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I. Information
Domain Name: The House on 276 Angell St.
Venue Name: The Providence Slow Dance
Lead Venue Storyteller: Forest J. Handford (VST)
Storyteller Contact: Forest@EastCoastGames.com
Genre: Vampire the Requiem
Place/Time: 3rd Friday of the month at 7:00pm
Directions: varies
Theme/Mood: Darkness and mystery with evolving plot.
II. Styles of Play
*Use scale below
Style of Play Rating
Action 2
Character Development 4
Darkness 3
Drama 3
Intrigue 4
Mystery 4
Character Corruption 5
Rating Description
1 Player Initiated Only
2 Sometimes present
3 Often present
4 Usually present
5 Always present
III. 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.
IV. Storytelling Mechanics
Experience Award Guidelines: The experience reward for a game
session is five 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@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.
TERMS AND CONDITIONS OF PROXY PLAY
1. All proxy play is final.
2. While in proxy play, the character will not be in play any
place else or in other proxy scenes. This includes the use of
Auspex or similar other venue type powers. This also includes
e-mail based scenes.
3. Character death or worse are possibilities. In every proxy
scene, there are inherent dangers. Players who agree to proxy
are being made known these results are possibilities of proxy
play.
V. 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.
VI. 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.
VII. 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).
VIII. 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.
IX. Venue rules:
Standard
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