Not-So-Stupid
LARP Tricks For Playing Malkavian
WHAT I TELL YOU THREE TIMES IS TRUE
WHAT I TELL YOU THREE TIMES IS TRUE
WHAT I TELL YOU THREE TIMES IS TRUE
"Some things we plan. We sit and we invent and we plot and we cook up.
Others are works of inspiration. Of poetry."
--
The
absolute, Number One, completely and utterly most important thing to remember
when playing a Malkavian is The Derangement. It should always be in your
mind. It should be as detailed and as realistic as possible: you should know it
inside and out. When something happens, you should be able to instantly
translate it "through the filter", and react "through the
filter" back to the outside world.
Once
you've got this down, you'll quickly find that LARPs start to shift and
change.... You're not as involved in things.... People shy away from you....
Plots start to pass you by.... When you achieve things, you don't really seem to
understand them.... When you get victimized, you don't really seem affected by
it.... The simplest tasks drift away and become completely impossible for you to
do.... But you accomplish incredibly bizarre and complicated things without even
trying.... Everything is different.
This
is as it should be. This is part of the fun. The mentally ill have a stigma
attached to them in real life, and in the LARP, it's no different. In fact, it's
worse, since people "know" (guffaw) that there is in fact
something "going on back there", they stay away from it as much as
possible. Supernatural insanity is both better and worse than natural insanity.
And contradictions are a part of both sides, so you better get used to them.
This
guide will tell you several strategies that you can use once you have the
Derangement firmly in your playing style. If you don't have it down yet,
these will backfire and backfire horribly. Sane people cannot do these things:
they will get burned if they try.
But
once you have it started.... It's hard to stop.
The
Rules And How To Change Them For Fun And Profit Or Pain And Loss
"I came home today, and both our cars were gone, and there were all these
little pink flamingos arranged in star patterns all over the lawn. And when I
walked inside, it looked like a tornado had. Hit. And then suddenly I realized I
was in the wrong house."
-- Laurie Anderson, "Language Is A Virus"
Everyone
lives by rules. Yes, even you. Especially you. Malkavians live by stringent
rules and regulations, not imposed by an impersonal clan hierarchy (probably) or
a vicious sense of ambition or drive (usually), but by their own force of will.
"Why," you say, "that seems a bit odd. To be turned loose in this
new and terrible form, with absolute freedom to do anything I please, and then
suddenly decide to chain myself down with constraints far more devastating than
anyone else I see?" Yes. It is a bit odd. It is, in fact, completely
insane.
The
difference is that whereas the rules of the rest of the world are based on what
the rest of the world laughingly terms "rationality", the rules of the
Malkavian make no such claim and disdain any such artificial trappings. Hence,
to the outside observer, the Malkavians seem to change their rules from day to
day, night to night, even minute to minute, whereas the Malkavians themselves
know that they are simply following a schedule, or completing a task and moving
on, or maybe even proceeding to a new stage of enlightenment...
(BIG
SECRET #73: Like quantum mechanics, the rules of the Malkavians only exist when
someone is looking at them, and they only change when the same observer looks
for the same thing twice. It's all a big hoax designed to keep observers from
figuring out the real plan.)
"Ho,
ho!" I hear you say. "So I can act however I please?" Hell, no.
You can only act how your madness will let you act. But the madness is you. So
not only can you act however you please, you can't avoid it. I must have
been wrong earlier. No I wasn't!
Here's
the bottom line: when that first little teeny-tiny drop of Malkavian blood hit
your lips, it sidled on up to your brain, screamed "I'm a-calling you
out!" and beat the shit out of it, and made it work differently. You can't
stop your brain from acting the way it does (hell, you couldn't even do it when
you were sane), and so in that sense, you are constrained. Your madness controls
you. You can react to it in several ways (see The Hierarchy, below), but
you're never getting out.
But
to the sane, you're already out. You've escaped their world and live in your
own. And here's the joke: the one you come to is just as restrictive as the one
you left! The best pranks are the ones you play on yourself, after all. So
remember: when you want to "change the rules", go ahead! The ones you
can change.
For
instance, take our local hebephrenic schizophrenic. One of her most profoundly
disturbing changes was the shift in subject matter for her delusions.
Hebephrenic schizophrenia is characterized by not-well-organized delusions,
childlike affect (such as uncontrollable giggling and emotional immaturity), and
the normal schizophrenic stuff (hallucinations, delusions, etc.) At first, her
delusions were about herself. "I'm the new Female Pope on the latest tarot
deck." she said once. Then, without warning, one evening, she changed over
to talking about the end of the world. "It's coming last Wednesday,"
she said. "Pain's a weekly thing." Notice that she still could not
stop the giggling or emotional immaturity. Those are rules she can't change. She
can, however, change things like the way she dresses, the way she speaks, the
way she interacts with people, what she cares about, her goals, her future
plans, her memories, etc. at will. This is a great deal of power that she
would not have were she some other kind of vampire. But the rules that she can
change are different from the rules that another Malkavian can change. For
instance, someone obsessed with cleanliness could not stop wearing
ultra-clean clothes any time they wanted. In fact, they'll never be able
to stop, unless their Derangement changes (see below for that.)
Know
the rules other people live by. Know them well. Know them in the same way
terrorists know about cars: so that you know where to put the bomb.
The
last thing to know about changing the rules is that when the rules change, the
winning condition also changes. If you set a Machiavellian, subtle, powerful
plot into motion that will inevitably bring you towards one of your future
goals, watch smugly as every other Kindred in town scrambles to figure out
what's going on, smile kindly when a vast movement against your plan arises (it
will: it is very rare that anyone even thinks of allying with a Malkavian or
letting their plans come to fruition, no matter how "normal" the
Malkavian or innocuous their plans), and then, at the very last minute,
completely throw the plan away and go in a totally different direction.... Then
you're starting to get the hang of it. Yes, you'll be starting over. Yes,
changing the rules hurt you. But it only hurt you according to the old rules.
By the new rules, you're just fine.
The
eventual result will be a city full of people continually second-guessing each
other and third-guessing you, and then you can just pick up anything you want at
any time, because nobody will be able to tell what's really going on. See
'Conspiracy', below.
All Conspiracy Theories Are
True: Especially False Ones!
"When I heard of this (expletive deleted) bugging and forced entry, I said
to myself, 'Is this a joke?' ... But it wasn't funny. It wasn't funny at
all."
-- Richard Nixon
How
to conspire when you're insane? Well, here's some of the attributes of
"sane" conspiracies:
Now,
Here is Yet Another Advantage To Being Malkavian: you can do any of those
things you like (as long as it isn't proscribed by your derangement), and
you have access to yet another level of twisted versions of the above that
nobody else can pull off.
Alternatively, keep your plans a
secret from everyone, even yourself. Do seemingly random things, and
you'd be surprised how quickly it will all come together in a massive plot. If
it doesn't, oh well, looks like a Malkavian did some pointless random things,
I'll notify the media.
Alternatively, you can put nobody in
the conspiracy at all. Skip right to the end and start working against it before
anyone even comes up with the idea. That way, when they do, you'll be ready.
(And they will. Throw a monkey wrench in a particular direction, and everyone in
town will step all over each other building a machine in front of it.)
Alternately, you can make no
pretense at cohesiveness from the beginning...just start off going in 12
different directions. That way, no matter where you end up, it's where you
wanted to be...or maybe it's where you least wanted to be.
Another good strategy is Concealing
Information By Leaving It Mislabeled In Plain Sight. Construct a massive
public conspiracy to accomplish a goal...then have it accomplish a totally
different goal.
Finally,
remember that Malkavians can Generate Information (see below.) Do that enough,
and you won't need any "layers."
As
a Malkavian in our game once said: "If your plan requires secrecy, you
haven't thought it through." And of course, if you say this often enough,
you will be able to execute all kinds of secret plans without anyone ever
thinking that you might possibly be the one behind it. Fear and Ignorance. Love
and Knowledge.
The
Well-Dressed Malkavian And His Status In The Community
"If you act like a dumbshit, they'll treat you like an equal."
--The Book of the SubGenius
Yes,
as you trot merrily along the highways and byways of your own deluded reality,
you may find that people stare at you quite a bit, and talk about you even more.
Look around...scary people with scary thoughts. They're always thinking about
reputation and rumors and stuff like that. And so whereas you may simply
believe, they must analyze, cogitate and ponder your activities. It's a
compulsion. They're completely insane. Which means that you may soon be sitting
on a large pile of Status that you don't even know exists.
Resist
The Temptation To Use This Status When You Really Need It.
If you do, you're playing right into their hands (not that you can't play your
way right back out again, eventually.) When everyone is expecting you to use
Status...don't. Only use it when it will end up being completely useless. Bid it
against another Malkavian, for instance, or against someone with far more Status
than you (if they bid Status back, just smile and shake your head and say
'That's real interesting that you're Well-Known/Famous/Feared. Wanna explain why
I should care, or should we just move on?')
Burn
Off Status As Quickly As Possible. When you
get it, it means that people are listening to you. You immediately need to train
them in the error of their ways. Lose all pretense of lucidity for a while until
the Status goes away (you'll be pleasantly surprised at how long they will
continue to listen to you.)
Make
Other People Doubt Their Status By Ignoring It.
Pretty simple and self-explanatory. If you don't treat them any different than
the Caitiff down the block, pretty soon you'll have them thinking that they are
the Caitiff down the block.
Turn
Bullshit Into Gold
"Reality is what you can get away with."
-- Robert Anton Wilson
Warning:
Only For The Truly, Truly Deranged. I mean
it this time. This strategy will work for those with severe and heavy
Derangements.... Those that seem normal had better have some deep-seated and
nasty delusions if they want to try this kind of stuff, or else they soon
will.
To
understand this strategy, you have to understand why all the other vampires are
deluded into thinking that information is important. They believe that
information is power. They believe that information gives them an edge, in the
same way that nation-states believe that intelligence agencies give them a
military edge. If you know what someone is up to, you understand the world
around you better, and can react to that world in a way that will achieve you
your goals. If you don't know what's going on, you have no idea how to reach
your goals, and flounder in a sea of ignorance.
But
Malkavians know, all together now, that this idea is COMPLETELY WRONG from
BEGINNING TO END. Knowing what other people are doing doesn't help the Malkavian
understand his world at all -- because the Malkavian doesn't live in the real
world. This is why the Malkavians disdain the secrets of the Tremere: because
they are by and large useless and irrelevant to the "real" issues.
Change reality? Malkavians are more concerned with changing their socks every
few days... AND FOR THEM IT'S THE SAME THING. Information is dull, because it
refers to the "real world", which, while amusing for a while,
eventually begins to grate on your nerves.
This
is where the amazing Malkavian power of INFORMATION GENERATION comes in. See,
other vampires are secretive and generally lie, obfuscate and prevaricate in
order to keep information secret. In other words, the real world checks in
through their eyes and ears, but doesn't check out. The Malkavians realize that you
don't need input to get perfectly reasonable (or unreasonable) output.
Garbage in, garbage out, sure, but nothing in, garbage out? That's
insane.
Of
course it is.
Information
generation as a strategy is very simple. Rather than going out and searching for
things you need to know, you first invent the question, and then you answer it,
both of them through your Derangement. Simple enough, right? Yes, it's very
simple - to start. STOPPING IS ANOTHER MATTER ENTIRELY. You'll find that no
matter how bizarre, irrational or completely nonsensical your
"answer", that it will have just as much truth in it as anyone else's.
If someone investigates your answer, they will get just as far as they would
investigating the true answer, because nobody tells anyone anything.
Malkavians take advantage of the information-scarce environment of the Camarilla
in order to spread their own brand of information (Brand X, of course.) In other
words, the message here is, "Just because it's rare doesn't make it
valuable."
Pretty
soon, people will believe everything you say. Even the false things. Especially
the false things.
Psychological
Warfare As Avante-Garde Art or Only The Terrorist Has The Ability To
Truly Surprise These Days
"Mojique holds a package in his quivering hands Mojique sends the package
to the American man. Softly, he glides along the streets and alleys. Up comes
the wind that makes them run for cover... The wind in my heart The wind in my
heart The dust in my head The dust in my head."
--David Byrne, "Listening Wind"
It's
gonna happen sometime. You'll be happily (or depressively) sowing chaos and
insanity, and you'll step on someone's toes and they, because they are dull,
predictable and stodgy and therefore have no choice, they will take revenge on
you. You will get screwed. It happens to everyone, sane or insane. Fortunately
for you, Malkavians actually have choices about how they can respond, for the
most part. Whereas everyone else must plod along the same endless cycle of
violence, back-stabbing, betrayal, subtlety and bloody-minded stupidity, the
Malkavian gets to pick which part of the cycle they like, and put that trademark
"spin" on it. (Call it "spin." Don't call it
"twisted.") They'll keep throwing bricks and hitting you in the head,
and you'll keep thinking that means they love you.... (Extra credit for
recognizing the "Krazy Kat" reference!)
Here
are several "revenge" strategies:
The
Hot Potato
"Shotgun wedding, son Don't forget to kiss the bride. Midnight Fahrenheit
Meet you on the other side."
--Timbuk3, "Shotgun Wedding"
White
Wolf literature often portrays Malkavians as trying to drive other people
insane. This is a bald-faced lie. Malkavians do not spread insanity for exactly,
precisely the same reason as the Tremere do not teach Thaumaturgy to
anyone who walks through the door.
That
said, there are several situations in which driving someone insane is a
legitimate thing to do:
I
Don' Wanna Work, I Jus' Want To Bang On De Drum All Day or How Come We
Can't Ignore Station, Too?
"Who am I? Where am I? Why do I feel this way? Who am I? Where am I? Why do
I feel this way?"
-- Jesus Jones, "Who? Where? Why?"
The
short answer is: you can.
Of
course, if you do, you better be ready to be labeled as just another dull and
predictable Anarch, unless you have some pretty good resources backing you up.
And we all know what the most important resource of the Malkavian is, right? If
you pull it off right, they will have no recourse to punish you but to strip you
of your Status.
Read
that last sentence again. Read it out loud without laughing. I dare you. I double-doggy
dare you.
Treat those with Station with utter
contempt. Their activities are as interesting to you as Girl Scouts selling
cookies door-to-door, and just as annoying. ("Are they made from real Girl
Scouts?") If they bother you, tell them off. If they persist in bothering
you, or resort to physical or Discipline coercion, roll your eyes and humor
them. Poor dears are clearly madder than hatters, and if going along with their
deranged little charade will shut them up, so be it. Everyone hates being
humored by the insane.
Try to play along, but fail
miserably. Mix up people's Station. Ask the Sheriff for his badge. Make it
perfectly clear that this whole "Prince" concept is beyond your
comprehension. Important: Do this while claiming total ignorance. You
will poke more holes in the power structure with just a few "dumb
questions" than a team of 5th Generation Brujah with an unlimited supply of
automatic weapons could do in a year.
This single question will stop them
in their tracks, and they will open and close their mouths in the most
entertainingly fish-like fashion. This is an example of one of those very subtle
pranks (see below), that will take over their brains very quickly as they
proceed along "the rounds". Am I really happy doing this? Or, it might
just lie dormant for decades in the back of their mind, until one afternoon,
they'll wake up in their havens, unable to sleep, and that wildly manic voice
will be shrieking in their ear: "Wow! So this makes you happy?"
They're done -- Tick. Tick. Tick.
Make up your own Stations, and give
them to other people and yourself. Abide by the rules you set. Make sure
everyone understands the rules and do everything in your power to make sure they
abide by the rules too (you can even resort to sane strategies!) That way, when
you pull the rug out from under them, they'll be twice as confused.
Reality
Is A Harsh Mistress But She Sure Is A Good Lay or The Art, Science And
Pleasure Of The Cognitive Prank
"Wrap her up in a package of lies. Send her off to a coconut island. I am
not worried. I am not overly concerned."
-- Counting Crows, "Anna Begins"
They
think Malkavians "know something." They think that with this madness
comes some cosmic wisdom. They think that this wisdom is how the Malkavians
survive and prosper.
AND
THEY CALL US CRAZY?
There
IS NO "mad insight." There IS NO "madness network". There IS
NO "knowledge of things man was not meant to know." There IS NO
"cosmic wisdom", there IS NO "gift of Malkav", and there IS
NO "grand Malkavian scheme."
SUCKERS!
YOU BOUGHT INTO THAT CRAP?
Welcome
to the biggest and best prank ever played. One so wide-reaching
that it even FOOLS THE MALKAVIANS.
Consider
this: You're crazy. And because you're crazy, you don't have the tools to
survive in this vicious world of atavistic, evil predators. Let's be honest
folks, the Malkavians should be dead and gone by now, if all they were
was nuts. You have no means of even perceiving the real world, much less
reacting to it in a way that will allow you to survive in these horrible deadly
games that everyone else plays. So what do you do? You convince them that
there's some vast cosmic force on your side, and convince them that this is what
makes you crazy.
IT'S
EASY. Every vampire wants to believe the Malkavians "truly see
reality", in the faint, desperate, futile hope that one day when they go
insane (oh, they will, sooner or much, much, much later), that they'll get
something in return. WHAT A BUNCH OF RUBES. You see now why they'll believe
anything you tell them? This is obviously a load of bull, but they've bought it
for thousands and thousands of years, and they're going to continue to buy it
until Gehenna comes and won't that be a surprise for Caine when he pops
out and sees that the Malkavians are STILL AROUND. Since when do loonies
"know things"? Do world leaders consult with occupants of your
local laughing academies? NO. Since when does the Camarilla believe this hooey?
Since
the Malkavians adopted this terrifyingly simple little strategy that you've
probably already been doing without thinking:
Pretty
soon, you'll have everyone convinced that you not only "really know"
how the world works, but that you also "really know" how they
work. Idiots.
Oh,
Yeah, There Are A Couple Of Other Clans Besides Malkavian, Huh?
Brujah
on Malkavians:
The
Brujah think the Malkavians are their allies, but not very good ones. They see
the Malkavians as fighters against authority at the most basic level, but as too
incoherent and confused to truly be effective.
The
Brujah are right.....but of course, they're not looking at the big picture.
In
The Big Picture, incoherence and confusion is the only possible strategy that
will keep you sane and independent. All the logical evidence points to giving in
to the authority of the eldest vampire around, be it the Prince, the Camarilla,
the Sabbat, or your clan leader. There are lots and lots of stories about people
who defy the elders and who come to sticky ends, but none of people who defy the
elders and come out ahead. (The elders suppress these stories, say the Brujah.
The Malkavians say 'who cares?') Therefore, the only possible way to remain
independent is to go crazy, where they can't get you. Remember the ending
of "
"Whew!"
you say, "now I'm safe. I've gone mad. The elders can't possibly control me
now." HAW HAW HAW, THINK AGAIN!
Gangrel
on Malkavians:
The
Gangrel see themselves as survivors. They are individuals whose own personal
strengths, convictions and abilities guarantee their continued existence.
Winning a political struggle means nothing to a Gangrel unless something
tangible comes of it. Their priorities are, very simply, the things they
themselves consider important, not what someone else tells them is important.
This
is why the Gangrel are extremely confused and put off by the Malkavians. They
see a group that is the antithesis of everything they believe in -- a group that
doesn't particularly seem to care about its own survival or continued existence,
which has no particular strengths, who exercise no recognizable effort towards
any set of priorities, personal or otherwise, and who still have survived and
propsered just as long as the Gangrel...maybe longer.
Also
there's the fact that the last Lupine they talked to that looked at a Malkavian
while using 'Detect Wyld' went blind from the flash...
Nosferatu
on Malkavians:
The
Nosferatu know enough to fear the Malkavians, but not enough to understand them.
Those
who put their stock in information are befuddled by the Malkavians' ability to
get along without it, or with incorrect information, and in the rare cases where
they have been able to spot it, the sewerkids have developed a massive amount of
paranoia regarding Information Generation (see above.) When the Nosferatu begin
to consider the possibility of rampant Malkavian misinformation, it puts their
efforts to know everything in a new light.
The
Nosferatu who put their stock in their isolation from ordinary Kindred society
may envy the Malkavians' ability to remain isolated from the dangerous games of
prestation, Status and Station while still being able to get along with all the
benefits associated with them.
In
other words, some Nosferatu think the Malkavians are crazy. Some think they know
why. And some even think they know how. But none of them have the whole story,
and the ones who are closest to the truth are the ones who don't have the
slightest idea...
Toreador
on Malkavians:
The
Toreador thrive on Status. They therefore are often confused by the Malkavians'
ability to get along without it, or their inexplicable ability to garner it
without even being aware of it. Often, Toreador see Malkavians as easy targets
for Status grabs: they're right, of course, but it's very difficult to get
Status for socially tearing apart a Malkavian, as everyone (including the
Harpies) knows that the Malkavians just plain don't have the tools to compete.
"Like kicking a cripple." is the chief idea.
Of
course, mirrors being what they are, that's precisely what the Malkavians think
of the Toreador.
Tremere
on Malkavians:
The
Tremere dislike the Malkavians for two reasons:
First,
the Malkavians have the ability to change their reality without the use
of Thaumaturgy (which the kooks disdain as being for the weak-minded and the
foolish.) What's more, the use of Thaumaturgy does not seem to affect Malkavians
as much as it does others (because "real" reality doesn't impinge on
them much either.) Imagine that you're a brilliant scientist, and you've labored
for years on formulating a tremendously huge, complicated theory and
accumulating a mass of evidence that supports the theory, your life's work,
everything you've ever worked for. And then just before you publish, some
wild-eyed lunatic carrying a "The World Is Hollow And So Are We" sign
wanders into your lab, takes one look at your theory, looks at you funny, and
says "Duh!" and points out the window at the gigantic mountain
next door where your theory has been written in 50 foot tall neon letters for
the last 500 years. You're bound to be a little upset.
The
second reason the Tremere don't like the Malkavians is because they are so close
together. Two identical Disciplines, and the belief that they can change
reality? They get real uncomfortable when that idea is brought up...
The
Malkavians see the Tremere as interesting toys that should be humored when
necessary. "Oh, suuuuure you know what's reeeeeally going on."
The
Ventrue on Malkavians:
The
Ventrue see the Malkavians as a major security risk, pure and simple. They went
to a lot of trouble to put the Camarilla together, but something happened
(nobody is sure quite what), and the Malkavians had to be allowed into it. They
are the weakest link. Their loyalty is always in question. The Ventrue wouldn't
trust a Malkavian even if Blood Bound, Dominated, and Possessed (you never know
what that mind is really doing.)
Which
is of course precisely how the Malkavians see the Ventrue. The Ventrue are
inexplicable to them, total mysteries. They can't be that simple-minded,
can they? (They can, of course.)