which the party will reconvene and try to discuss dispassionately how the session can be fixed, to include rewinding the story, fast forwarding the story, or abandoning the story arc. At a convenient time after every hour of play we will take a five-minute break for whatever emotional or biological breaks participants need as it will help everyone keep immersed in the story the remainder of the time. Finally, at the end of the session, we’ll have a cool down period where we shed our characters and talk about the session as human being. What worked, what didn’t, and how we might all better understand what went on and where we want things to go in the future.

    Content warnings

      (none)

    Safety tools used
    • Aftercare
    • Breaks
    • Open Door
    • Session 0
    • X, N, and O Cards
    How will character creation work

    Characters will be created in consultation with the Storyteller before the time of the player’s first session. The first group of characters will begin their stories as humans, so think about who you would have liked to have been in the 1990s before being embraced by a vampire.

    Players can expect

    • Combat/Tactics: Medium
    • Roleplay: Medium
    • Puzzles: Low
    • Experience Level: Open to all

    Player reviews (73)

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