frogglesmash
2016-02-22, 10:38 PM
A little background: I plan on starting a Vampire the Masquerade themed d20 modern campaign, in which the players find themselves turned into fledgling vampires very early on.
In the setting I've dreamed up the process of turning into a vampire doesn't actually make you evil, but it does cause the victim to exhibit sociopathic behaviour i.e. reduced empathy, and remorse, and increased recklessness. These behaviors also tend to be far more pronounced in newly turned vampires, often resulting in them going on feverish feeding sprees that somewhat reminiscent of frat parties, but with more blood.
Another consequence of the turning is that the progeny becomes intensely devoted to their sire. as time goes on this relationship can either strengthen depending on whether it's nurtured or not as it is not a purely supernatural bond (the sire can issue unbreakable commands if they so choose, but the feelings of devotion are not supernaturally reinforced).
The problem: I'm basically looking for methods -be they game mechanics, DMing techniques, etc- of encouraging my players to roleplay these psychological changes without it feeling like I'm trying to play their characters for them. So far the only ideas I have are to have will saves to stop feeding/to avoid attacking and feeding on people under certain circumstances (when very angry, or when blood is shed for example), and to simply let them know the changes their characters have undergone and some of the ways this could potentially influence their decisions (I recognize that I'll have to do this regardless of what mechanics are in place).
In the setting I've dreamed up the process of turning into a vampire doesn't actually make you evil, but it does cause the victim to exhibit sociopathic behaviour i.e. reduced empathy, and remorse, and increased recklessness. These behaviors also tend to be far more pronounced in newly turned vampires, often resulting in them going on feverish feeding sprees that somewhat reminiscent of frat parties, but with more blood.
Another consequence of the turning is that the progeny becomes intensely devoted to their sire. as time goes on this relationship can either strengthen depending on whether it's nurtured or not as it is not a purely supernatural bond (the sire can issue unbreakable commands if they so choose, but the feelings of devotion are not supernaturally reinforced).
The problem: I'm basically looking for methods -be they game mechanics, DMing techniques, etc- of encouraging my players to roleplay these psychological changes without it feeling like I'm trying to play their characters for them. So far the only ideas I have are to have will saves to stop feeding/to avoid attacking and feeding on people under certain circumstances (when very angry, or when blood is shed for example), and to simply let them know the changes their characters have undergone and some of the ways this could potentially influence their decisions (I recognize that I'll have to do this regardless of what mechanics are in place).