one question: when a clone is activated,he remembers his killer.So,that gives him the right to kill the killer of his former clone.i know thats not fair play and so forth,but how can i explain that to my players?give me a plausible setting reason if you can.Thanks in advance.
Also,about the setting,how does each of you describe it?I go for industrial settings at most,like H.R.Giger(if you havent heard of him,search it asap),with metalic clearance colors,plus the oddities of giant screens...also,I make the appearance of each clearance area different by adding comfort and so forth...I have also found the convenience to use all silver colorous "available by all clearances",because it helps with Infrared situations,like :
If the roads are infrared,and the transits are also infrared,its quite confusing to use them,so forth...
another subject to beginners:
many people I've met,continue to use the approach of team games,even those who have played vampire a lot.Their modus operandi is the following: stick together,kill any random loser,frame him up,and by having a full 6 member team exposing more than 20 traitors per mission their clearance is improving.
If this is the case with your players,consider the following:
a)make it impossible to frame clearance green and higher,because the Computer monitoring systems actually work at this particular moment,or a UV sees them,or they're undercover IntSec,so forth.Of course never be predictable and let them get away with it sometimes,but then THE COMPUTER only gives them commendations,credit bonuses and so forth(even though the victims have commited ultra treasonous acts)-once my team framed a Violet and his two green goons of commiting vampirism on a UV(it was so funny i just couldnt let them fail).Make clear to them that the real key to power is murdering one another and framing them.Another good oportunity is secret societies.Although kill Dave-R 1 through Dave-R 5 gets old fast,there are possibilities...Once each player starts giving away their fellows in the debriefing,things will get paranoid,quickly.Hope this was of help.
Also,about the setting,how does each of you describe it?I go for industrial settings at most,like H.R.Giger(if you havent heard of him,search it asap),with metalic clearance colors,plus the oddities of giant screens...also,I make the appearance of each clearance area different by adding comfort and so forth...I have also found the convenience to use all silver colorous "available by all clearances",because it helps with Infrared situations,like :
If the roads are infrared,and the transits are also infrared,its quite confusing to use them,so forth...
another subject to beginners:
many people I've met,continue to use the approach of team games,even those who have played vampire a lot.Their modus operandi is the following: stick together,kill any random loser,frame him up,and by having a full 6 member team exposing more than 20 traitors per mission their clearance is improving.
If this is the case with your players,consider the following:
a)make it impossible to frame clearance green and higher,because the Computer monitoring systems actually work at this particular moment,or a UV sees them,or they're undercover IntSec,so forth.Of course never be predictable and let them get away with it sometimes,but then THE COMPUTER only gives them commendations,credit bonuses and so forth(even though the victims have commited ultra treasonous acts)-once my team framed a Violet and his two green goons of commiting vampirism on a UV(it was so funny i just couldnt let them fail).Make clear to them that the real key to power is murdering one another and framing them.Another good oportunity is secret societies.Although kill Dave-R 1 through Dave-R 5 gets old fast,there are possibilities...Once each player starts giving away their fellows in the debriefing,things will get paranoid,quickly.Hope this was of help.