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Sessions alternated: every-other-session was Elysium, with the in-between sessions being built of various scenes derived from player's actions.
In addition, we started every session with "Story Time", short vignettes to illustrate plot points that might have otherwise occurred off-camera. Major NPC comes to town - herald the arrival in Story Time. Important character died where only a couple players were witness - restage it in Story Time. More craziness unleashed at the evil haunted clock tower - Story Time it is. We also let players run Story Time segments, which was a delight but also a double-edged sword.
The game was a lot of fun, and way too much work. So much work, in fact, that I have a file on my computer full of ideas for things I'd do differently should I decide to start a LARP again. The name of that file is "If I Am Ever Stupid Again". It was like a second job that only paid in Clanbooks.
One of the hallmarks of the game was that we were always throwing curveballs and willing to take the story anywhere. We intentionally transformed nearly all the secrets of the Vampire: The Masquerade setting. That way the players would never be tempted to use out-of-character info gleaned from reading every WoD book ever published.
The Salubri were the badguys, Tremere had hunted them down to stop their apocalyptic magic. The Giovanni were possessed pawns of their ghostly masters. The Camarilla and Sabbat did not exist - there was a Guild that brokered passage between city-states, but a Prince was truly King of his city. We used old-school pre-Viccissitude Tzimisce. European Werewolves were Mad Scientists and Rail Barons, laying down track to steal the Chi of the new world. Native American were-coyotes were pretty prevelant, and at war with the European weres.
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We didn't just send hunters after them. We'd done that before, it would have been stale.
There was no Camarilla, so there was no one to enforce the Masquerade, either. The Guild could cut all Vampiric transit to the city, but that limits the concepts available for new PCs. And it's just not as scary as Anathema and Bloodhunt, or being judged by your superiors. We needed something new, and every bit as scary as the Camarilla "breathing" down your necks. But I also wanted it to empower the PCs as much as it punished them.
Instead I interrupted their next Elysium with a pre-recorded "radio" broadcast from the Prince of Mexico City.
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The one player whose character was the Ambassador from Mexico City had a very rough night.
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