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The typical Leviathan game focuses on the quest for Tranquillity. The need to find some outlet for the Tribe's atavistic urges that still allows the Leviathan to fit within a moral frame work and survive in the modern world. In a game of Fin and Fanaticism players have not found Tranquillity, but a stable equilibrium in opposition to their members of the Tribe. This is a game of immortal god tyrants and ancient sorcerer-priests scheming from hidden temples and blood soaked alters.  
 
The typical Leviathan game focuses on the quest for Tranquillity. The need to find some outlet for the Tribe's atavistic urges that still allows the Leviathan to fit within a moral frame work and survive in the modern world. In a game of Fin and Fanaticism players have not found Tranquillity, but a stable equilibrium in opposition to their members of the Tribe. This is a game of immortal god tyrants and ancient sorcerer-priests scheming from hidden temples and blood soaked alters.  
  
A Fin and Fanaticism campaign succeeds or fails based on the player's characterisers. Every player should have a verity of long term, sometimes extremely long term goals, that either clashes with other players or their NPC rivals. Ideally these goals will blend occult religious ideas with more temporal desires. They should take months to accomplish at the bear minimum, years is better and it is not unheard of for a Leviathan to plot for decades or centuries to accomplish some singular goal. Skipping a decade or so between sessions may be helpful.  
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A Fin and Fanaticism campaign succeeds or fails based on the player's characterisers. Every player should have a verity of long term, sometimes extremely long term goals, that either clashes with other players or their NPC rivals. Ideally these goals will blend occult religious ideas with more temporal desires. They should take months to accomplish at the bear minimum, years is better and it is not unheard of for a Leviathan to plot for decades or centuries to accomplish some singular goal.
  
 
At the very least players should start the game with an established Cult and a firm grounding in Eldrich Lore. The assumption is that Leviathans will only directly intervene on rare occasions, so the ability to exert indirect influence is vital. Access to one or several retainers is also recommended, the player can directly control these retainers in scenes “on the ground”. An established group could create one character for every cult in play and rotate evenly through them, but care must be taken to ensure this remains fun for everyone. Not every player will enjoy being ordered around by someone else at the table, but players should expect a measure of loyalty and competence from their Beloved.  
 
At the very least players should start the game with an established Cult and a firm grounding in Eldrich Lore. The assumption is that Leviathans will only directly intervene on rare occasions, so the ability to exert indirect influence is vital. Access to one or several retainers is also recommended, the player can directly control these retainers in scenes “on the ground”. An established group could create one character for every cult in play and rotate evenly through them, but care must be taken to ensure this remains fun for everyone. Not every player will enjoy being ordered around by someone else at the table, but players should expect a measure of loyalty and competence from their Beloved.  

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