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Blood Ties - An Investigative Anarch Chronicle
Montréal sits as a shining jewel of Kindred society in eastern Canada. Your keen wit and deductive skills are needed to stop it from falling to ruin.
$20.00
/ Session
Details
Weekly / Wednesday - 5:00 PM UTC
Session Duration / 3–3.5 hours
Campaign Length / 15–20 Sessions
0 / 5 Seats Filled
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About the adventure
Montréal - A city steeped in history going all the way back to the 1600s. Bah, who gives a damn about that? You've seen geezers older than that tucked away in hidden havens across the city. Or at least, that's what they claimed. As for you; all you know is that you died, came back, and now you've got powers. The kind of things that would make a priest clutch his cross in horrified revelation. There's new rules you have to live by, but why should you give a damn? The city is your new stomping ground, and everywhere you look there's an old has-been that's trying to kick you around and force you to do crap they don't want to do. They call you an Anarch. You call yourself free. They hate that about you. Haven't you always wanted to stick it to The Man? Come on, you know you have. So grab your coterie, gas up that car you've always wanted to tear up the streets in, and let's leave a mark on the Shining Jewel of the Northeast! Chronicle summary: Kindred have been dying across the city. Who cares, right? It's a dangerous world out there. Well, last night it was one of the people you liked who got turned into red paste, so now the prick behind it *made* it your problem. You're going to need to investigate what's been happening, and figure out what happened to your friend before all hell breaks loose.
Game style
Theater of the Mind
Roleplay Heavy
Game themes
Meet the Game Master
1 year on StartPlaying
44 games hosted
Highly rated for: Teacher, Storytelling, Inclusive
Average response time: 10 hours
Response rate: 80%
About me
Hello, one and all! My name is Connor, and I've been a GM since 2018, but with experience in TTRPGs going all the way back to 2007. RPGs have been a tradition in my family since the early 80s, stretching across 3 whole generations. I've picked up the torch as a third generation GM, ready to bring more than 40 years of shared experience and knowledge to the table. I'm a lover of a good mystery, and I enjoy incorporating aspects of investigative gameplay even in stories not primarily about solving a mystery. If a story makes you stop and think "now what could that possibly mean?" then there's a strong chance that I'll be all over it. If you're looking for games that will challenge your characters, while presenting twists and turns for them to work through as intriguing stories unfold due to their actions, then I'd love to run a game for you!
View Profile →Character creation
Creating your character
Players should review the character creation process described in the V5 core rulebook. We will make characters together as a group, tying and weaving each other into the narrative and group. It is strongly recommended that, at character creation, you put points into some skill that could aid a modern investigator - Investigation, Science, Insight, Awareness, Etc.
What to expect
Preparing for the session
You will need a microphone and decent internet connection in order to access the voice chat, as well as the virtual tabletop for the dice rolling and session artwork.
What The 3rd Gen GM brings to the table
I will provide artwork to set the scenes of the various locales visited during the game, as well as artwork to depict the important characters you will meet. Everything will be free from AI. We support artists at my tables.
Homebrew rules
This game will remain as close to rules as written as possible. We will be using the "One, two, done" conflict resolution rule from the V5 Core Rulebook in order to speed up conflict and continue with roleplay or investigation scenes. As this game is aimed at new players, I will also be giving all characters an additional free merit from older editions of the game, called "Common Sense". This acts as an out-of-game safety buffer before a character commits to actions that might cause them immediate and obvious harm, but that the player might not be aware of.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How The 3rd Gen GM creates a safe table
Vampire: the Masquerade is a horror game, and as such, it can deal with horrific and sensitive topics that may disturb some players. In order to mitigate unwelcome content as much as possible, we will be discussing the sensitive topics that are very likely to come up, as well as some less likely, but also possible topics and scenarios that may arise. During the actual game, we will be using the X, N, & O cards in order to signal if a time-out is needed, if things are shaky and need to switch direction, or if everyone is consenting and ready to delve further. There will also be a short aftercare session at the end of each game session in order to address emotional Bleed from the session, and help acknowledge and place down any lingering or intense emotions.
Content warnings
Safety tools used