RASS Garou VSS



Player Information


Venue Name:
Chapter: Rage Across Sixth Street (TX-023)
Genre: Garou

Contact:
Brian Ward, CST RASS

Place/Time:
The games are usually held once a month on Saturday, around noon to six, or later, depending on whether or not there is another game that night.

Game Setting:
Austin’s Garou game is a game that attempts to realize that the world is not a happy fun place with some chew toys to beat up on. Humans are beginning to fight back, and the Wyrm is making its presence known more and more with each passing day.
The Garou of Austin are in the middle of a torrential storm, with no Cearn to claim as their own, they have no Sept and the leaderships are very shaky. Packs act on their own volition, not always following the orders of their elders.

Kind of game to be expected:
As Garou is based heavily on war machines, I believe that in every game they should be doing more than just sitting in committee and discussing what they’re going to do about the latest Wyrm threat.
So, expect a lot of action and doing things. Even if it happens on the fly there will be something happening from the time the game starts, to the time the game is called.
Also, in moving away from the monster of the week idea, expect a lot of investigation and seeming paradoxical plots, and a lot of puzzling out what is really going on. No plot is designed to come out a specific way... it is up to the PCs and their interaction with those plots that make up the complex game in Austin.
One thing that I plan on enforcing is, IC work. Nothing will be given free at the games... the learning of gifts and rites will need to be approved (preferably by the acting ST) along with a possible scene leading to the learning or as a result from them.

Proxy issues:
As a measure to try to keep the game in scope with the world we are creating, any character with advanced out of breed/tribe/auspice gifts will be highly scrutinized, and the power may not be allowed at the game. Please check with an ST if there are any questions. Almost all plots are to be considered CHARACTER DEADLY. There will also be times in which the ACST Garou will not allow a proxy, there will be return notification if a character is not allowed to proxy.
Proxy challenges will be resolved in the following fashion: A proxy character enters a challenge, the ST on hand will take control of the character and do everything in his ability (As a player would) to keep the character from losing life, limb, or liberties or to keep in regards with instructions from the owner of that PC.

Challenges between a proxy character and a local character will be resolved in the following fashion:
If the proxy situation happens in a non-game setting, the player of the local character will be contacted. The ST’s on hand will take control of BOTH characters, and do everything to the best of their abilities (as players) to keep from losing the challenge. If the proxy situation happens in a game setting, see above.
Anything ending in final death, loss of major items or influences/resources will result in a scene freeze until the CST of both chapters can be contacted and the situation can be discussed. The proxied character’s player also has the option of appealing the outcome of the scene by following the proper procedures through the ST chain for the area that the scene takes place in. The proxying player can waive any of these restrictions.

Inyone wishing to proxy a character into the local game must contact the CST, courtesy copying their own CST at least 48 hours prior to the date of the proxy. They will be given further instructions as to what to send depending on the proxy situation.

Storyteller Information

The main point of this game is to have the players realize that they are fighting a LOSING battle in the city of Austin, but must still fight to keep everything they hold dear. Since there is no Cearn, I hope to get the troupe to band together and act like a Sept regardless of whether they have a place of power to meet at or not. It is also to get players in this game to realize that the humans they believe they’re here to protect, not only HATE them, but also can defend themselves, even from their “defenders”. Humans with Numina are coming into power, and hunters are starting to gather in the city to hunt down the “evil” that is affecting the innocents.
Rules Supplements: The camarilla rules supplement version 5.1 is to be used. As a matter of interpretation, the “ST is always right." Arguing with the ST on scene may result in expulsion from the game and additional measures to be taken later. If the ST on scene is in error about a judgement, please make it known to him and the CST after the game so future events will be minimized.

Influences: Influence use in the venue is mostly for information gathering before the event, and follow ups to things that happen at the game. Influence use is almost always a slow process, so the players may not learn what the affects of what they are trying until much after the game.

The following is a list of 'styles of play' that you will use to categorize your game:

Intrigue (politics and negotiation): This is mostly a thing between PC’s and I tend to make no plots concerning this subject and let them play out their own little games.
Action (combat and challenges): Sadly, I have not seen enough of this in most games, so therefore I make it a personal mission to make sure that there is heavy action in this action based game.
Mystery (enigmas and investigation): For the role-play side of a plot, I try to let the players figure it out before laying the plot down on the table. With an elder heavy game, this is hard to do, as the elders will find out everything before they have a chance to RP and investigate as a player, but I try to leave a little mystery for the lower-level characters.
Drama (ceremony and characterization): I encourage this STRONGLY, I enjoy the heck out of watching my players suddenly BECOME their characters and do as they would do, not just in action, but in manner, attitude and composure. While not completely essential to the game, I do wish to see more of this in my games.
Darkness (probability of player character death or corruption): Darkness is more than just the chance of someone losing a character in the game. Bad things happen, and they are going to happen more often. The evils in the night are happening, and soon they will hit a sore spot that will leave many breathless for a long while.
Indicate the style of play you intend to offer by assigning a number between 1 and 5 to each major aspect of the game, using the above definitions:

Intrigue - 2
Action - 4
Mystery - 4
Drama - 3
Darkness - 3



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