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The Gilded Cage | ||
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The Gilded Cage
Capsule Review by Eric Christian Berg on 10/08/01
Style: 5 (Excellent!) Substance: 5 (Excellent!) An excellent guide to running a Vampire game focusing on influence, status, and power. Product: The Gilded Cage Author: Ari Marmell and Michael Mearls Category: RPG Company/Publisher: White Wolf Game Studio Line: Vampire: The Masquerade Cost: $15.95 Page count: 111 Year published: 2001 ISBN: 1-58846-216-1 SKU: WW2420 Comp copy?: no Capsule Review by Eric Christian Berg on 10/08/01 Genre tags: Modern day Horror Conspiracy Vampire | While I was very excited about this book because I thought that it covered an area much neglected in Vampire, I did not expect it to be a particularly interesting read. It deals with, after all, business, politics, and influence peddling. But I couldn't put it down. It manages to take a dry subject and make it a really interesting read. I really have to compliment the authors, both of whom I am unfamiliar with. A search on their names indicates that Ari Marmell is a contributor to the Kargatane Ravenloft site and Michael Mearls is an Unknown Armies contributor. I hope to see more of their work in the future.
To begin with, this isn't a 'crunchy' supplement. You can count the references to any system mechanics on one hand and nothing new is introduced. Instead, it deals with the details of what is already there. Your character has Influence 4, Resources 3, and Allies 2, eh? That's great, but what does that mean? Is that influence political, social, or financial? What is the source of your income? Are your assets liquid or tied up in stock? Who are your allies and why do they look out for you? These are the sorts of questions this book helps you answer (or, more importantly, gets you thinking about). Quite simply, this supplement is about running Vampire games that emphasize politics and power-mongering, and it manages to provide a lot of information useful to both players and storytellers.
The book is written from the perspective of an older vampire advising a Neonate (or Neonates in general) in how to accumulate wealth, power, and status in the vampire world. It is almost entirely first person but done in a very agreeable manner. It isn't bogged down by the narrative at all. In fact, since it is meant to be instructional, it barely reads like one. The only gripe I have is a personal pet peeve which I'll address later (since its importance is negligable). The supplement is divided into sections covering major areas of Kindred influence, with the last chapter being specific to Storytellers and giving advice on how to integrate this all into a campaign and how to prepare for players' attempts to delve into the political sphere.
The Introduction begins by laying out how the approach to vampiric influence differs between Revised and previous editions. What this boils down to is greater realism. It just isn't plausible to have the Kindred behind every single mortal power base and responsible for every single human endeavor. Nor is the picture of an elder with pin point control over entire industries particularly believeable. Instead, the approach Revised proposes and which this book supports is that the power a vampire accrues is all in influence instead of control. It is subtle and complex and difficult to maintain, which only seeks to highlight further the mechanitions of elders and ancillae as they attempt to hold onto and expand it. I like this. I've always been more interested in gritty realism than 'Gothic Punk' and this meshes well with my level of suspension of disbelief.
Chapter One deals with business and covers a lot of territory, from corporations to the medical establishment, law firms, and even unions. As with the rest of the book, the advice is targeted at neonates, which makes it very useful for players. However, the lessons and observations are general enough (and not terribly sect specific) as to be applicable to ancillae and elders as well. In a pattern which is also matched in the other powers, the narrator talks about how to gain and retain influence in each area, as well as detail the benefits and drawbacks to dabbling in them. The dangers of being too involved in the mortal world when there is a Masquerade to maintain are stressed throughout, other practical considerations (like how to attend mid-day board meetings) aside. There is extensive advice on when and how to use intermediaries and who to target for control for maximum influence in each sector. It is thorough but, thankfully, general. The authors don't waste a lot of time trying to explain in detail how a corporation operates. They only do so insofar as it is important to the task at hand. It is a very efficient use of space.
Chapter Two concerns itself with social influence, in both high society and 'low society'; Chapter Three covers government and political organizations (including city workers and bureaucrats who, the narrator points out, are often more useful to have power over than mayors and city councilmen); Chapter Four deals with criminals and other street-level contacts; and Chapter Five is a grab bag of institutions that fall outside of the previous classifications, from universities,the church, and media to fringe groups, cults, and subcultures. Each area is given the same detailed but general treatment as the first and is full of ideas on how and where to go looking for power, wealth, and influence. With each chapter, there is also either a sidebar or a few paragraphs in the text itself detailing which clans tend to be involved in which areas with many caveats about taking stereotypes and generalizations too seriously. Much of the advice also goes along the lines of warning against making assumptions about people based on their lifestyle, wealth, or position, and the trouble it can get you into when you're playing such a delicate game.
Chapter Six is the storyteller section and details how to pull all of this together to run a political campaign. It takes you step-by-step through the process of detailed an NPC in such a setting and how the information you need to lay out beforehand differs from what you'd bother with in a less influence-focused campaign. It also gives a lot of good advice on how to run such a game including a lot of good general guidelines that are particularly important to such a theme (such as 'don't pull your punches' and 'don't play favorites with your NPCs' and 'always follow through on reprecussions'). The end of the chapter goes over the social backgrounds and gives a little more flexibility in how to interpret them, like averaging out accessibility and influence for Allies or trading degree of recognition for range in Fame. It also advises to work out the particulars of NPCs influence rather than trying to assign meaningless stats to them, a policy which I heartily concur with.
Now, the true measure of a supplement is whether or not it gives you stuff that you want to use. I've read many a gaming book that was a fun read but I'd never use it or the material within and it ends up on a shelf, unused and forgotten. This is not such a book. When I was done, I immediately wanted to go work on my New Orleans setting and detail out all of the NPCs' political and business dealings in detail and map out the web of influence, favors, and contacts. I do intend to do so and I'll reference this book extensively when I do so. While I might not need to read the advice carefully again, just the list of institutions and spheres of influence are going to be handy to give me ideas and remind me of considerations that I might not think of right away. Pretty good for a dry supplement about politics.
Feel free to ignore the following rant if you are only interested in the content of the book and not my anal retentive gripes about tone and theme.
Pet Peeve: For all the talk in the introduction about shooting for a more realistic portrayel of power and the urging of the narrator in most of the book to be careful about believing stereotypes, many of the chapters start with a little blurb that cynically condemns those with power and money as being universally corrupt and amoral and espouses an opinion about a lack of class mobility in the United States which is patently false. While it isn't really important, I find it irritating and I think it really downplays a lot of the interesting moral issues that a Vampire campaign can contain. Why should a vampire worry about stepping on people to get to the top when all the people he's treading on are universally rotten, greedy bastards? It is much more interesting when the person who a neonate has to financially destroy to take over a company is sympathetic. Once of the best scenarios I ever took part in involved a war of influence that ended up destroying a very compassionate man who wanted to finally spend his money someplace worthwhile by building a theme park for children in an area that, unfortunately for him, was desired by a local Toreador elder. The whole theme of trying to retain Humanity is lost when you push from moral greyness into a cynical blackness where everyone is equally despicable and the monsters are no worse than their prey. Okay, rant done. Move along. | |
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