About

A solo Vampire: The Masquerade chronicle played with dice, oracles, and permanent consequences. Chicago, Illinois, 1991+. Act II: Ashes and Blood.

Three vampires. One Camarilla showpiece. No game master. Every decision is real, every consequence permanent — the dice and the oracle decide what happens next.

Chicago Chronicles is a solo Vampire: The Masquerade campaign currently set in Chicago, Illinois, 1991+ (Act II: Ashes and Blood). Three player characters — Darius Cole, a Ventrue enforcer clawing his way up Prince Lodin’s hierarchy; Sable Price, a Toreador navigating the Succubus Club and the elder Annabelle Triabell’s circle; and Tomás Navarro, a Tremere intelligence analyst mapping the city’s hidden power structures — work the same metropolis from three different angles. Their stories are played live using dice, the Mythic Game Master Emulator as oracle and scene engine, and V20 rules for everything mechanical. No fudging, no retcons. What happens, happens.

The chronicle opens in Gary, Indiana (Act I: Forged in Steel, 1990) before the coterie’s January 1991 transition to Chicago. Act I is preserved as historical context; the current narrative is Chicago.

Start reading from Scene 1, meet the characters, or check the dashboard for where things stand now.

The Mythic GME replaces the human game master with a probability oracle and random event engine. I ask it yes/no questions about the world (“Does the Prince know about the shipment?”), roll percentile dice against a Fate Chart, and play what the dice give me. Scenes can be interrupted or altered before they even begin. The result is fiction that surprises the person writing it.

For more about why I play, read Why This Game.

What keeps mankind alive / The fact that millions / Are daily tortured stifled punished silenced and oppressed / Mankind can keep alive thanks to its brilliance / In keeping its humanity repressed / For once you must try not to shirk the facts / Mankind is kept alive / By bestial acts. — Kurt Weill