The Concert as Conflict
The art of performance sees the artist lay their soul on the line, investing much of their ego into the display, and demanding the audience come with them on their journey. It doesn’t end with the show either, as all around the venue, conversations are had, deals are made, and there is, of course, the potential for an after-party — although what form that takes really depends on how well the show’s gone.
Group Social Conflict Systems
Social Conflict always has a goal — anyone can provide simple entertainment, and while abject humiliation is often a common theme, it’s not the only destination. Before the gig, the group must decide if they want to fight for a more important outcome; the selection below provides a good range of options.
As most performances are a collective effort,having every player roll simply slows down proceedings. The band nominates one character to front each conflict, with all tests made by them. This character can only be changed if the pool changes and a new conflict begins. While characters can normally offer assist dice, as it’s assumed everyone is already contributing, assist dice aren’t available.
As with any conflict, the other side fights back — even if they’re not consciously fighting,their reactions, energy, and interactivity buoy or deflate the band’s sense of success. As this is a group effort, any Willpower damage against the band is apportioned equally among every performer. In these dramatic situations, it’s recommended that Superficial Willpower damage is not halved.
Antisocial Conflict
This one’s personal, neither aimed at the audience nor the establishment, but at an individual in the crowd. Whether through direct taunts, subtle jibes, or offending their sense of good taste, the gig becomes one big slap in the face for one unlucky victim.
Example Pools:
- Composure + Subterfuge for deniable vilification.
- Manipulation + Insight to get under their skin.
- Charisma + Intimidation for direct threats.
Opposing Pool/Willpower: Direct Character traits can be used here, with Composure + Etiquette a good resistance pool.
Battle of the Bands
Two (or more) performers go to head-to-head and attempt to win a competition, sway the hearts and minds of the audience, or simply make their rivals look bad. These battles might seem like low stakes to the audience, but the performers are acutely aware of what they’ve put on the line to be there.
These battles can be paired with other Social Conflict options such as Incitement to Violence or Flavor of the Month, with each group trying to bring about their ultimate goal. The battle’s winners — as well as annihilating the Willpower and sense of self-worth of their competition — decide the outcome on the audience.
Example Pools:
- Stamina + Performance for the sustained application of technical brilliance.
- Resolve + Etiquette to play up to the audience and judges.
- Manipulation + Insight to subtly rile up the competition and put them off their game.
Opposing Pool/Willpower: starter band: 5 / 6, up-and- coming act: 7 / 5, famous group: 8 / 10, virtuosos 11 / 8
Flavor of the Month
Deny it as they might, blood’s the most important thing to any vampire, and even when they’re in the throes of their art, the promise of sweet reward gnaws at their thoughts and intrudes upon their performance.
The result of this Social Conflict allows the group to sway the Resonance of the audience, making it more suitable to their palette. If successful, the Coterie can choose a single Resonance that will be present should they hunt from the Audience. With a Critical success, the Resonance becomes intense.
Example Pools:
- Manipulation + Intimidation (Melancholic), Leadership (Choleric), Insight (Phlegmatic), or Subterfuge (Sanguine).
Opposing Pool/Willpower: Bystanders: 4 / 5, Haters: 9 / 8, Fans: 5 / 3
Hostile Crowd
The band are playing, but the audience isn’t happy. Whether they’re uninvited outsiders, part of the wrong scene, or have been set up to fail by a vindictive manager, the crowd are in no mood for what they’re being sold. While the days of heckling with rotting fruit are long gone, drinks, broken glass, and even bits of the stage serve to damage the band’s equipment — and ego.
Defending against this type of Social Conflict is difficult, but a real boost when successful — Storytellers might consider restoring lost Willpower (some or all) if they win.
Example Pools:
- Charisma + Persuasion to appeal to their good natures.
- Manipulation + Performance to change your style to something more suitable.
- Composure + Etiquette to maintain your cool.
- Stamina + Athletics to stoically endure the abuse.
Opposing Pool/Willpower: Hecklers: 7 / 4, Wrong Scene: 6 / 8, Angry Mob: 9 / 5
Incitement to Violence
If the audience is the tinder, then the band is the spark that sets them aflame. Emotions run high when bands unleash their most devastating tracks, and of course, there’s always the interplay between the crowd and their idols, with the audience hanging on every word and becoming increasingly agitated as the night progresses.
These events position the band as firebrands, whipping the audience into a frenzy worthy of the Brujah. If successful, the crowd moves from one riotous performance to another — but now in a more literal sense. While the Characters can attempt to nominate the target, mobs are rarely picky so expect plenty of collateral damage. Messy Criticals and total failures see the angry crowd storm the stage as they see through the facade.
Example Pools:
- Charisma + Leadership to lead the riot from the frontline.
- Manipulation + Leadership to wind them up and let them go.
- Manipulation + Politics to fixate the crowd on a contentious issue.
- Manipulation + Finance to target the ultra- wealthy (or poor).
Opposing Pool/Willpower: Bystanders: 4 / 7, Haters: 9 / 8, Fans: 5 / 3
War of Attrition
The average audience contains a huge variety of fans, both casual and hardcore. With such range, it’s inevitable that some of the crowd owe their allegiance to another — and those allegiances can be swayed or quashed entirely.
This variation of Social Conflict aims to directly hurt the Advantages and Backgrounds of another; chipping away at their Fame and reputation, drawing their Herd to your banner, and convincing Allies and Contacts to work with you instead. Even Resources can be affected should your reach be sufficient to influence a boycott. Results here require planning and should be agreed with the Storyteller in advance.
Example Pools:
- Intelligence + Performance to attack another’s Fame without hurting your own.
- Dexterity + Politics to erode Influence with your music.
- Charisma + Leadership to attract new fans and diminish another’s Herd.
- Resolve + Performance to win over new Allies and Contacts.
- Charisma + Finance to encourage a boycott of another’s product and affect their Resources.
Opposing Pool/Willpower: Allies: rating ×2 / 4, Contacts: 3 / 4, Fame: rating ×2 / 6, Resources: 2 / rating ×2. Other Backgrounds are defined by the Storyteller.
Access all areas
No venue is totally open, and while they might offer the illusion of freedom, they are, in fact, incredibly locked down. From the need for entry tickets, to staff-only areas, to backstage itself, there’s always someone standing in your way and keeping you in your place.
Of course, these restrictions act like a beacon to the characters, ensuring they absolutely must go where they’re not wanted. Conversely, the characters might want to ensure their privacy is maintained by buffing their security against potential attacks.
Example Pools:
- Charisma + Persuasion to bluff past guards.
- Manipulation + Finance to bribe security.
- Composure + Intimidation to convince the roadies you belong.
- Composure + Leadership to make staff more resistant to others attempting similar tricks.
Opposing Pool/Willpower: security 5 / 3, bar staff 3 / 2, roadie 7 / 4 (buffing adds one to their Willpower, while a Messy Critical reduces it by one).
