Sometimes, game books just ask a little too much of players than theyre willing to give. Get a couple of people interested in Call of Cthulhu, and theyll bite; but bring them up to the point where they have to start researching the origins of the monster, and theyll tune out, unsure of what the games demands on them are. Get a couple of people interested in Pendragon, and theyll cheerfully beat the ass of any Saxon who rides over the hill; but have them stumble onto the track of the Questing Beast, or have them see a vision of a maid with bloodstained hands rowing downstream, and theyll tune right out. And in Vampire, theyll gladly hunt down a pack of marauding Sabbat antitribu, but they wont get the idea that they can control the government, or the cops, or anything similar - they see other vampires doing it, but they dont get the idea themselves - they dont even know where to start.
So, its with that problem that Gilded Cage was written; and Im delighted to report that it makes the process of influencing government - or the police, or the media, or a major corporation - simple to understand, without dumbing it down so far that the Storyteller cant find any good reason why a neonate Brujah isnt able to run riot amid GEs board of directors.
Just by way of a for example: The chapter on how to influence corporations explains exactly why its a bad idea to Dominate the living hell out of the CEO - sure, hes under your control, but theres an entire board of directors who also keep an eye on what hes doing, and theres too many of them for you to control. But the janitor responsible for emptying out the CEOs classified documents trash bin at the end of the day doesnt have many people watching him, and his secretary lives alone, and one of his assistants has started to lose control of his heroin habit - so why not slide in among them? The truly delightful part of the book is that its basic design principle is giving the players interesting ideas on how to find the weakest points in an organization - while at the same time, Storytellers can easily explain exactly how the citys Prince can influence the media and the police at the same time without having to Dominate them every night. As a matter of fact, theres a step-by-step explanation of how a particular elder vampire is able to control two different institutions, including who she has her hooks into, how, and how her power base could be disassembled - so instead of having some nebulously defined control over the company, we know that shes bribing the CEO and has blood-bound one of the most valuable researchers in the company.
The book also details social climbing, both within the Camarillas salons and in the mortal world. The section on how to enter into high society is interesting, written in the same street-smart tone as the rest of the book, but it doesnt seem to have a firm grip on what you do with high society once youre there - and if youre interested in social climbing, it strikes me as a better idea to try to impress the harpies at Elysium, or an elder vampire, rather than a rich heiress with more money than entertainment. (Theres also the Masquerade requirement, which is going to make doing anything particularly vampiric kind of a bitch.) The low society section is a lot more interesting, especially because it provides invaluable rules on how to start your own business - so if you want to open your own version of the Succubus Club, you can actually see if itll survive as a business without having to rely on the Storyteller trying to figure out a good way to determine its success.
The section on politics almost seems to echo the section on corporations, although theres less money and a lot more Heres something you can do with a SWAT team once you have an in with the police and so forth - more power, but less flexibility. I dont want to say that its boring, but it seems a lot less colorful than other sections of the book - as a matter of fact, I would almost say that it could have been folded into its companion chapter and made shorter without losing too much of its original intent.
The section on criminals: You can take pretty much any movie made about the Mafia and apply it to vampire, all the way back to Little Caesar - think of Henry Hill, from Goodfellas, as a primogens agent whose corruption by Setites has been discovered by the Prince, forcing him to join the Sabbat before the Princes minions track him down. The chapter here is more about the various types of people that you can recruit to help you out, as well as a short primer on how to become a crime boss without eating more facefulls of shotgun lead than you need to. Maybe World of Darkness: Mafia goes into more detail about creating and running a criminal campaign, but the chapter just rings a little hollow. I think that it has to do with a lack of personality - the various criminal classes are listed by occupation, and described in fairly broad terms, rather than being given specific examples of what they do. Its a decent chapter, to be sure, but it can be expanded - and, as a matter of fact, I have plans as to what to do with the idea of gangster movies and how they relate to Vampire. I might just expand on that in a future review, come to think of it.
The next chapter, On the Fringe, picks up the same snappy tone as some of the previous chapters, this time dealing with areas of control that wouldnt occur to the average player - academia, organized religion, psychologists, subcultures and so forth. A pretty decent chapter - theres a good discussion of how the media relates to preserving the Masquerade, but the details given arent giving the immediate, hands-on feel that you get in the corporate or low society chapters. Of course, using organized religion, or a couple of blood-bound psychologists probably wont occur to the average player, so the chapter succeeds in discussing places to influence that you wouldnt otherwise consider.
The storytellers chapter is another gem - its here where we see an elders influence over a couple of industries diced down, including a breakdown of who she controls and why, and a discussion of the weaknesses of her plans. Theres excellent advice here also on how to flesh out a power system within your city - a Storyteller could sit down for hours and flesh out a citys power structure, provided that hes ready to keep it all in his head when the actual play begins.
While the focus of the book is on the Camarilla, there is a fair amount of material on the Sabbat, mostly comparing their tactics to that of the Camarilla - unfortunately, its a little repetitive, basically describing the Sabbat as influencing by blackmail and murder, rather than by blood bonds and domination. One problem that I have is that the Sabbat are frequently portrayed as being into stuff thats blatantly evil - murdering a child to frame a mortal enemy, engaging in child prostitution, encouraging junkies and killing family members to get what they want. Theyre also described as more than willing to get into child pornography and prostitution. It just sort of struck me as a shorthand way of saying These guys are evil, evil bastards - look, theyre into child porn! Nothing more evil than that! - which shortchanges the Sabbat into being shallow, unredeemable bastards, rather than the varied and complex evil bastards that they are.
The sledgehammer tactics that the Sabbat sue also tend to shortchange the Sabbat on brains - I always figured that the Sabbat can be just as subtle as the Camarilla - just in more alien ways, which this book doesnt even hint at. It also raises the question of why the Sabbat would get into a business which would cause Humanity checks - and eventual losses - for Kindred with only 2 or 3 Humanity left.
Ultimately, this is a great book thats marred here and there by spots where it gets a little too dry and thin for its own good. I would say that its a must-buy for players who want to learn how to influence mortal organizations; for Storytellers, its a decent resource marred by the occasional lapse into weaker material, with the appendix rescuing the book at the last minute.
By the way, if you ever want to see an excellent example of a vampiric character whos got boatloads of fame and influence, then check out Matt Wagners Grendel - especially anything with Hunter Rose, like Grendel: Black, White and Red and Grendel: Red, White and Black.
-Darren MacLennan
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