Prestation Systems for Playtest

Take a look at some of the social systems based on prestation below.

One of the important things for Vampire — which is a very social game — is to not allow the rules to overtake the interactions among players and Storytellers or between players. That makes it a bit difficult to create social systems. Two of the key themes of the game are politics and secrecy, so the systems need to take a back seat to player cleverness. If a player comes up with a clever solution to solving a mystery, that’s way more compelling than solving the problem by rolling some dice and hoping they turn up some successes.

With that in mind, the following systems provide abstractions. They’re hooks, in that the outcomes of the point expenditures or dice rolls should create new story possibilities in and of themselves, as opposed to concluding stories on the basis of mechanical milestones.

For example, being able to buy a boon creates backstory (Where did this boon come from? With whom is it established? What circumstances caused the promise?). As well, it creates further story when it’s actually used. Does the other vampire honor the boon? How well does he satisfy it? Is he hostile about it being called in? Is this a trial by fire that’s going to forge a stronger relationship between the two Kindred? The results are story fodder.

It’s the same with the boon-cheating system. A player can rely on the dice to get him out of a boon in a general sense, but if he ever does anything to implicate himself and another Kindred catches on, that Kindred can actively seek out the dirty laundry. The abstracted system steps out of the way for some focal gameplay and storytelling.

So, with those principles established for these two social systems, I wanted to let you take them out for a spin. We haven’t done a heavy prestation system before. The Guide to the Camarilla established some good guidelines, but we give it a little more crunch here. You’ll also see, when I post the rest of the chapter, that we expand the idea of prestation out to all the sects. After all, with such strong social gameplay tied to the concept, the idea of social obligations and proises can add some depth and nuance to the other factions, as well.

<2>Optional System: Buying Boons

<n> Normally, boons are acquired as a result of gameplay and problem-solving on the part of the players’ characters. However, at the Storyteller’s discretion, a player may invest experience points in a boon, representing something happening “off camera” or in downtime for which another Kindred owes her. A player may purchase a boon only from a Storyteller character, and the Storyteller should work with the player to determine the details of the character’s transaction with the other vampire.

Note that it’s not possible to purchase a life boon in this manner. Such a “get out of jail free” promise is outside the scope of experience point expenditures.

<b>Boon Experience point cost

<s>Trivial boon 3

Minor boon 7

Major boon 20

Life boon —

<2>Optional System: Liar, Liar

<n>A player may choose to falsify the condition of a boon, declaring it either absolved or still intact, whichever is the opposite of the truth. At the Storyteller’s discretion, some clue as to the actual state of the boon may circulate among the gossip networks and private conversations of the Damned.

The Storyteller rolls a dice pool equal to the character’s Wits or Manipulation (whichever is higher) plus the character’s Subterfuge or Investigation (whichever is higher) minus the character’s Status (the better the character is regarded, the harder it is to falsify the boon). If the roll achieves any successes, the character has covered her tracks for one single period of time (scene, night, etc.) as determined by the Storyteller. If the roll fails, evidence damning the character’s falsification of the boon surfaces. In this case, the character’s Status drops by one point for each step of the boon’s gravity (–1 for a trivial boon, –2 for a minor boon, etc., to a minimum of 0) for one month. On a botch, something much more problematic happens — the Prince decides to make an example of her, the Inquisitor connects the false boon with an Infernalism cover-up, etc.

A player may spend Willpower to automatically succeed on this roll, but Willpower spent in this manner cannot be regained until the scandal blows over (see below). Points spent in these manner are cumulative, so it’s possible to be restricted from regaining multiple points of Willpower.

The unit of time for this roll is up to the Storyteller’s judgment. Sometimes Kindred news travels quickly, and the roll represents a single scene, such as a contentious convocation at Elysium or the Palla Grande. Other times, something else occupies the attentions of the Damned, so a roll may represent a period of downtime such as a month. Once the roll succeeds a number of times equal to five plus one for each step of the boon’s gravity (–1 for a trivial boon, –2 for a minor boon, etc., to a minimum of 0), the scandal or suspicion has passed and the character is no longer at any risk for discovery in this manner.

Note that the purpose of this system is to abstract the Kindred rumor mill, Nosferatu secret-brokers, gossip at vampire functions, etc. If a Cainite or coterie actively pursues rumors of another vampire’s falsification of boon results, the Storyteller should handle that with appropriate  rolls, perhaps even making an entire story out of the search. In this case, even having accumulated a certain number of successes on the abstracted roll won’t protect the vampire. If someone manages to turn up damning evidence, they should certainly be able to expose the treacherous Kindred. No skeleton in the closet will forever go away just because the character acquired abstracted successes as described above.

It is up to the boon-cheating player and Storyteller to devise the benefits of the Kindred falsifying the condition of the boon. Few vampires of any Status, regardless of sect, look favorably upon the false satisfaction of boons. It undermines the whole social contract among vampires, and it’s better, these luminaries often reason, to snuff out a single transgressor than to topple the whole precarious structure. In these modern nights, when promises can be recorded on digital devices and distributed to ever Cainite in the domain at the click of a “Send” icon, maintaining the stability of the domain is worth spilling a little extra blood.

5 thoughts on “Prestation Systems for Playtest”

  1. What happen when the PC owes a boon to an Npc or Pc and he:

    Scenario 1: He decides not to answer or uphold in, basically breaching the contract

    Scenario 2: he cannot deliver in satisfaction to what was agreed

    Scenario 3: he reached a contract but he was in no capacity to give his concent, ( he was intimidated, deceived or fraud was involved to give his consent) thus he wishes to nullify the boon given.

    I will playtest the system.

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  2. Sorry I just read again. Some examples should be added to the types of boon to help conceptualize each type. I know it’s difficult cause what it’s trivial for a justicar coul be mayor for an archon. But some examples of what those boon could be would be nice just for the sake of jump stating the imagination of the reader.

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  3. When it says:

    ” minus the character’s Status (the better the character is regarded, the harder it is to falsify the boon).

    Shouldn’t it read:

    ” minus the OPPONENT character’s Status (the better the OPPONENT character is regarded, the harder it is to falsify the boon).

    The Later because the PC by lying wants to:

    1. uphold that X boon was absolved or it was resolved (thus there is no “legal” obligation) or
    2. the boon is still intact or hasn’t been delivered (there is a legal obligation) by the opponent,.

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