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: