From human to kindred, the players of my first campaign absolutely nailed it. Exept for the funfact that the Tremere player diablerized a Malkavian on a bestial roll before the big last meeting and the Methusaleh Ludmilla have seen it through his eyes. She bargained the Malkavian’s life in exchange for the Tremere’s touchstone and one of his retainers. Despite the severity of the situation, the Tremere refused, prompting the Methuselah to exert her will forcefully, inflicting significant damage to his resolve. Though the Tremere demonstrated admirable resilience, standing firm in his decision to protect his comrades, it served as a stark reminder of the dangers inherent in dealings with beings of immense age and power. A valuable lesson, albeit a harsh one, was learned.
In the climactic scene, the players actively participated in reshaping the city of Brussels under the guidance of the Malkavian Methuselah, Ludmilla van der Holst, in preparation for the V5 setting, and they loved it :
- They voted if they wanted to keep Camarilla law. They voted yes.
- When selecting their Prince from three candidates, none of the players nominated themselves, opting instead to influence NPC opinions through dialogue and skillful persuasion.
- The fate of the Toreador clan’s old domains was decided by vote, determining whether they would remain under Tremere control or be returned to their original owners.
- They voted if yes or no the Anarch should stay independant, they voted for yes but at the condition that they are not free concerning the embrace.
- They voted for reparation from the Ventrue primogen who plotted all of the campaign for his interest and the players have been collateral damage in that plot. At first yes, but finally the Ventrue primogen must have regretted it. His territory was cut in two. The territory of his childe was cut in two. Influence over embassies and mortal politics had to be given.
Also there were a time for revendication, claim or reparation :
- The Ventrue player successfully reclaimed his kidnapped father, who had been embraced as a Beryn.
- Dax, the Gargoyle, formerly under Tremere dominion, asserted his independence and rights within the Tremere clan, including the privilege to embrace.
- The Malkavian player asked payment for the kidnapping of his sire by the old hierarchy.
- A vinculum, presided by Ludmilla, was established with technologically skilled individuals, forming a united front against the impending Inquisition threat.
- A Ventrue count with military influence sought aid in combating Inquisition infiltration within NATO forces.
As they look ahead to the next phase of their characters’ journeys, the players have several key positions to consider, including Senechal, Sheriff, Scourge, and one remaining commune to claim. The depth of engagement was evident as they immersed themselves in a nearly six-hour session, actively participating in shaping the future of the city. Their enthusiasm for the process was palpable, a testament to their appreciation for freedom and impactful choices with far-reaching consequences. This alignment of player desires with a sandbox-style approach, could be the influence of Game of Thrones, allowed for campaigns to be constructed around their preferences, offering genuine autonomy and meaningful agency.
Players love freedom and choices that have real impact with serious consequences in accord with coherence.
When they started as humans I asked them which clans they would like to be in. And I composed the setting around that. Every firsts move that the kindreds of Brussels did involved indirectly or directly the players or their entourage. They made their choices and my role was to unwind the consequences.
This campaign started in 2016 with a break from 2018 to 2021, I was travelling. So it was roughly a 5 years campaign. It feels both good and sad that this story has come to an end.
What I have learned :
Dramatic atmosphere and tension is not as easy as I tought. At first, I was trying to put a lot of tense details to the setting, but it was not as effective as putting the players in a situation where doubt was everywhere. Doubt create paraoïna. Paranoïa put the players in a position of power as in a position of weakness. And that sentiment was, I think, the most powerfull thing at the table. I just had to narrate piece by piece, unwiding event by events, show don’t tell, create space of uncertainty, with a total freedom of what they can do and where they can go, feeling the consequences of their choices and the recipe was complete.
I think it’s the biggest thing that I have learned.

This was the first line on my scenario handnote that I wrote in 2016. I was, I think, good and skilled to create good intrigue and characters but I was not terrible to convey emotions. But still it has been my compass and with the debrief, we can say it was a success.
So thanks to my players, that without them I couldn’t achieved this.
What do you think the role of a Narrator is?
See you!
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