On Fragil's request here is the premise of the game that I am going to be running. It is a long one, game that is, the premise not so much as there is at least one player on this website and I can't say too much as I don't want to give anything away.
First of all in order to prevent any further confusion for those of you who have remained oblivious to what a Role-Playing/Storytelling Pen and Paper game is here is a brief description from a Sourcebook, followed by my own not so good description: "In this type of game, the traditional elements of story - theme, mood, plot and character - are more important then the rules themselves." Rules take a backseat to story but are there in case arguments arise. "Storytelling games involve at least two, although preferably four or more players. Everybody involved in the game participates in telling a group story - the players create and act out the roles of their characters, and the Storyteller creates and reveals the plot, introducing allies and antagonists with which the players' characters interact. The players' choices throughout the course of the Storytelling experience alter the plot. The Storyteller's job isn't to defend his story from any attempt to change it, but to help create the story as events unfold, reacting to the players' choices and weaving them into a greater whole, introducing secondary characters and exotic settings."
Hopefully that was detailed enough, if not here goes my explanation: I have friends and acquaintances over for the purpose of a game like the one described above. They all have characters that they control and play out. I am the Storyteller, I create the general plots, the history before the players' characters arrived and a synopsis of what is to happen if the characters do not intervene in some way or form. Then I introduce the players to the setting and the mover's and shaker's within it and set them loose with their own motives and goals in mind for their characters. It's like a fun and interactive form of acting mixed with a sort of improvisational writing exercise thrown together in a game of occasional strategy (be it combat, politics, law or mystery). Performed for the sake of passing time in a creative and intellectual manner, as opposed to getting drunk and socializing; although occasionally drinking or smoking is involved.
I am running a Werewolf: The Apocalypse (a White Wolf product) game as well as a Vampire: The Masquerade (again another White Wolf product) game that will both be crossing over one another and will both span six chronicles in an alternating format (The first Chronicle of Werewolf, entitled Trial By Fire, followed by the first chronicle of Vampire, entitled A City Under Siege, followed then again by Werewolf and etc.) Due to the consistent urging of my regular players to set the game in Canada I will be setting it in Ontario, focusing primarily on Toronto and Algonquin Park, though on occasion certain detours to other parts of Ontario can be expected.
In Werewolf, you play a warrior being born under a specific moon, determining your Auspice, your role in society. You are a warrior battling against the Apocalypse that has been brought about by the Triat who have fallen out of balance. The Weaver went crazy and corrupted the Wyrm and the two of them seek to rape and burn Gaia (mother earth). While the Wyld tries its hardest to defend its mother from its kin. (I could explain more but you could also by the book or look it up on Wikipedia and those two options take less time from me.)
In Vampire there are two main groups of Vampires, the Camarilla and the Sabbat. The Camarilla plays at being humans and go about their nightly business upholding the Masquerade and playing at politics for power and influence among the cities that they make their homes in, most of them oblivious about the oncoming Gehenna. While the Sabbat embraces their Vampiric nature praises freedom while still trying to maintain enough unity to combat the antideluvians who will bring about Gehenna by rising and eating all of the progeny.
The General Overview of my Werewolf game is as follows: The game is set in 1994 through to the Apocalypse, yes I know I'm setting it in the past but the Game itself is an old one... Adair requested that I run Werewolf: The Apocalypse, despite Werewolf: The Forsaken. Anyhow in the past ten years a lot of stuff has happened in and around Ontario. The entire power scheme of the various Septs within Toronto has been upset by series of events that all but eliminated the Fianna, forced the Wendigo North out of the main political schemeing of the Toronto Septs, had the Shadow Lords overthrow the Silver Fangs and moved the Glass Walkers up to the position of Alpha. The players will begin their lives as Garou with the Winter Wolf Sept of the Wendigo in Algonquin Park, but eventually become more embroiled in the political happenstance of the more Southern Septs, within and just outside of Toronto.
In Vampire, Toronto has been a stronghold for the Sabbat for some time now, their main influence in this area coming from New York City. However in recent years the Camarilla has developed something of a foothold within Toronto in order to use it as a launching pad for their Siege against New York which is their main focal point in this area. The Black Hand (the militant arm of the Sabbat) has been called in the Arch Bishop feels overshadowed by the influence and power of the Seraph. She feels that she can handle the Camarilla threat without his aid. The Camarilla however has a powerful backer behind them and has yet to show their true strength and numbers, instead toying with the ruthless animal that the Sabbat is and exploring their weaknesses. The siege to this point has been done through business takeovers and changing of influence, real blood has yet to be shed in the conflict.
If you have further questions please direct them my way.
First of all in order to prevent any further confusion for those of you who have remained oblivious to what a Role-Playing/Storytelling Pen and Paper game is here is a brief description from a Sourcebook, followed by my own not so good description: "In this type of game, the traditional elements of story - theme, mood, plot and character - are more important then the rules themselves." Rules take a backseat to story but are there in case arguments arise. "Storytelling games involve at least two, although preferably four or more players. Everybody involved in the game participates in telling a group story - the players create and act out the roles of their characters, and the Storyteller creates and reveals the plot, introducing allies and antagonists with which the players' characters interact. The players' choices throughout the course of the Storytelling experience alter the plot. The Storyteller's job isn't to defend his story from any attempt to change it, but to help create the story as events unfold, reacting to the players' choices and weaving them into a greater whole, introducing secondary characters and exotic settings."
Hopefully that was detailed enough, if not here goes my explanation: I have friends and acquaintances over for the purpose of a game like the one described above. They all have characters that they control and play out. I am the Storyteller, I create the general plots, the history before the players' characters arrived and a synopsis of what is to happen if the characters do not intervene in some way or form. Then I introduce the players to the setting and the mover's and shaker's within it and set them loose with their own motives and goals in mind for their characters. It's like a fun and interactive form of acting mixed with a sort of improvisational writing exercise thrown together in a game of occasional strategy (be it combat, politics, law or mystery). Performed for the sake of passing time in a creative and intellectual manner, as opposed to getting drunk and socializing; although occasionally drinking or smoking is involved.
I am running a Werewolf: The Apocalypse (a White Wolf product) game as well as a Vampire: The Masquerade (again another White Wolf product) game that will both be crossing over one another and will both span six chronicles in an alternating format (The first Chronicle of Werewolf, entitled Trial By Fire, followed by the first chronicle of Vampire, entitled A City Under Siege, followed then again by Werewolf and etc.) Due to the consistent urging of my regular players to set the game in Canada I will be setting it in Ontario, focusing primarily on Toronto and Algonquin Park, though on occasion certain detours to other parts of Ontario can be expected.
In Werewolf, you play a warrior being born under a specific moon, determining your Auspice, your role in society. You are a warrior battling against the Apocalypse that has been brought about by the Triat who have fallen out of balance. The Weaver went crazy and corrupted the Wyrm and the two of them seek to rape and burn Gaia (mother earth). While the Wyld tries its hardest to defend its mother from its kin. (I could explain more but you could also by the book or look it up on Wikipedia and those two options take less time from me.)
In Vampire there are two main groups of Vampires, the Camarilla and the Sabbat. The Camarilla plays at being humans and go about their nightly business upholding the Masquerade and playing at politics for power and influence among the cities that they make their homes in, most of them oblivious about the oncoming Gehenna. While the Sabbat embraces their Vampiric nature praises freedom while still trying to maintain enough unity to combat the antideluvians who will bring about Gehenna by rising and eating all of the progeny.
The General Overview of my Werewolf game is as follows: The game is set in 1994 through to the Apocalypse, yes I know I'm setting it in the past but the Game itself is an old one... Adair requested that I run Werewolf: The Apocalypse, despite Werewolf: The Forsaken. Anyhow in the past ten years a lot of stuff has happened in and around Ontario. The entire power scheme of the various Septs within Toronto has been upset by series of events that all but eliminated the Fianna, forced the Wendigo North out of the main political schemeing of the Toronto Septs, had the Shadow Lords overthrow the Silver Fangs and moved the Glass Walkers up to the position of Alpha. The players will begin their lives as Garou with the Winter Wolf Sept of the Wendigo in Algonquin Park, but eventually become more embroiled in the political happenstance of the more Southern Septs, within and just outside of Toronto.
In Vampire, Toronto has been a stronghold for the Sabbat for some time now, their main influence in this area coming from New York City. However in recent years the Camarilla has developed something of a foothold within Toronto in order to use it as a launching pad for their Siege against New York which is their main focal point in this area. The Black Hand (the militant arm of the Sabbat) has been called in the Arch Bishop feels overshadowed by the influence and power of the Seraph. She feels that she can handle the Camarilla threat without his aid. The Camarilla however has a powerful backer behind them and has yet to show their true strength and numbers, instead toying with the ruthless animal that the Sabbat is and exploring their weaknesses. The siege to this point has been done through business takeovers and changing of influence, real blood has yet to be shed in the conflict.
If you have further questions please direct them my way.
kid_hideous:
got 'em at lipservice - you might've noticed ads for them here on SG. and thanks for the compliment.