[CamRI] FW: [Camarilla-announce] A New Vision for Rules
James A Ruggiero
dimmak at cox.net
Thu Sep 14 22:55:54 PDT 2006
"It takes a lot of courage to release the familiar and seemingly
secure, to embrace the new. But there is no real security in what is
no longer meaningful. There is more security in the adventurous and
exciting, for in movement there is life, and in change there is
power."
-Alan Cohen
Dear fellow members,
The Master Storyteller, in response to widespread feedback from the
membership, has created the position of AMST Rules to address certain
weaknesses of the Camarilla's current rules systems. One of the
problems, noted by general feedback, is that the rules addendum is too
large and complicated for our current members. The complexity of our
added rules system, and the degree to which it has moved us away from
White Wolf's setting, are also perceived as serious barriers-to-entry
for new members.
To address these issues, the future rules documents will embody a
great deal of change. I anticipate that a regular amount of initial
anxiety will result from the magnitude of that change. I am therefore
writing this letter to explain some of the goals and reasoning behind
the new rules documents and the changes contained therein. It is
important for the membership to understand the vision behind the
direction of the Camarilla's new rules.
CLEAN UP
Rules documents are produced by the Master Storyteller's office, and
their quality is a reflection upon that office. The current state of
the rules documents, including their formatting, organization, and
grammatical structure, has the potential for significant improvement.
Future documents will attempt to conform to White Wolf's editing style
conventions for World of Darkness products. They will also make use
of consistent capitalization conventions and make use of the terms
employed by the Membership Handbook.
While I am here, I will note that the rules documents are consistently
US-centric in form. This is nothing new, but I want to acknowledge
the fact up front. The rules documents make use of American English
for spelling and grammar to serve the majority of members, and assume
a foundation of knowledge from the US Camarilla's Membership Handbook
for explanation of approval levels and the like. Affiliate national
addenda will serve to cover any gaps this creates. I apologize to
those members who will have to put extra effort into reading the
documents because of this, but I hope the reasoning for the default of
US-centric composition is understandable.
The structure of the rules documents is also going to change. General
rules will comprise the first part of the addendum, a document that is
broadly applicable to games. Storytellers will be able to print this
document and carry it around, secure in the knowledge that it will not
require frequent updates. Chapter Two will be a compilation of other
source books; a list of books sanctioned for the chronicle along with
any changes to be employed with each. This document will be updated
more frequently as White Wolf continues its regular production of
World of Darkness books. Our goal is to find as much consistency as
possible, while sanctioning new material in as timely a manner as
possible.
One of our particular goals is to pare down the size of our rules
documents. We intend to reduce them to one-third of their present
size. The current documents use small font and appear to have removed
the separation between paragraphs; everything runs together into
hard-to-read clumps of tiny writing, perhaps to keep the page count
from appearing too large. This is not what I mean when I talk about
reducing size! Instead we're going to remove the instances of
repetition in our rules; repetition within themselves, and more
importantly, repetition of the source material. We're also going to
take out lengthy, multi-page examples that would be better employed
somewhere other than in the rules documents. Normal size bits of
example text will remain, and in fact we're probably going to see more
of them.
These are good, positive steps, but most of the upcoming size
reduction will be based upon an overhaul of the approvals system.
CURRENT APPROVAL LEVELS
One way to reduce size and complexity is to redefine approvals in the
new system. This is the largest set of forthcoming modifications to
the addendum. Overall, the function of approval levels will maintain
the same purpose regarding the enforcement of rarity, but each level's
focus will include some specific areas that might not have been
previously stated.
Currently the Mid Approval Storytellers are called upon to enforce the
mild rarity of "uncommon" items within local venues, but consistently
we run into the problem of those Storytellers not being well-versed in
all genres (typically anything non-vampire). In most cases we see Mid
Approval Storytellers simply taking the recommendations of Low
Approval Storytellers rather than engaging in an examination of the
relevant characters and settings. Mid Approval has practically become
synonymous with unnecessary bureaucracy. It is a reasonable and
feasible course of action to call upon the Low Approval Storytellers
to now enforce "uncommon" rarity within their own venues. This gives
the local Storytellers more power over their own games and greatly
reduces the size, complexity, and number of hard-coded restrictions of
the rules documents.
In order for such a change to work though, Low Approval Storytellers
must be aware of their new role and understand that certain things
within their approval bracket are naturally harder to get than others.
Not everything set to a specific approval level should be as easy to
get as everything else at the same approval level.
Mid Approval Storytellers will continue to ensure that the different
venues within the domain interact appropriately, keeping the
separation that is necessary to maintain each venue's unique genre
flavor. This means Mid Approvals in the rules documents will focus on
elements that might easily lead to cross-genre interaction such as the
various "places of power" within a domain. By controlling the
placement of such locations as Loci and Hallows, the Mid Approval
Storyteller can manage the areas of a city that each creature type
frequents and better regulate the number and manner of encounters
between them. Non-player characters from different genres will also
consistently require Mid Approval. A horde of werewolf non-player
characters frequenting a Requiem venue game makes serious ripples in
the local werewolf game too.
The new documents do acknowledge that White Wolf's games were intended
to be played in a shared world, but the supernatural societies (upon
which function live-action games are based) are simply not integrated.
It is the Mid Approval Storytellers' chief duty to ensure their
domains' maintenance of the paradigm.
One of the major focuses of the High Approval Storytellers will be to
manage and maintain the rarity of acquiring off-type items within the
same genre. This means, for example, that a werewolf trying to get a
Merit or supernatural power specific to a different werewolf faction,
lodge, tribe, or whatever will consistently require High Approval. By
homogenizing the approval level for off-type items, the rule needs
only be stated once in the addendum and members are supplied with a
simple, uniform expectation for applications. In order for this to
work, High Approval Storytellers must have the same understanding as
Low Approval Storytellers; that not everything set to a specific
approval level should be as easy to get as everything else at the same
level.
Top Approval is being applied consistently to characters' acquisition
of off-type items from different genres. This isn't a new concept,
but by making the rule universal it does not need to be repeated
throughout the rules documents. A vampire acquiring a mage Artifact
requires Top Approval, just as it does when acquiring a werewolf
fetish. Similarly, it is a "general rule" that Top Approval is needed
for everything having to do with military-grade personnel and
hardware, so that won't need repeating in multiple places in the
addendum.
FEWER APPROVALS
In general, the new rules documents will not have nearly as many
approval requirements in them as before. Yes, that means some things
will become more common. Some restrictions will be attached to a
lower approval requirement, though many restrictions will be lifted
altogether. The rarity of some things will shift, but I anticipate
that heightened focus on paradigm within the Venue Style Sheets and
greater empowerment and education of Low Approval Storytellers will go
a long way toward curbing potential abuse.
In some cases we will try to replace some approval levels with new
mechanics or changed mechanics. This will be done sparingly because
we don't want to make the rules even larger, but in some situations an
approval requirement is the worse option. For example, the magical
material "thaumium" is difficult and expensive to craft, but our
current approval requirements have made it much rarer than its cost
and difficulty to create (according to source material) would mandate.
Only a couple of thaumium items have been approved this whole
chronicle! Instead of requiring High Approval for thaumium, we can
simply spell out the previously unstated cost and leave it to Low
Approval Storytellers to adjudicate.
PARADIGM CHANGES
We need to have changes in place to handle the fact that we're running
a large-scale game and to handle the fact that live-action games play
differently than tabletop games. Because of the scale we can use
player characters to fill a broad range of power levels rather than
having non-player characters populate all the upper rungs of
supernatural societies. Our changes to Status rules facilitate
inter-domain and international play alike. That the Camarilla alters
the manner in which the World of Darkness plays out is what allows its
chronicle the global atmosphere unique to such a large-scale game.
Unfortunately some changes are not serving that goal, or are serving
it in such a minute way as to not justify maintaining them. We've
gotten so entrenched in controlling access to the character flavorings
of the game, the spices so to speak, that parts of the World of
Darkness have become unrecognizable as such.
Here's a quick example. The struggle over cross-recruiting from other
covenants is integral to the setting (it is the subject of the
introduction stories of two of World of Darkness books), but it is
practically non-existent in our chronicle. It is so difficult to
change covenants in the Camarilla's Requiem genre that it is almost
never attempted. We need to revisit the approval levels previously
employed and examine their exact impact on the game, ready to remove
restrictions that do not serve to enforce the paradigm as written.
CONCLUSION
Changes on this scale are not new to our club; they are sometimes
necessary to keep the organization on-track and thriving. So don't
freak out if more than one member of the consilium winds up with the
Geomancer Merit or if a couple of Bruja pop up outside of California.
We must leave behind whichever restrictions are not sufficiently
serving us.
As Cohen said, it takes courage to loosen our grip on old habits and
give change a chance. That's really the point of this letter; a
heart-felt request from me to you to examine the coming documents
carefully, and with an open mind for change.
Thank you.
--
Randy Ochs / US2002022622 / AMST Rules
--
Kelley Barnes-Herrmann
Camarilla Club Director
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