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Post by altaica on Aug 27, 2006 10:38:37 GMT -5
I would like all the forsaken players and those thinking about playing to think about what they want to see in a game. I would like to start a discussion on what players would like out of a game, what they like and don't like and how we can make the game more enjoyable for those that play.
Forsaken game Today, August 27, Sunday, 2006, 3pm, The plan is the OPPd arboretum on 108th and blondo.
Thanks
Melissa "Altaica" Bailey US2002023393
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chris
Junior Member
"Any fool can make a rule, and any fool will mind it." - Henry David Thoreau
Posts: 86
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Post by chris on Aug 27, 2006 11:05:16 GMT -5
Ashen Plain (NE-D01) Name: Duguthims rise from the Brethren War Genre: Werewolf The ForsakenContact: Chris O'Neill phone (402 or anshega@gmail.com, oghamward777@yahoo.com VST Forsaken ,
AVST ForsakenPlace/Time: TBA 72 hrs prior to game be prepared game site can shift during game i.e. people get in their cars and go somewhere else. We will stay at site for at least one hour. Cell phones may be present to call if you are late
Theme/Mood: THEME: HUNT OR BE HUNTED. Werewolves are not passive creatures. Their instincts compel them to hunt. A werewolf pack aggressively searches out potential threats to its territory, seizing the initiative and actively hunting down its prey-and they will be hunted in turn. In Omaha the Forsaken are horridly outnumbered and seeking to establish them selves in the midst of the Pure...so outnumbered in fact that due to the devistation no formed packs are going to be allowed unless they come from out of area and if they are from omaha they must be from a defeated pack or no pack at all. There are stranger things in the World of Darkness that will hunt them.
” What rises may fall. What has fallen may rise again."
THEME: DARK MYSTERY one of shadows within shadows. The precipitants in these conspiracies should uncover as much of them as they can, because they are unwitting pawns in the games of greater forces. But drawing back the curtain on one mystery reveals even more curtains, each hiding new secrets It's not possible to uncover them all. Yet, they may uncover more than "should" be known, and attempt to free themselves from these dark influences.
MOOD- DREAD. People fear what they don't know or understand. On some level most people suspect that things aren't right, that they have been lied to. Rather than confront this terrible truth, they choose to repress it. People pretend nothing is out of order and go about their lives as usual. This can be traced back to the ancient depredations of your ancestors and of fear of the occult, people refuse to recognize it. They are asleep to the realities around them and refuse to open their eyes. Confronting these shadows, exploring the unknown promises rewards, but also risks unforeseen consequences. Are the potential rewards worth the risks? Every step into mystery is onto unsafe ground, and you are the few who march boldly into the night.
" Something stank of wet hair and animal urine...All the clues, legends and lore pointed into this stretch of woods was this where they struck a deal for OUR souls."
MOOD-FURY-BARELY LEASHED OR WHOLLY UNRESTRAINED-werewolves are creatures of savage violence. Werewolf spirituality adds a more subtle form of menace to the mood. It adds a sense that the universe is more vast and frightening than humans (including you) will ever understand.
Character restrictions: No characters of rank 4 or higher for at least the first year of the chronical at character creation. This is due to the Brethren War and the actions that preceded it. It is important to the mood of dread to establish that there are no elder's to call to bail them out if they want elders they need to craft one of themselves from the bone's broken and blood spilt and essence drained from the fallen.
Your character will be approved w/o a background.the rest is guidelines if you want to follow them.
The background needs to include 1 paragraph per dot of renown with the story getting at least twice as difficult per dot in the same category. I suggest The first being from the Acknowledgement of the auspice choir, during your first change. The second dot would be from the initiation into your tribe. The third dot from the recitation of the oath of the moon. This is to insure that there is something there for the spirits to respect and other uratha's to howl about. Merits such as allies and contacts and other open ended merits, need to be written out as far as who, what, when and where and how. Primal Urge as it is bought up needs to be palatable in your background i.e. at first the character has problems relating to humans then when bought up the character is down right savage to humans, especially when the social modifier drops. I want at least one unprovoked instance of violence in your background with at least two provoked instances that you commit. A story of your First Change as it relates to your auspice, and the foundation of your virtue and vice. I know that is a tall drink of water but we will all enjoy the game much better as long as we create characters steeped in the mood and theme of The Forsaken.
Proxy rules:I would like proxies at least a week ahead of the game they are going to be in. They must include motivations and actions they wish to take and express.
Travel risks: 1-80 east of Kearny is flooded and the roads leading out of Omaha are in terrible disrepair its as if those above the glass ceiling don’t care how people get around that don't fly. There are also several serial killers that are on the loose preying on those with auto trouble. Most freight coming into the city is by air or secured train routes.
Visiting players: Must have proof of MC, approval numbers, character on data base, signed hard copy character sheet, and if there is a problem at game they must talk to a storyteller or coordinator before they leave the game. This is to insure topics of contention are dealt with in a prompt and timely fashion.
Style of Play: Intrigue: 4 dropping to a 3 when alpha is chosen Action: 4 Mystery: 4 Drama: 5 Darkness: 4
Narrator and VST Empowerment in Scenes: If any players argue with any of the narrators of the Forsaken ST Team or the Lead Storyteller, or otherwise disrupt the flow of combat rounds with idle discussion, that player's character may be "godstruck"--killed during the combat--as the narrator sees fit. The Lead Venue Storyteller's main priority is to get through the entirety of the Forsaken Venue game with as little time consuming challenges as possible, and has little tolerance for disruption of game flow.
Player Advisory: The World of Darkness is not a happy place. From time to time, the Lead Storytellers in a venue may use adult themes, vivid descriptions, controversial locations and contentious social issues to bring the World of Darkness to life. For those familiar with the White Wolf tabletop material, some plot elements or themes could be considered "Black Dog" material. Such themes and issues may include racism, sexism, bigotry, prejudice, tragic events, sexual assault, and extreme violence. If, at any time, a player feels uncomfortable with a scene or setting, the player should immediately inform the Storyteller running the scene. The Storyteller will either tone down scene so that the player is once again comfortable participating in it, or will excuse the player from the scene and hand the PC to a Narrator or other designated representative to finish out the scene without breaking continuity.
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Post by jessica on Oct 5, 2006 1:55:09 GMT -5
I wanna see less combat hahahahahaha but i guess thats cause i hate combat in every venue.
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