Alternate Venue

Venue Storyteller: Matt Cavaliere tacosalad@gmail.com

The Flavor

This place is more than odds, its more than neon lights and water fountains, this place is about everything good and bad thats ever happened to someone. Its the only genuine, fake melting pot on the planet. People come here to live out their dreams, build their futures, and drink away their pasts. Las Vegas is home to every beautiful bride and battered widow. It all depends on your perception. If you come here filled with sorrow, you cant help but see how sad the spirit of Las Vegas has become. If you come here with the best of party intentions, its impossible not to feel the energy of adolescent youth. The only thing you need to live in Las Vegas is a little bit of luck, and the money to cover your bets.

When the sun comes up the amateurs come out to play, but when the sun goes down the real dance begins. The rulers of the shadows step out into the neon to share their requiem with any who will listen. From atop their mountain church the Sanctified hold mass while the Invictus plan its rule over the city. Pinned between the second and the first the Crones and Carthians seek out arenas to call their own. While the four covenants dance around each other the fifth seeks the mysterious and unknown that lie waiting to be discovered.

Reborn from the ashes of a devastated past the Vampires of Las Vegas refuse to fall victim to history. With the city rebuilt and a new Prince crowned the future remains unknown but promising, and although some stability has come the true challenge of unlife has yet to begin. Webs will be woven, choices will be made, and destinies will become realities. The danse macabre is about to begin, would you care to make a wager?


The Concept

This venue will focus on short and long term plots that are geared towards involving as many players as possible. The focus will be placed more on the events of the plots and less on the politics of the game. Players will always have the ability to interact politically and jockey for power, but the plots themselves will not focus on the politics. It will be up to the players to drive their own political game.

This venue will employ antagonists from the world of darkness as a whole. It will not have a repetitive bad guy from the 7 or the brood. This will encourage players to constantly think about their actions as well as keep them on their toes. The idea is to create excitement and horror not bland, repetitiveness.

A large focus will be placed on settings and costumes. Decorations will be used within financial reason. The goal is to create a venue that both looks and feels like the world of darkness. Challenge cards will be used throughout the scenes to help better facilitate the overall experience.

As of right now only one game will be ran a month. This will allow for the VST staff to fully develop plots and settings. If it becomes possible to run multiple games without compromising the venue or another venue then it will do so.


The Ratings
Action: 2 Sometimes Present

The venue intends not to run games that focus on combat and challenges however the venue in no way discourages members from using force. Ultimately the players must decide when to use force and when not to use force. The frequent use of social and mental powers is frowned upon. While it may seem ideal to aura perceive every one on a regular basis, the constant need to stop a scene to run a challenge often has a negative effect on the overall experience. Players are encouraged to resolve situations without resorting to cards.


Character Development: 4 Usually Presentbr>

The personal growth of characters is an important element of the venue. Considering the long term nature of our organization, players will have opportunities to develop their characters well past their original concepts. Constant character development will allow for more depth, thus creating a environment that is both rich in concept and full of life.


Darkness: 3 Often Present

Plots are not intentionally designed to kill or corrupt player characters. Non player characters will kill player characters if they are forced to, and the possibility of death is always present. Players are again given the freedom to make their own decisions with regards to killing other players.


Drama: 4 Usually Present

Well developed story is the backbone of the venue. The goal is to capture the interest of as many players as possible so as to provide a more entertaining and fulfilling game. Long term and short term plots will be introduced on a regular basis. Full plot kits will be developed before the implementation of any plot.


Intrigue: 3 Often Present

A majority of the politics will be left in the hands of the players. On occasion a plot may interact with the politics specifically. Most of the focus will be placed on the concept of negotiation and interaction with non player characters. Players will be encouraged to draw upon resources such as contacts and allies.


Manners: 2 Sometimes Present

Social etiquette will be left in the hands of the players. Players will be encouraged to use systems such as status and boons, but they will not be forced to.


Mystery: 4 Usually Present

The search for the unknown will almost always be present in every plot. The right stats and powers may help players with enigmas or during investigations, but they will not yield all of the answers. Players will be expected to be able to solve some of the problems without resorting to cards.


Pace: 3 Often Present

Plots will continue to progress no mater how involved players have become. Minor stories will start and end over the course of 1 to 3 games. Major stories will start and end over the course of 1 to 3 months. Adjustments to plots may be made in order to keep players involved or to help develop a plot further. Players should expect a reasonable pace that allows for in depth thinking.


The Special Notes

In order to better facilitate the role playing experience, first and second narrators will be used. A first narrator is responsible for helping players with the plot and the environment. While they are capable of adjudicating challenges they are not intended to be used in this manner. Second narrators are responsible for ensuring that all challenges are resolved correctly as well as arbitrate disputes regarding the rules. The VST is the final say in any call that involves a first or second narrator.

This venue will make special use of lighting, scent, and sound to create a dynamic atmosphere. If players are uncomfortable during a scene in which any or all of these elements are being used, they should call for a time out, so they may exit the scene and go to the out of character area. Players are encouraged to take as much time as they need before returning to the game.


Proxies:

Any member of the Camarilla who wishes to proxy their character to this venue may do so as long as they meet five requirements.

  1. An email indicating that the player wishes to proxy is sent to the VST no later than 2 weeks before the scheduled game.

  2. All approval items are listed with their respective number, and can be found in the database.

  3. A short description of how the character physically looks accompanies the character sheet.

  4. Detailed instructions on how the character reacts to being attacked, and detailed instructions indicating when the character will use any sort of supernatural power.

Feeding:

If at any time a player wishes to feed during the game, they will be asked to step into the out of character zone 5 minutes per blood point they wish to replenish. I.E. Joe would like to run a feeding scene and recoup some vitae he spent. Joe wants to recover 5 blood points, thus Joe must go to the out of character zone for 25 minutes. Every dot of heard reduces this time by 7 minutes. If Joe from the previous example had a heard of 3, he would only be out of play for 10minutes. Regardless of their level of heard players who feed during game are always out of play for at least 10 minutes.


Challenge Cards:

Certain items throughout the setting will be marked with index cards. These index cards are called challenge cards. Each challenge card represents a test a player must enter in order to either learn more about the item, or possibly interact with it. Players are expected to be honest when dealing with challenge cards, if any player interacts with a challenge card in a manner that they should not be, such as spirits touching an item without possessing the power spirits touch, they will lose all experience points for the evening and be awarded 3 negative experience points.

White Cards - White cards indicate pieces of information that might tell the character when it was made, or in what style a painting was done.

Blue Cards - Blue cards indicate the potential to learn about an item through the use of spirits touch. Not every item that is marked with a blue card will have a significant impression. Those items that have no blue card, are considered to mundane or new to have an impression.

Red Cards - Red cards indicate the possibility of repairing an item. The item card will have a number of sticky notes attached it. These sticky notes represent how many times a player can attempt to repair the item can before it is useless. Every time a player wishes to repair an item they must take a sticky note to a first narrator and attempt the test.

Green Cards - Green cards indicate that an item can be used. Each time a player uses an item, they should announce that the item is currently in use. For example, Joe wishes to turn on a classic jukebox located in the middle of the salon. The card indicates that no challenge is necessary in order to turn on the jukebox. Now that Joe has turned on the jukebox he must announce to the game that the jukebox is currently being used.


Observers:

Anyone who attends a game solely for the purpose of observing must first get permission from the presiding VST. If an observer is in an IC area they must wear a tag that clearly indicates that they are OC and are only observing. Observers are expected to keep all things they observed confidential, and may only reveal things they observed with the express permission from all players involved.



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