[CamRI] [Requiem] VSS/Game Style shift & Backgrounds

RI-002 DC dc at camarillaprovidence.org
Wed Jan 3 10:10:53 PST 2007


Good Morning,

     I want to take this time to review some things about Requiem and get
some feedback. If you could please take 3-5 minutes to answer the questions
below and reply back to me directly (not the list), I'd appreciate it.
Secondly, please, please, please log onto our Domain site and start posting
your character concepts and such to the boards there. There is some very
good information there and utilizing this area will be more efficient than
mass mailing the list. I'd really like to fill out the history of Providence
and let people write a bit of their own story into our unified game. This
worked very well two years ago at the start of the chronicle and I think it
will work here as well.
     I appreciate all of your help, this information, especially the
ratings, will greatly aid in making Requiem a game you want to play instead
of one you simply attend.


I. Styles of Play

Please use the following scale to rate your personal feelings on how
you would rank each item below in your ideal game. You can repeat
ratings (ie. all 5s)

Rating System

Rating Description
1 Player Initiated Only
2 Sometimes present
3 Often present
4 Usually present
5 Always present
Style of Play Factors

Action
Character Development
Darkness
Drama
Intrigue
Mystery
Character Corruption


The following few paragraphs detail the way our game is currently
defined to outsiders. What elements would you add to it or change?
This need not be specific, I'm just looking for your personal hand in
crafting our collective game.


II. Venue Description

     The earliest Kindred were native Americans. Their lines are
believed to have been sired by Kindred who arrived via the land
bridge. These vampires are almost solely comprised of unaligned
Gangrel and Mekhet.
Colonial Kindred settlement was patterned off of mortal movement. As
the 'heretics' of puritan society were pushed to Rhode Island the
'heretics' of kindred society were also pushed.
Circle of the Crone, Ordo Dracul, and the Carthian movement settlers
lived in peace with the native unaligned kindred. They even worked
together to fight off a tribal threat from Connecticut and a religious
crusade from Boston's hardcore Lancea Sanctum base.
The revolutionary war was a key turning-point in local kindred
history.  The English captured Newport. The vampires of Newport were
forced to flea or go underground.  Lafayette led the revolutionaries,
possibly incited by the original kindred, to remove the English
foothold.
The majority of the Circle of the Crone had been living in Newport
until this time. Only one of their members is known to have survived.
It's possible some fled.  It's also possible they all were discovered
and destroyed.  Another possibility is that they remain there hidden,
possibly torpored.  If they are there, are they growing in power or
weakening in torpor?
After the war, the Lancea Sanctum and Invictus finally took deep
lasting roots in Providence.  The prince system is considered obsolete
by the Carthians; however they have been forced to accept it; at least
for now.

III. Storytelling Mechanics

Experience Award Guidelines: The experience reward for a game session
is four experience points per player.  If a player plays two PC's for
the session, they may divide the five experience points as they see
fit between the two PC's, but may never exceed five total points
between the two PC's.
If the player then submits a chronicle detailing what their characters
did at the session, she/he will receive two addition experience
traits.
One week after game, a player may submit a write up of downtime and
goals, where they will be rewarded an experience point for their work.
Character restrictions: This is an honor system.  If the storyteller
feels the character will unbalance the game, the character will be
denied.  If you are unsure please ask for prior approval.
"Local plot may add modifiers or require tests/checks for entry to our
game, depending on the Setting at the time"

1. Proxy Rules: All proxy requests to the Requiem venue must be
received by the Venue Storyteller (Forest at EastCoastGames.com) in
writing or email no less than one week in advance, and must contain
the following:
A. Full character sheet.  This includes any special approvals for
items, powers, influence, merits, or flaws that require special
approvals.  Without proof of these approvals, those special approval
items will **not** be used in the proxy.
B. VST / DST / RST contact information (e-mail & phone number). We
will need to able to confirm things with them and give them the
results of the proxy so they can incorporate said results into their
games.
C. Clearly stated goals for your character. You need to be as precise
as possible when you state your character's goals and actions for the
proxy.
Any information that is left out will be left up to the storyteller
staff to include. Assumptions can and will be made if necessary.
D. Contingency plans.  Please include contingency plans as the
best-laid plans are sometimes disrupted.  Without the contingency
plans, the storytelling staff will make decisions for the characters.
These decisions may or may not be what the players would have done.
E. Agreement to terms and conditions of the proxy.  Below are listed
the terms and conditions of the proxy.  If you are not comfortable
with these conditions, then do not proxy your character.

IV. In-Character Travel risks:
Providence and Rhode Island is a fairly safe place to travel to or
through.  Rhode Island drivers are perhaps the most dangerous travel
risk.  Take, for example, Donald Graham from Woonsocket, a church
deacon who killed a fellow motorist with a crossbow for "flashing his
lights."  Even beyond the road rage is the poor driving, considered
only marginally better than Boston drivers.  The local police are
fairly docile and dim-witted so it is unlikely a traveler would need
to concern him or her self with them.  Even the airport security is
light compared to most other airports.  Except for kindred, most
supernatural beings of Rhode Island avoid the highway.

V. Challenges:
Standard with the following proposed mechanics:
Proposed Mechanics:
The storyteller's of the game reserve the right to ask participants of
a scene to run the scene theatrically and with role-playing rather
than with challenges.  Another option is to work out challenges away
from the play space and come back with a narrative flow of events to
reflect how the challenges went.

VI. Style:
An emphasis on character development and corruption with darkness and
mystery should pervade the story.  Choices will be a common theme,
with most choices having a consequence (good or bad).

VII. Antagonists:
The main antagonists are the kindred of the city.  The Danse Macabre
is a slow dirge rather then a fast waltz.  When kindred die questions
get asked.


Thank you very much for your time and effort.

-- 
Have A Great Day,
Jonathan McDowell
US2002045163
DC; VST-Requiem: RI-002-D
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