Vampire: the Dark Ages - London After Midnight - Veterans
The year is 1300 AD. Vampire makes war on vampire, across Christendom and beyond. On the British Isles, the Baronies of Avalon stand alone...
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SYSTEM
LANGUAGE
EXPERIENCE
AGE
$20.00
/ Session
Details
Weekly / Thursday - 6:30 PM UTC
Session Duration / 2–3 hours
Campaign Length / 4–8 Sessions
0 / 5 Seats Filled
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About the adventure
London After Midnight chronicles are designed for three players and two hour sessions. They blend the classic Dark Ages setting with the modern V5 rules, using a tried and tested homebrew packet. Adventures run for four to eight weeks, and ideally the same players will return for as many sessions as possible within an adventure. Fledgling adventures are for new players. Your vampire characters have just become vampires, within the last year: they must learn to hunt and find their havens before they can be released as full and free citizens of the night. Stories will focus on your characters' relationships with mortals, sires, and each other, before the challenge of a coterie quest. Neonate adventures are for intermediate players. Your characters are decades dead, established as vampire yeomanry - the lowest rung on the ladder, but nevertheless, on the rung. Stories will focus on your coterie's shared agenda, and on your characters' personal journey along their moral Road. Ancilla adventures are for advanced players. Your characters are into their second centuries of unlife. No longer minions of the elders, you are trusted agents, serving your part in grand agendas and pursuing your own designs. Stories will focus on intrigue at court, as vampires across England and beyond strive for the allegiance and attention of your powerful overlord: Mithras, Prince of Avalon, the Unconquered Sun.
Game style
Combat Lite
Roleplay Heavy
Tactical / Crunchy
Theater of the Mind
Realm Building
Meet the Game Master
About me
When I was ten years old, I bit a radioactive copy of Advanced Fighting Fantasy: Dungeoneer, and it gave me certain abilities, which some may consider... unnatural. My subsequent journey through TTRPGs took me through Warhammer Fantasy Role Play, Call of Cthulhu, my beloved Vampire: the Masquerade, Dark Heresy, and something called Dungeons and Dragons? I also wrangle wargames campaigns! Years toiling in the Narrative Forge have made me unable to not string my toy soldier fights together, and I usually have Mordheim, Necromunda or a 40K Crusade on the go. Would I adapt Necromunda to a TTRPG environment? Absolutely. Why haven't I done that already? And Ravnica... dang, I love an urban adventure. That's a throughline in the games I run: city crawls and urban mysteries, in the Mitteleuropean through-a-glass-darkly style of WFRP or historical VtM, or the dieselpunk dystopia of 40K, or wild political fantasy in my original D&D setting. If that sounds like a good time to you, and you're down for elegant rulings, guided freeform and a certain theatricality... read on.
View Profile →Character creation
Creating your character
In Session 0 we'll feel out the vibe of the group and check compatibility, choose chronicle tenets and coterie type, and build a group of characters with a shared goal and mechanical rewards for working together. By all means come in with an idea, but don't come in with a completed sheet and build. Rules from the Corebook, Players' Guide and Tattered Facade are on the table. If you want to bring in powers or merits from somewhere else, we can discuss that during Session 0.
This is the ancilla chronicle, the veterans' game. If this isn't your first time with V5 or VTDA, if you're tired of playing know-nothing neonates and want to cut your teeth at court, this game's for you.
What to expect
Preparing for the session
You will need a Discord account, and to join my Discord server. There'll be a link in the specific adventure to make sure you end up with the right access. I'd prefer you to play on a proper PC or laptop, but I've had players on phones before and things have worked out. If you are using a PC or laptop, you'll also need a microphone, headphones, and ideally a webcam (that's negotiable).
What Jon brings to the table
My style is theatre of the mind, guided freeform. That means roleplay heavy, but we roll out scenes at the beginning to direct our play. Task resolution is often one-and-done (with whatever abstract dice pool fits the scene), social conflict or combat are three-rounds-and-out. Basically: rules and rolls are the foundations, then we roleplay on top of that. The tone is nobledark, with characters fighting to rise above their foul and fallen world. Cainites are predators, and parasites, but they're also people, and they try to hang on to that. I do accents - you don't have to, but I'd love it if you did. I use the Inconnu dicebot for rolls, sheets and tracking.
Homebrew rules
- Skills adjusted to fit the period (Drive covers boats and carts, Firearms becomes Archery. Technology becomes Theology) - Linguistics Merits and Flaws are not in play. Characters without dots in Academics are presumed to be illiterate. - Ingrained Disciplines are not available to fledgling or neonate characters. - All Backgrounds are capped at three dots. - A character’s Road determines their Convictions - the reasons why they might violate the Chronicle Tenets, which are agreed on by the group as normal. - Characters only need to select ONE Touchstone to anchor their belief in their Road, and it may be a mortal, a place, or an object - but NOT another Cainite. - Alternate Clan Banes from the Players’ Guide are in automatic effect for ALL clans. - Generation, Blood Potency and Status are part of a preset package. - The Bagger Predator Type is not in play. - Tzimisce have alternative Clan Disciplines (Auspex, Animalism, Dominate) with easier access to Protean and Blood Sorcery. For more information, please consult the player packet at https://tinyurl.com/vtda-ldn.
Equipment needed to play
Internet
Microphone
Computer or Mobile Device
Webcam
Platforms used
Safety
How Jon creates a safe table
During Session 0, we will set lines and veils above and beyond the chronicle tenets. Tenets are boundaries you *want* your characters to test and cross: lines and veils are boundaries you want to *avoid* in play. During play, any player can hold up their hands on camera in a T shape, or say "time out" in voice chat. This is the signal that play needs to break for *any* reason, and the signal will be respected and unquestioned. Players only need to divulge what they're comfortable with divulging, and are encouraged to message me directly if that's more comfortable. Timeouts will also occur at the end of a long or fraught scene, and be followed by a debrief. At the end of a session, the table will engage in a short debrief, closing down the game and divesting from characters by describing the game as a work of fiction. I frequently use Roses & Thorns to structure this conversation, which allows for quality control as well as safety assessment.
Content warnings
Safety tools used