Forsaken 21

Venue Storyteller: Dan Liswood dansdevil@gmail.com
Assistant Storyteller: David Becker Evan.Bones@gmail.com

The Flavor:

Forsaken 21, the Uratha of Las Vegas. Las Vegas is in a boom of construction and population. People are constantly moving here, bringing their hopes, dreams, and misery with them. Whether they come here for a new life, or to escape an old one they come. This city, built in a valley capable of only supporting 200 people has a population of almost 500,000. what do you think that does to the Shadow. The Uratha who have been holding this shadow in check will soon get over run, unless more are willing to come and help the balance be maintained. However, greed and lust are everywhere, making this a troublesome place indeed. No tribe has yet to claim this place its own, and packs squabble over the few loci they find, all the while pure or worse wait on their doorsteps, yellow eyes glowing in the night.


The Concept:

This venues is focused on the short and long term goals of the PC's however, as with anywhere in the world of darkness, things beyond players control will crop up. Focus is on the plot, however political maneuvering is always in place, allowing players to vie between themselves for power.

Antagonists will be used from the world of Darkness, but they will be varied enough to not become boring. It will not always be a pack of pure or balehounds. This will keep the players on their toes and help create a paranoid atmosphere of horror rather than a one sided monster mash.

A large focus will be placed on settings and costumes. Also, the auditory and olfactory senses will be engaged by mood music and scents.

I am looking to run the game twice a month to allow a good flow of story but not compromise setting and plot by happening too often.


The Ratings
Action: 4 Usually present

This is a game of savage combat, and as such, it would not be keeping in the genre to not expect a fight. Fighting is a way of life for the uratha, and as such, it will be present in this venue.


Character Development: 4 Usually Present

Anytime a player is at a game, they will have the opportunity to develop themselves. Character development is one of the best ways t keep a game running and as such must be included in any venue that intends to succeed.


Darkness: 4 Usually Present

There is always a chance for corruption and death. Marginalizing the chances or effects of either does not assist the atmosphere of genre. The characters should always be faced with the chance that they could die if the make a mistake, or that the dark side would be a better and safer place for them.


Drama: 3 Often Present

Drama will happen when two people get together, but the level of that is really up to the PC's. As such, knowing people, drama will probably happen.


Intrigue: 2 Sometimes Present

Much like drama, intrigue is driven by the PC's. There will always be an opportunity for it, but it is not expected.


Manners: 3 Often Present

With complicated laws and respected in a society given by alien creatures, Manners will come into play often as a way of one character to establish power over others. Wolves must know who is in charge, and the wolf in charge must stay that way, and as such manners will become very important.


Mystery: 3 Often Present

To keep the paranoid horror feel the players should have a lot of questions about what is happening and why. To do this, answers will be available, but they must be sought out.


Pace: 3 Often Present

To keep a plot moving, and to avoid stagnation, the pace must be present. As such events will happen, whether or not the players are ready for them, adding to the paranoid horror feel.


The Special Notes

Assistant Storytellers and narrators will be used to help facilitate draws and allow for multiple scenes to run. The Vst holds the caveat that he or she may overrule an assistant or a 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.



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