[RPG] How to limit the players’ options in character creation when the reason why is a spoiler

campaign-developmentcharacter-creationvampire-the-masquerade

I am currently preparing for a game of Vampire: The Masquerade. I've got a plot in the works that involves a Malkavian villain. Given the nature of the Malkavian Madness Network I want to exclude the Malkavians as an option as a Clan for my players. How can I do this without spoiling or even suggesting that this is because of the MMN so that the villain cannot (unintentionally) spy on them. I feel that if I allow Malks anyway I either have to handwave the issue but have the players turn on any Malks present for being a liability at best or a suspected spy at worst or have to alter how the MMN works in the game (which draws suspicion), while if I say flat out "no Malks" this might draw attention or conflict with players that want to play them anyway. So how should I handle this?

Best Answer

My vote is for the broad-strokes banhammer.

In short, don't make a big deal of it and people mostly won't notice.

Just because something exists in the world does not mean it should be an option for the players. Why not let one of them play as a Mage or Werewolf? Because it doesn't work in the world the GM has defined. Why not Malkavians? Because they're insane. Just because it isn't the reason doesn't mean it isn't a valid reason to ban them.

In addition to simply disallowing certain rules (like Level Adjustments in D&D), I've seen or heard of artificial GM limits such as:

  • no evil
  • no non-evil
  • no lawful
  • must have half levels in Bard
  • must not play <these> classes/races
  • must not take some ability or other

and they've all worked out well from what I've seen.