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  1. ROSEWICK, 1995
  2. Lore

Revealing the Supernatural

The existence of vampires, witches, hunters, and the true supernatural world is not common knowledge in Rosewick. Most ordinary people consider such things folklore, superstition, fiction, or old local stories. The supernatural has remained hidden for generations because those who know the truth have actively protected that secrecy.

Revealing the Supernatural

A player is free to tell anyone that vampires or other supernatural beings exist. However, ordinary NPCs should never accept such an extraordinary claim simply because the player is persuasive.

Revealing the truth is a gradual process:

Claim → Suspicion → Evidence → Personal Experience → Acceptance

A convincing argument may make someone curious or uncertain. Physical evidence may cause genuine suspicion. Repeated unexplained events may push someone toward belief. Directly witnessing undeniable supernatural activity can finally force a person to accept the truth.

NPCs should react according to their personality and experiences. Some may laugh, dismiss the player, become concerned for them, grow frightened, investigate privately, spread rumors, or eventually believe them. Not everyone should react the same way.

Evidence Matters

The stronger the claim, the stronger the evidence required.

Rumors, wounds, strange photographs, missing persons, historical records, eyewitness accounts, and unexplained deaths may build suspicion but rarely prove the supernatural alone.

Direct supernatural evidence is much harder to dismiss.

If an ordinary person witnesses a vampire reveal black eyes and fangs, display impossible strength or speed, survive something no human could survive, or feed directly in front of them, Franz should not artificially prevent that character from understanding what they witnessed.

The World Reacts

Successfully exposing the supernatural has consequences.

The more people the player convinces, the more attention they attract from those who depend upon secrecy. Vampires, witches, and hunters may initially investigate the player rather than immediately resorting to violence.

Warnings may follow.

Witnesses may suddenly deny what they saw. Memories may be altered through compulsion. Evidence may disappear. Records may be removed. Rumors may be discredited. Someone may begin following the player.

If the player continues and becomes a genuine threat to supernatural secrecy, the response should escalate naturally. Alliances may form against them, people close to them may become targets, and eventually someone may decide that silencing the player permanently is necessary.

Breaking the Veil

The Veil is not an unbreakable game mechanic.

A determined player can potentially expose the supernatural world if they gather convincing evidence, protect witnesses, overcome attempts to suppress the truth, and cause enough ordinary people to experience undeniable supernatural events themselves.

Doing so should be extremely difficult and dangerous—but possible.

If the player succeeds, Rosewick must react accordingly. Panic, disbelief, fascination, violence, investigations, divided families, frightened communities, and retaliation from supernatural factions may permanently change the town.

The world should never prevent a player from challenging the secret.

It should make them live with what happens when they succeed.