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Svart av kval, vit av lust exist in several forum posts, and has mostly been spread by word of mouth. It's a game about vampires, their desires and their inner beast. It's a setting free and GM free game so you have to discuss an environment that has some sort of vampires in it. We've been playing in worlds like the Caribbean with voodoo priests as vampire hunters, and in a futuristic North Korea with bio-created vampires and a revived Kim Il Sung.
You take the roles of elder and younger vampires that are connected through a relationship map, and where a situation has come to change the status quo in the city. It's time put your agenda into work. All vampires has an anchor - a human - that they really care about. It's their last connection to humanity. To loose the anchor is to loose humanity. As you probably understand, the game is about putting a vampire's anchor in the way of anyone's agenda.
The conflict resolution is simple. Elder vampires always win over younger vampires, unless the younger ones let loose the Beast. The Beast is the violent side of the vampire and hate it's human side. It wants to be fierce. To create chaos and despair. It also wants to ridicule it's host. To unleash the beast, is to solve a conflict in the most violent way possible. This means that if the younger vampires wants to reach their agenda, they path must sooner or later be filled with blood.
The Beast always tries to get control over the vampire, which is done by the other participants commanding a player to do something violent, cruel or to do something that humiliate the host. The vampire may resist the urge, but must in that case take a token. At any time the vampire unleash the Beast to win a conflict, anyone may take away a token. That means the Beast is refusing and the vampire has lost the conflict.
I can give an example of what happened during a game at a convention. A young vampire's anchor was a human that he loved. During one scene, a participant gave him a Beast command by saying "Take her as yours". He sat for a couple of minutes, trying to make the love interest to answer his feelings. The thing is, he had something else going on (fulfilling his agenda), so if he got a token, it would mean that he forfeited his plans. He went through with the command, but left then the table shouting "I hate you". He came back after a visit to the loo and played on.
What I like with this game is that it with really small means can create strong feelings.