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Gilded Cage | ||
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Gilded Cage
Capsule Review by Matthew Hickey (Tiama'at) on 09/04/02
Style: 3 (Average) Substance: 5 (Excellent!) Gilded Cage is an excellent primer on how to run political and manipulation characters without needing to read Machiavelli. Product: Gilded Cage Author: Ari Marmel and Mike Mearls Category: RPG Company/Publisher: White Wolf Game Studio Line: Vampire: the Masquerade Cost: $15.95usd Page count: 112 Year published: 2001 ISBN: 1-58846-216-1 SKU: WW2420 Comp copy?: yes Capsule Review by Matthew Hickey (Tiama'at) on 09/04/02 Genre tags: Modern day Horror Conspiracy Vampire Gothic | Gilded Cage: A Sourcebook of Politics and Influence for Vampire: the Masquerade.Written by: Ari Marmell and Michael Mearls Developed by: Justin Achilli Edited by: James Stewart The last review of the last complentary copy I received back in January. It is not without some pleasure that I end that series off with this – a book which I didn’t even look at for a whole month and a half. I had just finished my 2.5-year Vampire chronicle, one which eventually turned into an action thriller because I lacked the knowledge and resources to really make a go of my original intention – a political pot boiler. Burned out from Vampire and working on other, non-Vampire-like games, I left this book – with its return to dirty politics, backroom dealings and intrigue among ancient unholy monsters – on my shelf. Finally recharged somewhat, I picked it up and found that once I opened the covers I couldn’t put it down (I am such a politics junkie). Gilded Cage is 112 pages of “what exactly does it mean that the Kindred “manipulate” things”. Five of the six chapters are told in the form of first-person narrative: a sort of treatise given by a patron of the reader, whose identity, age, clan and sect are left deliberately unknown. Some may bristle at this overuse of narrative, with its limited view but actually it reads much like a well-managed seminar or a very well-done political science primer. The use of explicit examples in many places is commended – in fact, this book would have lost much of its impact – it’s hard to dispel the vague hand-waving of such words as “control” and “influence” without showing EXACTLY what is meant by these. About time I really started the review, eh?
The introduction is the last time you will hear the too-vague word “control” in the book – strike it from your vocabulary for the duration of the book. And as I mentioned earlier the book is presented in the form of lecture/primer text narrative of an unidentified vampire, whose advice is broken down by general areas of influence (covered separately in each chapter).
The main text information is a pure gold mine of character development, and story ideas/hooks. The sidebars are the icing on the cake – pointing out time and again that nothing is monolithic (so no, ‘Venture all control business and only business” to be found here), nor is this information limited to vampires. If a vampire can bring a government to its knees, why can’t Rupert Murdoch? Business is all about two things – money and power, and one follows the other quite well. It is also, despite the American axiom, quite a closed little society – the largest corporations and the most exclusive boards of directors are on par with the Forbidden City of imperial China, and in the World of Darkness these ‘guilds’ have long been milked and herded by elders. But the narrator does show how and where windows of opportunity can be exploited. The general gist of this is the younger a vampire, the more comfortable they are with a faster pace of change, and more amenable they are with modern technology – so use the global communications and the 24 hour global work day to your advantage, and ruthlessly exploit the twin trends of globalization and concentration – hit them where they don’t see it coming and in such a way they never think to identify you as the culprit. The specifics part of the chapter details the banking and finance sector, law firms, trade unions, and medical corporations in addition to the high tech informatics sector the narrator begins the chapter discussing in his introduction.
After dealing with the whys and how-to’s of the swinging set we have the other side of the coin – low society. Like an Robert Altman film these two extremes are inextricably linked. Celebrities started somewhere (and avoided some dead ends), money buys the privilege to indulge in vice and everyone needs someone to clean their 200-room house and tell them what they are doing today. Drug peddlers, sex operators, nightclub owners, and the cleaning staff all have their place at the table of the rich and famous – they just get airbrushed out of the picture.
The chapter covers all levels – but focuses on the more immediately usable and less risky local governmental level – municipal politics. It also approaches the institution of government from a variety of angles, from within the structure of government (bureaucrats), visitors (politicians, elected officials) and the parasites (lobby groups, and party machines). Government is a very pro-vampire institution, it is inherently conservative, stable (hopefully) and innovates/changes at a rate just a smidge faster than glacial ice. In short – it is a sure thing, one that is always there and so pervasive in society. There is more to controlling the government than maintaining the Masquerade and easy protection of vampiric havens. The pitfalls are also spelled out – it IS a slow, steady beast that loathes to change direction for any reason short of an impending apocalypse. Not the sort of influence you can throw around at a whim.
Contrary to popular Vampire myth –the ‘Street’ is not a great boon to the average neonate. The amount of time and resources, not to mention tact and self-control, is almost more than the dividend the Streets can provide – but it is this ‘almost’ where vampires seek their influence. The narrator takes a look at the “Streets” (both the legal side and the criminal underworld) treating it like any other resource – that itself is a major improvement – and approaches it from a variety of angles – the “Toughest SOB”, the “One of Us” and the “Slumming Patron” methods, all carrying various pros and cons and price tags associated with them.
The suggestions are solid and provide a great set of hooks for a game (as if you need them after reading through 5 chapters of plotty goodness). The flip side is also true – there is advice on how to handle the “I shoot him in the face” style of ‘Near Dark by way of Tarrantino’ vampire players who prefer to shoot elders rather than stymie their plots through deals and contact with mortal servants (in general don’t force these types to place a politics game – tailor your game according to your players’ tastes, there is no One True Way).
Final Thoughts and ConclusionsThe lack of a beginning game fiction bit and the overall minimal use of art makes this book a bit of a rare bird, but what is there art-wise, is not jarring or disruptive and in fact was barely noticed after the first two panels (if it can’t be outstanding, art is best if its simply there instead of negatively attracting your attention). As for my general conclusion after reading the book, I can’t be more blunt: this book should have been published in late 1991 or early 1992. There has simply been no excuse to delay something as essential as this in favour of less useful, more constraining materials. This is a true toolkit book (although it lacks any system mechanics tools) – it takes nothing for granted beyond the existence of vampires, their sects and their general desire to hide from humanity – clans, disciplines, all that system and setting specific information is completely irrelevant. Even the things it takes for granted can be bypassed. I’d recommend this book to anyone looking for help figuring out how a hidden society/conspiracy can influence larger society. All the information is relevant, nothing is created or changed just for the sake of being supplemental material. The one rules area it does comment on is purely from a suggestion point of view and carries no special or disjointed mechanics.
That said the book is very focused on the minutiae of influence peddling and growing, something that in a more general game of Vampire plays an important, but very small, part of the actual session time. In this situation the book, while still very important and enlightening, is likely to be used more for the ‘blue-booking’ side of things than in-game session time. In less physical/action/cinematic or horror games, more cerebral/conspiracy/political ones this book shines, but in game which emphasize the former two types of games one might find the utility of the book to be diminished.
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