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    Example Of Running A Game Page 3

by: Trunks


Now I move the girl to the end of the level. It takes about half a minute, but I get her into proper place. One other thing I forgot was to give the "main bad guy" a weapon of some sort. So after possessing him, I bring up the Object Panel again, this time selecting the "Show Items Only" option, choose an appropriate weapons and create it. When not using the ST Head, creating objects will place them at the foot of whatever PC or NPC you are currently possessing.

Choosing a weapon for Le Comte

Now I need to switch back to Player mode to have Le Comte pick up the sword. This is down by either hitting the button at the bottom of the far left side of the ST interface or by hitting the hot key (\). Then I can put the cursor over the weapon and pick it up.

About to pick up the sword

After picking it up, I verify the sword is in Le Comte's inventory. You can bring up the inventory by either pressing the appropriate button or using the hot key (i). Though Monique's head is still in the far left portrait window, I *am* possessing Le Comte. This is because they don't have animated heads for every NPC model, so it just uses whatever head your PC has.

Checking Le Comte's inventory

Now I check everyone's character stats to make sure everyone has an appropriate player for this particular chronicle. Since this game is meant for Neonates, I make sure only Neonates are in. Here you see the stats for Monique. Yes, she's a bit twinked and overpowered, and such a character wouldn't be allowed in this game. But depending on how the party does throughout the chronicle, they may have to escort her out in a fight, and a normal, low end human would be way too weak and die too easily. So by toughening her up a bit, the party has a better chance of getting her through alive. As soon as I'm done and sure everyone's legit, I signal to the players waiting in the lobby they can enter.

Monique's stat sheet...damn, she's stacked...

Once they're in, I quickly hit TAB to switch screen focus to a different player, and then I click on the barkeeper, hit P to possess him, and start role-playing.

The players interacting with the barkeep

During the conversation, someone drops out. He might have crashed, got disconnected from the Internet, or maybe someone tripped over the power cord. Whatever the reason, I proceed to unlock the game for a couple minutes to see if he can reconnect.

Just unlocked the game...

Soon after, someone stumbles in. Since this game has been well underway, I have to kick the poor guy. Notice the use of parenthesis for out-of-character chat in the chat window.

About to give someone the boot

After talking with the barkeep and learning about the recent events about town, such as the disapperance of the Sheriff's daughter and the search party the Sheriff sent to investigate, the party talks with the nearby guard for a bit before deciding to head outside.

Conversation with the guard

Once they go outside, I quickly select and possess a nearby Ventrue. The party notices him and begin a conversation.

About to select and possess the Ventrue

While the group talks with the Ventrue, another person joins but then quickly leaves the game. It has been several minutes at this point, and it doesn't appear that our dropped player is coming back, so I lock the game back up. I'd like to take this opportunity to make a quick point. Just because a model might display "Ventrue" when you put your cursor over it doesn't mean your character KNOWS that person is a Ventrue. So try to roleplay that fact. In this beta build we have, we were unable to give names to individual NPCs, so hopefully through the use of renaming we can make this easier.

Talking with the Ventrue


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