Today, I thought I’d continue my readthrough of Vampire: the Masquerade with two early adventure supplements that are each meant to work as stand-alone introductions to the game: Blood Nativity and Alien Hunger. Both are also set in locations other than Chicago and neighbouring cities, where the game seems to have otherwise stayed pretty focused in the early days.

Blood Nativity is the shorter and simpler one. The players start out as humans in Cleveland who are blissfully unaware of the existence of vampires, but a bunch of Elders have decided that they’re going to sire a bunch of neonates as part of a power play, so the players get invited to dinner at a fancy Blues club. The idea is that things will get progressively stranger over the course of the evening until the Elders all choose one player to embrace, whether by hypnotism, seduction, or force.
The Elders are a fairly fun bunch. They include such individuals as an opinionated afro-sporting Brujah grrrrrrl, a Gangrel sportsball fanatic, a beer-bellied Nosferatu, and a Malkavian who thinks that the entire world is a dream she’s having. Though there’s a mention that the Tremere of the group won’t embrace anyone he hasn’t apprenticed for years since that’s not how the Tremere do things. Fair enough, but then why is he even in the story given that the premise is that the guys are going to pick some unaware people off the street and embrace them?
Anyway, the players wake up the next evening thirsty for bloooooooood. The Elders have left a few ghouls to give them basic instructions, but it’s now their job to get themselves fed for the first time. So it’s out on the street and start stalking some late-night pedestrians. This is really messed up and I sort of love it.
Okay, so I admit that I’m prudish enough to squirm a little at the description of two high school cheerleaders who the GM is instructed to describe in lavish terms how delicious they look…
Anyway, when stalking around on the street looking for someone to munch on, the players get attacked by a couple of Anarchs and their pet street gang, since the players have unknowingly been poaching on their territory. Once they wrap up that fight, one way or another, the police shows up and arrests anyone who’s still standing.
The players end up in jail, with dawn approaching. How easy it is for them to get out again before it’s too late depends on how much restraint they showed – if they were caught snacking on a gangbanger, it’s not looking good. If they do get out, their behaviour has also been noted by the Elders and the Prince, and will determine their future as vampires in Cleveland.
Honestly, I think if I was a vampire in Cleveland, I’d be inclined to move just from how stupid I’d feel saying “a vampire in Cleveland,” but never mind.

This one is longer and more complicated. It starts with the players being, again, unknowing people, this time in Denver. There are pregenerated characters, or you can make your own if you prefer. Either way, they have all having been kidnapped by Vampire Louis Pasteur…
… no, really, in the World of Darkness Louis Pasteur faked his death and became a vampire and he’s been working on a way to reverse vampirism ever since then, look, I told you that these early books were kind of silly…
… anyway, Vampire Louis Pasteur has kidnapped them and administered an array of serums to turn them into vampires (of different clans, since they got different serums). He plans to later administer another array of serums that are supposed to turn them back to human again, but before that can happen he gets attacked and killed by the Prince of the city and his two cronies, who have been fooled by one of his enemies into thinking that he’s conspiring against them. They set the house on fire and leave. The players wake up in the basement of a burning house, feeling weird and not knowing why, in the company of three oddly tasty-looking people (three other experimental subjects, who experienced Rebirth when Pasteur, as their effective sire, died and became human again – at this point in the game line, that was still a thing that could happen).
The players manage to get out and have to try to figure out what the hell is going on. They get saddled with an annoyingly persistent – and clever – police detective who thinks they had something to do with the murder and the fire. They get contacted by another vampire who explains a few facts of the world to them, but before they can get too chummy he gets nabbed by the Prince as well. They also get a Blood Hunt declared against them and have to duck opportunistic vampires at every turn until and unless they can convince the Prince that they’re not part of some kind of enemy action.
They can also investigate Vampire Louis Pasteur and find out that he was doing some kind of experiments, and that he had a human partner who they can find. They can also discover that a rogue ghoul has stolen the last remaining samples of the turn-back-to-human serums, and if they find him, he might hand them over if they turn him into a vampire first. Finally, if they have put all the clues together right and haven’t lost a ton of Humanity and/or bought a ton of Disciplines, they can administer the serums and regain their humanity… if they still want it.
All said and done, I really like these two adventures. They’re vivid, they’re immediate, and they work by really making you think about what it would be like to become a vampire and suddenly have amazing powers, inhuman urges, and a ton of potential enemies out to get you. The NPCs, likewise, are quirky and fun, and have intricate and slightly unwholesome relationships to each other – it all feels very much like the social circle of a bunch of angsty, maladjusted twenty-somethings, which is where I think the WoD games always really shine.
So far so good. Next up, whenever I get around to it, is Ashes to Ashes, where we go to Chicago and settle in to stay there for a while.
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