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Messages - Belchion

#1
Exilian Articles / Re: Vampires & Music
February 19, 2018, 06:14:04 PM
Quote from: Clockwork on February 19, 2018, 12:30:59 AMIf you're curious, Toreador is my favoured type, Malk is a very close second though!
Toreador somehow never sat right with me, never knew what to make of them.Perhaps you could create a music compilation for Toreador?
#2
Exilian Articles / Re: Vampires & Music
February 17, 2018, 01:47:09 PM
Quote from: Clockwork on February 17, 2018, 08:58:49 AMSabbat is the official title for the antagonists in english version
Quickly corrected it, thanks for pointing it out!

Quote from: Clockwork on February 17, 2018, 08:58:49 AMFor me; I'd play one song on top of another [...], because to me one of the hallmarks of playing a Malkavain is being of two (or more) minds. A constant background element of some affliction, be it visions, a great plan, voices while at the same time being very much in the present with your other half screaming, fighting, painting, laughing, crying.
Oh, that is a very interesting take, too. Something very changing as foreground music and something rather steady as background drop.
#3
Exilian Articles / Vampires & Music
February 16, 2018, 11:44:26 PM
Vampires & Music
By Belchion

Vampire the Masquerade is a part of the World of Darkness, a setting for a series of Pen-&-Paper Roleplaying Games published by White Wolf where the player takes on the role of traditional horror monsters like werewolves, changelings or (most prominently) vampires. The setting more or less merged horror stories with esoterics and technophoby, strongly drawing from the cyberpunk asthetics with powerful corporations and dark cities.

In the Pen-&-Paper Roleplaying Game "Vampire: the Masquerade", one takes on the role of vampires. Most vampires belong to highly hierarchical sects called Camarilla and Sabbat. The Camarilla represents an ossifed ruling caste that subsists on favours, backroom deals, and intrigues, whereas the Sabbat represents violent political movements that attempt to overthrow the system and impose their own absolute rule.

Furthermore, all vampires belong to a clan. While players have to agree on a sect the whole group belongs to, members of different clans can and do work together. Those clans are bound by a shared clan curse and clan boon, which creates strong archetypes. By interpreting this archetype one can find ideas how to interpret vampires from this clan.

My friend Teylen recently had the idea to combine vampires and music, showing which songs fit her idea about the Clan Malkavian. I highly recommend checking her ideas, which are completely different from mine.

I decided to follow suit, albeit in a more methodical way as I lack the broad music knowledge that allowed her a more spontaneous approach. First, I defined the archetype Clan Malkav represents in my opinion, and then tried to find songs or music that fitted this theme.


Archetype

First of all, what archetype do the Malkavians represent? They are insane and they are fools, but theirs is the insanity that breaks through illusions and grants new insight. Accordingly, they are also known as seers and soothsayers. Still, they are monsters, and the Joker from Batman is as much a Malkavian as Cassandra of Troy.



The Music

Toccata e Fuga in D minor

The first piece that comes to my mind is always the Toccata e Fuga in D minor from Johann Sebastian Bach. In several beats, it sounds somewhat dissonant, and yet powerful. Furthermore, it was featured prominently in regard to several delusional film villains and, of course, some vampires.




Trout Mask Replica

Second, Trout Mask Replica by Captain Beefheart and his Magic Band. This song is famous among musicians, because the composer was completely uninhibited by any norms and traditions. He combined instruments and song without any regard to each other. And even though the album is also described as the most horrible album ever written, it still inspires musicians to this day and helps them to innovate. Just the same, a Malkavian's erratic behaviour still somehow furthers the plans of the clan as whole.




Jeanny

Falco sings in Jeanny about delusions and the escape into a dream world, from which there is no escape but death. Just like there is no escape from their clan's curse except for true death. The song is ambivalent about who is tortured by whom, just as one cannot be sure who truly controls clan Malkav.




Chain Of Fools

Aretha Franklin sings in Chain Of Fools about being bound to someone who treats her cruelly, just as Malkavians are bound to their insanity and the voices from the Malkavian Madness Network.




Cassandra

As I already mentioned Cassandra as one of the prototypical Malkavians, the song of the same name by Theatre of Tragedy fits well into this theme, given its rather macabre nature and rather depressive, yet energetic tune.






Conclusion

As ephemeral as this article might seem, it still helped me to gain a clearer picture for Clan Malkav and its role in the World of Darkness. And even if it does not have this effect on you, dear reader, I hope it will at least acquaints you with music you would otherwise not have listened to!
#4
How I reinterpreted the monster manual (and how you can do it as well)
By Belchion

Monsters are a traditional and welcome staple for fantasy RPGs. The monsters from the D&D Monster Manual have even become cliché in many regards, both for good and for ill. A couple of bloggers have started to newly interpret the existing monsters, myself among them.

(Note: I blogged in German, but reading my blog is not necessary to understand this article. If you do not speak German and want to read my blog, you can use DeepL to translate my posts. When I tested their automatic translation on my posts, it achieved sensible results.)





An improvement on your actual Great Aunt? (Source)
What I wanted to achieve

My goal was not to to change monsters just for the sake of it. Instead, I wanted to look at monsters from different angles and turn them into something more useful for my games. If I liked a monster, I would often just add some ideas for how to employ said monster creatively, instead of changing the monster more fundamentally.

A good example of this approach is the dragon turtle. Since I liked the dragon turtle, I did not change its description at all. I just added the idea that merfolk might use them to sink ships or for armoured transport, as well as an adventure seed called 'Great Aunt Dragon Turtle'.




How I looked for inspiration

First, I always looked the monster's description up in an encyclopedia like Wikipedia or Encyclopedia Britannica, but I also visited some encyclopedias that specialise in folklore or RPG settings. Here I tried to discern how the monster was typically used and what alternative uses existed. For example, was the monster's name also used for a vehicle, a piece of software, or weapon system? If so, what did this choice of name imply? Did it appear in other media, and what role did it play there? In one case I even read a PhD thesis because it offered an excellent overview of frogs in art.

Where words were too archaic or particularly common I looked them up in a dictionary, too, either to learn about their history or to find synonyms.

I took sparse notes with a reminder where I got the ideas from. Those notes would be put randomly on a piece of paper, to be connected by coloured pencil later once I started to connect the dots. I made sure not to drown in detail, but keep it short and specific.

Another very important tool was the picture search. I would enter either the monster's name or, if I did not find anything or just too much stuff, a synonym, and I'd then look at whether there was anything out of the ordinary. As an example of a monster inspired by a particular picture, look at the goblin.





Putting the Corpse back into "Corpse Flower?" (Photo by Rod Waddington)
How I organized the entries

My posts always started with a paragraph about the monster's typical use. In a few sentences, I would describe it and how it was employed in adventures. If I renamed my version of the monster, I would also mention the original name. This allowed readers to identify the original monster I'd used quickly.

As a second step, I usually offered some insight into the monster's uses outside the RPG and fantasy genre, be those uses older (like folklore) or in other genres. I kept this short, a paragraph or two at most.

Third, I gave ideas of how the monster might interact with the rest of a campaign world, what ecological niche it filled, and how to best spice one's adventures with it. One of the results was gardening necromancers, who combined their undead guards with blood-sucking plants as a means to keep their refuges safe.

Fourth, the monster's stat block, as written in the Basic Fantasy RPG.

Fifth, and finally, the new description of the monster. This usually entailed one paragraph for physical description, one for fighting tactics, and a third for other ideas regarding the monster.




How long did it take?

I spent between one hour and three hours per entry, depending on how clear or diluted my vision originally was. All in all, I re-interpreted 93 monsters, which took me about five months.



How difficult was it? Can I do it?

The first few monsters were extremely hard, and took a long time to accomplish. Over time, researching the background information turned into a routine though. It also became easier to establish new connections between different versions of a monster and turn them into something useful for role-playing games. Writing new monsters is definitely a skill that can be learned and honed.

It is important to interact with other people and talk to them about your monster ideas. If you have a friend or good aquaintance with similar interests, talk with them. Micro-blogging platforms like dice.camp can also be helpful, as they force you to write your idea consciously whilst allowing you to bounce your ideas around for new thoughts and threads. Without such support, I would have definitely faltered on the second ooze monster instead of turning the grey ooze into a colour stealing flubber.

So I would say almost anyone who does not despise language and art can do it! Simply start with the first monster in your bestiary, research it a bit, write your ideas down, add the stats and a short description. The first few attempts will probably not feel right, but that is normal. Set yourself a pace, for example one monster per week, and a publishing rhythm, for example a Tweaking Tuesday. Then, go ahead, publish your first monster on a forum or a blog, and continue to practice each week with a new entry. After about twenty or so monsters, you will get the hang of it!