Luke
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ADST- NPCs Allies and Influences
Cam#: US2006047649
Posts: 155
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Post by Luke on Jul 8, 2008 15:46:18 GMT -5
On Sunday, the 27th of July, Don and I will be hosting the first Forsaken event of 2008.
The Venue Style Sheet is currently in progress. While we expect to have it approved by that date, this may not be a reality.
In the event that the VSS is not approved by that time, the event will be a character building workshop. If, however, the VSS has been approved - this will be the first game of the year.
The location for this event will be either Standing Bear Lake (weather permitting) or our trailer at 11111 Whitmore Ct #533.
Questions or comments can be sent to apforsaken@gmail.com or else addressed over the phone at (402) 214-5663.
Further details will be announced as they are available.
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Luke
Full Member
ADST- NPCs Allies and Influences
Cam#: US2006047649
Posts: 155
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Post by Luke on Jul 8, 2008 20:57:33 GMT -5
As a follow-up, the VSS has been finished and is awaiting approval. A preview is available here for those of you interested in what is being presented.
Part One: Basic Information Region Name: North Central Region Number: NE-005-D
Venue Name: New Beginnings Genre: Werewolf the Forsaken
Venue Storyteller: Luke Peterson Storyteller Contact: apforsaken@gmail.com Camarilla Number: US2006047649
Part Two: Style of Play 4 Action, Combat & Challenges 3 Character Development 5 Darkness, Death & Corruption 3 Drama, Ceremony & Grand Story 2 Intrigue, Politics & Negotiation 1 Manners, Social Etiquette & Peer Pressure 4 Mystery, Enigmas & Investigation 4 Pace
Part Three: Description Of The Venue
During the Brethren War the People fought amongst themselves for dominance. The Pure Tribes used this time of strife to establish a foothold in the Metro area. As brother fought against brother their territories began to diminish. On the outskirts of that territory, the Pure began to push. Subtle at first, they inched the Forsaken towards the suburbs with tactical prods. By the time that the Forsaken realized that their mutual enemy had gained a significant portion of the city it was too late.
Many of the Uratha were lost in the struggle. Some to the unforgiving wrath of their enemies, a few to the temptation of joining the winning side, and others to the in-fighting. Now the days of the Brethren War are the mistakes of the old Uratha, and a new generation is beginning to emerge. Three households have “survived” relatively intact, their wolf-blooded kin protected and coddled due to insular tactics.
Although these families have had their fair share of bad-blood, they are attempting to reconcile their differences. New alliances are being forged in hopes of reclaiming the territory they once prowled upon. Can the Forsaken follow the Oath of the Moon? Or will the new generation follow ignorantly in the footsteps of those that came before them – reopening old wounds and fortifying the bad blood?
Part Four: Storytelling Mechanics
New Beginnings + Old Characters
Since no Forsaken venue has existed within our domain in excess of six months any people, places, or histories associated with the venue has been lost. Players have been given ample opportunity to provide this information, but while interest was generated no product was. Therefore, the continuity of previous storytellers is going to be ignored.
Players who still have current characters in the Forsaken genre may still apply to have a transfer of VSS, but the details of their merit NPCs, locales, etc. will need to be retooled to be incorporated in the new storyline.
Experience Point Rewards
Players can receive no more than 5 experience points per game distributed between any number of characters that they played during that gaming session. Experience Point rewards will be given based on the amount of effort that the player put into that particular game.
Players will be given a base of 3 experience points simply for showing up to game and playing for a minimum of 1 hour. An additional experience point will be given for staying in-character (with the only exceptions being for quick clarifications). The final experience point will be rewarded for costuming appropriately for your character concept.
Playing Multiple Characters
Players who wish to switch between characters during game must have a clear costume change and spend 15 minutes out of game. Also, they must have already signed in the character during character sign-in.
Proxies
No player or character can guarantee the safety of a proxied character. Werewolf: The Forsaken is a violent venue with antagonists which are sometimes alien in thought plus multiple layers of reality in which it is staged. In addition, player characters can try some pretty intense manipulation in order to accomplish goals. There is ALWAYS the possibility of character death during a proxy. If you do not wish to risk your character, do not proxy it and do not bring it to this VSS.
Proxies must include: At least 48 hours of advance notice. Every approval number related to the character. Details on any mechanics your character uses which is not found in MET: World of Darkness or Werewolf: The Forsaken not already covered by approval numbers. Date, time, and method of transportation into (and out of) the city. Goals once inside the VSS and method of reaching those goals. Brief synopsis of how your character would respond to a fight breaking out. The “turning point” of a challenge where your character would disengage and attempt to flee. (In terms of damage, superior numbers, etc... whatever you feel is applicable)
Character Sheets – Low Approval Not No Approval
Players are required to provide a fully detailed character sheet to the storytellers. The storytellers will then pass those sheets out at the beginning of each game. If changes need to be made such as experience point expenditures, the storyteller will make those changes. Disciplinary action will be used against players who violate this. At the end of each game, the character sheets must be returned to the storytellers. Players who wish to use mechanics outside of the World of Darkness MET book or the Werewolf: The Forsaken TT book must provide full details of the mechanics in addition to having the necessary approvals.
Bad Rules Calls – Oops!
Occasionally a storyteller will confuse a rule or use situational modifiers that a player does not agree with. Rather than debate this during game and breaking character, the players are strongly encouraged to bring those issues up after the game or before the next one. The only exception to this is when a rules mistake would result in the death of a character.
Adult Themes
It should go without saying that themes which are illegal, immoral, or obscene can and will happen during game. Some of these events will be driven by the storytellers and some by the players themselves.
Character Death
Players will lose characters. Players will lose interest in their characters. Characters will kill other characters. This should be a real fear in the minds of the characters. Nobody lives forever. If you would like to have a character who lives forever you are in the wrong venue. However, if you simply want to end a character that you have been playing and lost interest in or who has simply run its course – let us know. We can always take your character and run plot with it. Who knows, you might have more fun on your way out than you did on your way in!
Downtime Actions
Downtime actions are due 48 hours prior to game. They are resolved on a first-come, first-serve basis and done in chronological order. That means that if two characters are both interested in a particular event and one of the players gets the downtime in first, their interaction with it gets resolved first.
Essence
Essence is tracked from one game to the next by the storyteller staff. Every werewolf regains 1 Essence per week. Characters who wish to harvest extra Essence can do so by submitting appropriate downtime actions as per the rules above. Merits which provide Essence in addition to this behave normally.
Damage
Werewolves heal at an extraordinary rate. Therefore, the only damage carried over from one game to the next is Aggravated. These wounds will heal at their appropriate rates unless players submit appropriate downtime actions as per the rules above. Please note that mortal or wolf-blooded characters will have every type of damage tracked from game to game.
Willpower
Every character regains willpower at the rate of one each week – at 12:01am on Monday morning. In addition, full willpower recovers every month on the 1st At 12:01 am.
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Post by isaacwelch on Jul 9, 2008 17:25:03 GMT -5
I have one question. Will there ever be any workshops or games in Lincoln on one of the Saturdays or is this a Sunday only in Omaha game. I would be interested in playing if the above days and locales are going to be used.
From,
Isaac Welch
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Luke
Full Member
ADST- NPCs Allies and Influences
Cam#: US2006047649
Posts: 155
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Post by Luke on Jul 9, 2008 21:22:20 GMT -5
Game days will vary. Ultimately we want to include as many people as we can, but we know that no matter how we go about things - some people will be put out by our decisions. You'll see the game run Friday, Saturday, or Sunday depending on what works for the staff and players.
We are shooting for game locations and a game schedule that both myself and Don can make it to.
To be perfectly honest, we cannot make it down to Lincoln often enough for it to be a viable option. Occasionally we might bring the game down there - if an exceptional game site is available, but it isn't going to be a fair split like Changeling and Mage have been doing.
Between gas, child care, and work schedules Lincoln simply isn't in the cards for the storytelling staff. However, not every game is going to be smack dab in the middle of Omaha. We plan on utilizing campgrounds and parks while the weather is still nice.
I'm sure you can relate to our situation, Isaac, and while this should go without saying --- we aren't doing this to be unfair to Lincoln players. We invite each and every member of the Camarilla to come enjoy the venue.
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Chad
Junior Member
VST Forge Dans Le Sang
Posts: 57
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Post by Chad on Jul 10, 2008 15:18:49 GMT -5
Awesome. I think it's cool that we're looking at the realities facing us and making concessions. Some of us are going to miss out, but that's the way it goes. Not opyimal, but it is certainly realistic.
Chad
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don
Full Member
Posts: 135
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Post by don on Jul 10, 2008 16:15:56 GMT -5
As Luke said previously, we will be attempting to utilize sites that are easily accessible by everyone whenever possible. We are already discussing the possibility of a weekend long event in August, held at a campsite between Omaha and Lincoln, but we are still in the planning stages for this affair. A year ago when my work schedule was a bit less hectic and gas was less than $3 a gallon I could have committed to an alternating schedule, but currently it is impossible to guarantee anything like that and I don't think we should try to deceive the players by promising anything of the sort.
What I will promise though is an intense story driven game that anyone who does make it to will enjoy. My goal is to make people fall in love with this venue. I personally wouldn't mind the possibility of a 'sister game' (much like we enjoy in the Requiem Venue) based entirely out of Lincoln at some point (after all, I would like to PLAY as well). In order to make this a possibility though someone needs to start sparking our player bases interest, and that is just what I intend to do.
To finalize, we are not attempting to exclude people from this and I sincerely hope this isn't the impression anyone gets. As a matter of fact I want to encourage those who can make it to do so. You will be in for a real treat. If there is anything that I can do to help someone make it to game, please feel free to give me a call. Weather you need assistance finding childcare or just need crash space I will do whatever I can to help.
Thanks for taking the time to read this, Don
Ph # (402) 216 - 6144.
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Post by isaacwelch on Jul 11, 2008 16:38:17 GMT -5
I can help with a campsite. There is a small town just north of Ashland that has a small lake there. No motorboats that's how small. I can check out the availability I know it might have no electrical hookups and tent camping only if memory serves.. it has been 15 years since I have been there.
Mahoney and Platte River both require park permits which run about 3 dollars for a day pass. So you have to spend to just drive in the place.
From,
Isaac Welch US2006129120
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don
Full Member
Posts: 135
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Post by don on Jul 11, 2008 23:16:06 GMT -5
Definately check up on that Isaac. Someone I work with recommended Mahoney, but if there are better options I definately would like the details. A park fee might get obnoxious, so I definately want to avoid it if at all possible. -Don
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Luke
Full Member
ADST- NPCs Allies and Influences
Cam#: US2006047649
Posts: 155
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Post by Luke on Jul 15, 2008 14:00:04 GMT -5
After some constructive criticism, we have elected to allow previously established continuity. The VSS has been updated and is made available to you below. Keep in mind that it has not been approved yet, but we are keeping you informed as changes are made.
Part One: Basic Information Region Name: North Central Region Number: NE-005-D
Venue Name: New Beginnings Genre: Werewolf the Forsaken
Venue Storyteller: Luke Peterson Storyteller Contact: apforsaken@gmail.com Camarilla Number: US2006047649
Part Two: Style of Play 4 Action, Combat & Challenges 3 Character Development 5 Darkness, Death & Corruption 3 Drama, Ceremony & Grand Story 2 Intrigue, Politics & Negotiation 1 Manners, Social Etiquette & Peer Pressure 5 Mystery, Enigmas & Investigation 4 Pace
Part Three: Description Of The Venue
"Duguthim Rise From The Brethren War" ended with the Shadow Realm falling quiet. Old and New spirits alike instinctively fled West, North, and South - out of the path of the encroaching malevolence from the East.
A pack of Uratha went to investigate the source of the distress, but they were all lost to it. Some werewolves took heed of the danger and they fled West to the capitol of Lincoln. Still others were stubborn and would not leave their territory. Unable to forfeit their land - they paid the price with their lives.
As quickly as it struck it was gone, but the devastation that it caused was without equal. The landscape of the Shadow Realm was unrecognizable.in its wake. Locis closed. Wounds opened. Spirits have changed influence and strength.
Now, with the danger receeding Newly changed Uratha who were unaware of what had come before and old wolves who had somehow weathered the "storm" are emerging to (re)claim territory.
Part Four: Storytelling Mechanics
Experience Point Rewards
Players can receive no more than 5 experience points per game distributed between any number of characters that they played during that gaming session. Experience Point rewards will be given based on the amount of effort that the player put into that particular game.
Players will be given a base of 3 experience points simply for showing up to game and playing for a minimum of 1 hour. An additional experience point will be given for staying in-character (with the only exceptions being for quick clarifications). The final experience point will be rewarded for costuming appropriately for your character concept.
Playing Multiple Characters
Players who wish to switch between characters during game must have a clear costume change and spend 15 minutes out of game. Also, they must have already signed in the character during character sign-in.
Proxies
No player or character can guarantee the safety of a proxied character. Werewolf: The Forsaken is a violent venue with antagonists which are sometimes alien in thought plus multiple layers of reality in which it is staged. In addition, player characters can try some pretty intense manipulation in order to accomplish goals. There is ALWAYS the possibility of character death during a proxy. If you do not wish to risk your character, do not proxy it and do not bring it to this VSS.
Proxies must include: At least 48 hours of advance notice. Every approval number related to the character. Details on any mechanics your character uses which is not found in MET: World of Darkness or Werewolf: The Forsaken not already covered by approval numbers. Date, time, and method of transportation into (and out of) the city. Goals once inside the VSS and method of reaching those goals. Brief synopsis of how your character would respond to a fight breaking out. The “turning point” of a challenge where your character would disengage and attempt to flee. (In terms of damage, superior numbers, etc... whatever you feel is applicable)
Character Sheets – Low Approval Not No Approval
Players are required to provide a fully detailed character sheet to the storytellers. The storytellers will then pass those sheets out at the beginning of each game. If changes need to be made such as experience point expenditures, the storyteller will make those changes. Disciplinary action will be used against players who violate this. At the end of each game, the character sheets must be returned to the storytellers. Players who wish to use mechanics outside of the World of Darkness MET book or the Werewolf: The Forsaken TT book must provide full details of the mechanics in addition to having the necessary approvals.
Bad Rules Calls – Oops!
Occasionally a storyteller will confuse a rule or use situational modifiers that a player does not agree with. Rather than debate this during game and breaking character, the players are strongly encouraged to bring those issues up after the game or before the next one. The only exception to this is when a rules mistake would result in the death of a character.
Adult Themes
It should go without saying that themes which are illegal, immoral, or obscene can and will happen during game. Some of these events will be driven by the storytellers and some by the players themselves.
Character Death
Players will lose characters. Players will lose interest in their characters. Characters will kill other characters. This should be a real fear in the minds of the characters. Nobody lives forever. If you would like to have a character who lives forever you are in the wrong venue. However, if you simply want to end a character that you have been playing and lost interest in or who has simply run its course – let us know. We can always take your character and run plot with it. Who knows, you might have more fun on your way out than you did on your way in!
Downtime Actions
Downtime actions are due 48 hours prior to game. They are resolved on a first-come, first-serve basis and done in chronological order. That means that if two characters are both interested in a particular event and one of the players gets the downtime in first, their interaction with it gets resolved first.
Essence
Essence is tracked from one game to the next by the storyteller staff. Every werewolf regains 1 Essence per week. Characters who wish to harvest extra Essence can do so by submitting appropriate downtime actions as per the rules above. Merits which provide Essence in addition to this behave normally.
Damage
Werewolves heal at an extraordinary rate. Therefore, the only damage carried over from one game to the next is Aggravated. These wounds will heal at their appropriate rates unless players submit appropriate downtime actions as per the rules above. Please note that mortal or wolf-blooded characters will have every type of damage tracked from game to game.
Willpower
Every character regains willpower at the rate of one each week – at 12:01am on Monday morning. In addition, full willpower recovers every month on the 1st At 12:01 am.
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