1968 film, Romeo & Juliet
There's a reason why this story starts with a fight in the marketplace. It elevates the action immediately. This is no political intrigue, no intricate cat-and-mouse duel of wits. It's a straight-up stabfest, and it's there to demonstrate the stakes, just in case anyone was asleep when the narrator told us two star-crossed lovers were about to bite it.
Pelgrane's Resource Guide has a useful section in the opening chapters: Initiation. Agents who have already had a close encounter with the undead conspiracy describe how that came about, and what consequences arose. Each segment looks something like this:
Afflicted
You were attacked – mentally or physically – by a supernatural threat, a horror you had no words to describe.
Changes: Gain Vampirology +1 and Sense Trouble +2. Either reduce Health by 2 or gain PTSD (Night’s Black Agents, p. 84).
Unanswered Questions:
- What scars do you still bear from the encounter?
- Do you recall the encounter clearly, or only in fragmented nightmares?
- Did the affliction heal naturally, or does it still trouble you?
Resolution: Kill the creature that injured you. (Alternatively – if the wound is unnaturally hard to heal, find a cure.)
It arises from a fairly basic premise: whatever happened left its mark, and now you, the one affected, have to deal with the consequences. It's a version of what has been called blue-booking, where players describe what happened to their characters in rules-lite terms. Often it's used to flesh out backstory, play out moments when X first meets Y, or how Z came to be. It usually takes place between games, so as not to interrupt play in formal sessions.
Often this is a solo experience but it doesn't have to be. I first encountered the term in Cyberpunk's Listen Up, You Primitive Screwheads! where Blue Booking was described as roleplay between GM and player. In the example, Media Emile faces down some of Arasaka's Executive VPs at gunpoint in a meeting room on the 47th floor of Night City Tower. There's gunplay as well as roleplay but no random element, no checks, no dice; it's an extended yes-and improv moment in which the player gains information and is presumed to survive but not necessarily escape unscathed.
In fiction you're encouraged to start with action. Whatever the most interesting moment in the character's life-to-date is, that's where the opening chapter finds the character. Nobody cares about Bilbo's many years of more or less blissful stuffing-his-face-in-Hobbiton life. What we care about is the moment when Gandalf the wizard pays him a visit, and inscribes a fateful rune upon his otherwise pristine painted green door.
In RPGs you're also encouraged to start with action. If there isn't a swordfight in the marketplace within two minutes of the opening, start one. Bite your thumb at someone, or just bite your thumb, but whatever you do make sure blades are flashing.
In this particular campaign there are questions that need answering, chief among them being how the agents first meet the King. I've already discussed how you should design the King; but what was that first fateful encounter that bound the agents to the King?
I'm going to propose to you now that the opening chapter should be a Session Zero Blue Book, borrowing elements from the Resource Guide's Initiation chapter. In that Session Zero there shall be no dice, no random element, but neither shall it be a solo act. All the players will be at the table. The Director will be the Director.
Traditionally a Session Zero is a pre-campaign meeting and is often dealt with in a kind of checklist format, where players reel off the things they want to see and don't want to see, going forward. That's not what I'm proposing. This is more in line with the Initiation format, which tries to describe how the characters first became involved with the Conspiracy.
So start with action.
The Initiation section starts each moment with a brief, short descriptive header: Afflicted, Betrayed, Collateral Damage, Criminal Traces, Head-On Collision, Impossible Analysis, Old Files, the Trade. As a group decide which descriptive header best suits, either from that list or create one yourself. It can be a mixture. Ultraviolet uses Betrayal with a mix of the Trade, and opens with the sudden disappearance of a Met Detective Sergeant shortly after one of the DS's contacts tries to spill the beans on a criminal conspiracy, only to be brutally murdered. Action, action all the way.
Develop the scene from there.
Let's say that your opening scene is a version of Head-On Collision in which some of the soon-to-be agents are breaking into [BLANK] in order to [BLANK] and some are part of the protection detail. It doesn't really matter what BLANK is, but for this example let's say that the job's an assassination to take place in a fancy London high-rise, either an office or an apartment block.
It doesn't have to be a London high-rise, of course. It could as easily be a pre-handover Hong Kong. Greg Rucka got good mileage out of that in Queen and Country (v4 Definitive Edition). Anywhere in the Commonwealth will probably do, but for the minute let's stick with London.
Let's set some ground rules:
- Every character comes out of this changed in some way, and each player gets to decide how their character is permanently altered. Other players can offer suggestions, but it's the player's call as to what happens to their character.
- Every positive change (+1 to Vampirology, say), is balanced by an equal penalty to a pool or some kind of permanent affliction (eg. PTSD, chemical dependency).
- No more than +3 benefit total, and therefore a -3 penalty (or equivalent).
- If using Trust, assign Trust points based on the events of this scene.
- The individual player gets to decide what the Resolution should be for their agent, and that's the character's long-term goal in the campaign.
- The players get to resolve the scene, as a group - that is, they decide how the Head-On Collision ends. In the example, was the target killed? Did the target turn out to be something damned/supernatural/alien/mutant?
Either during, or as a result of, this scene, the King comes into the agents' lives. Thanks to their actions the King now wants to be their patron. In much the same way, Philip Quast's character in Ultraviolet decides to bring Jack Davenport's DS Colefield onto the team as a consequence of his relationship with the policeman-turned-vampire Jack Beresford.
Anyone who dies in this scene, dies. This can be a way to permanently alter a character, by taking up to -3 Network and describing how their comrade in arms was [burnt alive / crushed to death / taken by Them]. Someone who dies can be encountered in future scenes or scenarios, of course. That's what ghosts (and vampires, for that matter) are all about. This is also a good excuse for taking the Revenge drive.
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