Laws of the Wild LARP, WW:tA- WereWolf:the Apocalypse, Live-Action RP.
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Location: NYC
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Unless I'm physically unable to, or AnthroCon decides against it, I'll be running This is Werewolf:the Apocalypse, using the Mind's Eye Theatre 2nd edition rules, modified for faster play. (As a veteran PLAYER, I found this specific set of rules favours the PLAYERS the most.) Those of you without a copy of the rulebook will be able to find the rules on this thread. (I can email a "player packet" file on request.) Also, this being the internet, there's many links I shall be linking for further information. No, you don't need to dress up for the game-but any costuming will be appreciated. However, no special knowledge will be NEEDED for this game, nor will a powerful character be needed for this game. A novice player who arrives early, pays close attention, selects a door character, and does his best will have as good a chance as anyone else-and MAY prove to be crucial to the story! (It's happened each episode!) BUT- if you know in advance and prepare a character in advance, that's a plus, and if you've read up before the game, that's also a plus. As always, I'll be incorporating what I've learned from the last episode into my plans for this episode. That means story improvements, and I've prepared more story handouts like last time. (Plus the emailable player packet on request.) And, for those of you returning from Episode 1, Episode 2 or Episode 3.... So, I'll be fielding any questions here and posting relevant information and links. I'm especially-proud of the story from last time, and everyone said they had a good time. I'm hoping to equal that this time. |

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Location: NY state, USA
Website: [Link]
I do believe that I would indeed be interested in joining this 'event'. I don't know what sort of style you play in, but if you'd like to give me some more information, that be clutch.
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permalinkI will definitely be providing LOTS more information on this thread. (Same as last year's thread, plus a bit more. Which is consistent with what I did from the previous year's thread to last year's thread.)
To briefly state it, the style is Mind's Eye Theater. The system is a modified form of
MET, most consistent with "Laws of the Wild, 2nd Edition." If you contact me with an
email address, I will happily email you a Player Packet and a Character Creation Packet,
each containing a lot of information. If you don't, eventually the Player Packet will
be posted across this thread.
If you have zero information, there's a few links which would be of use.
The setting is "World of Darkness-classic", which is here:
http://en.wikipedia.org/wiki/World_of_Darkness
The wikipedia page is here:
http://en.wikipedia.org/wiki/Werewolf:_The_Apocalypse
The wikifur page is here:
http://furry.wikia.com/wiki/Werewolf:_the_Apocalypse
Here is LARPing:
http://en.wikipedia.org/wiki/LARP
And here's Rock-Paper-Scissors:
http://en.wikipedia.org/wiki/Rock%2C_Paper%2C_Scissors
Here's what our description looked like in the AC'07 program guide:
"Live Action Role Playing is a form of freeform, improvisational theater. Players take the roles of Garou- werewolves who fight to save the Earth, Pittsburgh, and the Westin itself from the encroaching threat of....something. Rules used are a simplified form of Mind's Eye Theater (provided onsite.) Novice players are welcome. (Novices, please arrive early.) OVER-acting is encouraged!"
Please note I will include the rules here, and will HAPPILY email them to anyone who
asks.
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permalinkLocation: Hamburg, New York
Website: [Link]
Blog: [Link]
Hmm...Sounds like fun times for all! I'm in.
“O tiger's heart wrapped in a woman's hide!”
....Shakespeare really knew what he was talking about sometimes....
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permalinkIf you can send me an email address, I will happily send you the txt files
relevant to the game- the Player Packet and the Character Creation packet.
Since they're txt files, they're nice and small, and easy to fit attached
to voicemail, even when they go on for pages.
Do you have any familiarity with the game?
If so, you can get very specific with what you want in a character.
If not, here's what I recommend:
Stop FIRST, and imagine the type of character you'd LIKE to play,
personality-wise. Remember they will need to be able to work with
others at some point, whether or not they LIKE to. (You don't have to have
a NICE character, or a LIKEABLE character, but they should not be someone
who inspires a beatdown whenever they open their mouth.) Focus more on
an INTERESTING character, and one you want to play.
One tip I've read is that "an interesting character is one who wants
something." (Yes, you should privately tell the Storyteller what that
is. It may come up in the story, or it may not.)
Of course, it's recommended you not post the character details in
this thread, since your character details are private.
Once you have a personality in mind, you and I can then take them and
construct the character, adding the rules to the personality.
(This makes for a character easier to play than if you read the rules
and THEN tried to make a personality to fit the rules, since you
now know what the character's likes, dislikes and interests are.)
Oh, we have plenty of time now, but the sooner you get this finished,
the better, if for no other reason but I'm more generous giving out
character stuff to the people who sign up early.
And watch this thread for the specifics, a lot of the files will show up
here at one point or another.
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permalinkOk, let's see, the basics....
the game is set in "World of Darkness"(classic.) That means it's just like the world we live in, set in the year we live in, and so on, but things are a little bit darker, a little bit more dangerous, a little bit more corrupt, a little bit more..smudged.
Here's the relevant info from the wikipedia page for it,
http://en.wikipedia.org/wiki/World_of_Darkness
=========
"The theme of the old World of Darkness is described as "gothic-punk" by the developers.
The World of Darkness resembles the contemporary world, but darker, more devious, more conspiratorial. Humanity is losing hope as it is preyed upon by supernatural creatures such as vampires, werewolves and wraiths. One facet that sets the World of Darkness apart from most other horror fiction is that these creatures are not solitary predators to be hunted down and destroyed, but they are numerous and intelligent; enough so to form societies, develop various factions and allegiances, and use humans as pawns in their power struggles and murderous games. However, the rising tide of human civilization is too much for many of them to bear, and an atmosphere of hopelessness presides over many of the games as once-mighty supernatural beings, the dark Princes and Lords of a previous era, now face the bleak and unbearable prospect of a future spent straining and shrinking under the ever-and-ever more meticulous systematization and control of a power-obsessed mankind.While at the same time humanity flounders under this hidden oppresion, prey and pawns to enemies they cannot fight or are even aware of.
Interlocking conspiracies, some mirroring those said to exist in our own world, some unique, can be found throughout the setting. Cabals of powerful mages, coteries of cunning vampires, and other, stranger powers vie within their own cultures and with each other for control of the world. The dichotomy between rich and poor, influential and weak, powerful and powerless, is larger than in our world. Decadence is common and corruption is everywhere. This dark reflection is seen everywhere: gargoyles and gothic construction influence architecture, while the leather look and punk atmosphere crowd the streets."
==============
Please note that humanity as a whole is unaware of the various supernaturals operating on the same planet as them-and often on the same STREET as them. Each group of supernaturals has their abilities that help hide them-plus rules that ensure they do what they can to remain hidden.
In the case of Pittsburgh, all of this means, for example, that the cleanup of the city from its old steel-mill days was never complete, and its streets aren't always very safe to walk, especially at night.
================
The game itself is Werewolf:the Apocalypse. Characters in the game are Garou-LIKE humans but not exactly human. They can change between 5 forms like humans, wolves, or the dreaded "Crinos" form-a big manshaped monstrosity with a wolf's head that can pick up a car, and do large amounts of damage with its giant fangs and claws.
Here's some relevant stuff from the wikipedia page, http://en.wikipedia.org/wiki/Werewolf:_The_Apocalypse
"In this game, players take the role of werewolves known as Garou (as well as other lycanthropes), warriors who are locked in a two-front war against (on the one hand) the spiritual desolation of urban civilization and (on the other) supernatural forces of corruption that seek to bring about the Apocalypse."
"The Garou are beings of both physical strength and spiritual depth. Created by (and in most cases fighting on the side of) a force known as Gaia, Garou are shapeshifters capable of changing their physical form at will to appear as humans (a form they call homid), wolves (lupus), or several intermediary mixed forms. There are: glabro; physically strong and brutish humans, crinos; the traditional wolf-man, and hispo; wolves of unnatural size and strength. Unlike werewolves in most traditional folklore, Garou in Werewolf: The Apocalypse are neither mindless predators nor lunatics. Instead, they are depicted as defenders of Mother Earth and its Umbra (or spirit world)."
Prospective players, or players, looking for more information are recommended to review that page for general information.
Another page with a lot of useful information, much of it duplicated, is the wikifur page on the game,
http://furry.wikia.com/wiki/Werewolf:_the_Apocalypse
If you read it all, you'll see that the game was ended-and its sequel changed radically- because the game developer, in his ignorance, heard that furries liked it and made sure they'd hate the sequel.
"In 2005, W:tA was nominated as the 'furriest RPG in existence' by an informal study at RPGnet. Ethan Skemp, then line editor for Werewolf, replied by saying: 'God damn it.' He then later went on to say that Werewolf could not be a furry roleplaying game 'because werewolves don't have breasts,' implying he associated 'furry' with furverts."
"In the sequel to Werewolf, Werewolf: the Forsaken (or WtF), most of the elements that made it appealing to the furry fandom were removed."
"Ethan Skemp would later go on record as saying that it was the appeal of WtA to the furry fandom that fueled the changes in WtF."
So, this is a game that was killed partly because it appealed to furries. However, since these games rely on the ability of those running the game to invent stories, creative Storytellers can keep running them so long as there's demand. (There are still DMs running 1st edition AD&D, after all.)
So, in that setting, and in that game, comes this chronicle. Characters in this chronicle either live in or near Pittsburgh, or are travelling through the area for their own reasons, and are "called in" as events unfold. The story DOES take place at the day and time of the convention, and while the convention is taking place. The episodes DO begin in the area that we are playing in. And the characters will be dressed approximately like the player is dressed for the game (unless otherwise specified.) Keep in mind that they will be passing thru a hotel full of guests, so "I have a glowing trident" is out of the question.
For that matter, all weapons will need to be approved or the character doesn't have them-and all props, especially ones that can pass for a WEAPON-will need to be approved ahead of time.
In short, ASK ME either way. Then again, most characters will feel little need of a weapon-they ARE the weapon.
The Dorsai are very, very interested in anything that can be mistaken for a real
weapon, can be used as a weapon, or can cause trouble whether or not it can be
mistaken for a weapon. (That includes empty, transparent water pistols, since a
water pistol can be filled and used to bother convention attendees.)
We will be in full compliance with everything the Dorsai say, and will NOT have any
problems with them, whether it be an unacceptable prop, or an unruly player.
Thus, we will iron out ANY questions well in advance.
In the past, plain cardboard (uncolored) and PVC pipe cover have been approved as
acceptable materials for prop construction, so THOSE are safe. Even so, let me know
in advance what you MIGHT bring, since they'll want a full list in advance of any
props.
Also keep in mind that you do not really NEED any props. They are a visual aid for
equipment a character has. Costuming is appreciated. However, it is understood that
the players will not pack a lot of costuming for a 3-hour game, so any attempts
are nice, but not needed-unless we agree on that in advance.
(If we agree your character has some visual distinction that needs costuming or a
prop, THEN you need it, but you will already have AGREED to it, and most players
will NOT need any.)
This, of course, does not apply to the pictures and ribbon, which ARE expected to
be used at the game. I shall explain those a little later.
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permalinkLocation: NY state, USA
Website: [Link]
OK, I have some sort of basic questions regarding the LARP! Here they are in numbered fashion.
1)Is creating a character for the larp exactly like creating one for the pen and paprer version? (7, 5, 3 for attributes; 13, 9 and 5 for abilities; so on and so forth)
2)If the two systems do have such similar startups, could I just mail/email you the character sheet?
3) For the issues of props, could they just be mimed? I have 5 years of Improv comedy experience, I find that simple miming technique can go a long way. (just an idea)
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permalink1) It is similar, but the SYSTEM is completely different.
For example, Talents, Skills and Knowledges are all lumped together into the
one categort: Abilities.
2) I could convert something over if you emailed me the character sheet.
However, you would benefit more from looking over the specifics, and
seeing EXACTLY what you want. Some Abilities, for example, are likely to
be of more use than others, and many Gifts are completely different
as well. If you pm me an email address, I can email you a Player Packet
and CharacterCreation packet, and you'll see the differences.
If you're familiar with WW:tA already, the PP will be of less use to
you, but worth a look-over for the few differences-
like the Challenge system.
3) A lot of things WILL be mimed-depending on the thing. In the case of characters
changing form, some will be mimed, but the player will need to display a picture
of the form the character is in, in addition, clipped to their AC badge
(or held in the hand.) I try to make it so the hands are free except during a
challenge.
Contact me privately to ask about specific props.
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permalinkLocation: NY state, USA
Website: [Link]
Hmm... guess I read through the packets too fast must have missed the part where the abilities were all under one roof. And if that is the case how many points would I spend on them 27?
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permalinkI wrote the packets with the understanding (which I learned at the first episode)
that most of the attendees, if not all, would have NO access to any of the books.
So, my explanations start from the ground up. I mention Abilities, but not skills,
talents or knowledges, because those are 3 terms a LARPer has no need to learn, and they
will only add confusion to throw them in the mix.
In strict LARP, starting characters get FIVE points of Abilities to distribute, usually
as 1 of each of 5 different ones, sometimes doubling or tripling up on one, at the cost
of less to spread on the others.
It's also understood that Homids can drive, if not well, even without the Ability
"Drive".
In this LARP, you have SEVEN levels of Abilities to distribute, with a limit of no more
than 3 on any one Ability, and ask before assigning any not on the "common" list.
If it's reasonable, I allow them-but really obscure Knowledge, I'll want an explanation-
and a character history- that make this reasonable.
For example, the list doesn't include Sleight-of-Hand, but a Homid could easily have
learned it-stage magic is not uncommon in human society. So, ask me, and I'd usually
say "Ok" if asked. Similarly, the Tribes that have secret communication languages
can learn those languages-but not those of ANOTHER Tribe-they're "secret."
With "Linguistics", remember to specify each language you want to have for sure,
one per level, for languages currently in use (Spanish, French, Arabic) or taught
(Latin, Koine Greek, Old English).
On the other hand, "Egyptian Hieroglyphs" is incredibly rare and obscure for someone
to know, so if someone insists their character would know it-HOW?
Maybe I'll agree, if you can make a good case for it.
I didn't have the number mentioned in the CC file, because nobody ever asked before,
and usually just sent me what they had.
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permalinkIf you've never heard of LARPing, (Live-Action Role Playing), here's another wikipedia link. http://en.wikipedia.org/wiki/LARP
In plain English, LARPing is "acting it out."
Whereas in the old "tabletop" games, a player will sit comfortably, drinking his Mountain Dew, and say "I get up close, look him in the eye, and then I say..." in a LARP, the player gets up close, looks him in the eye, and tells him. It's an artform all its own, and one that anyone can enjoy. You have the character's information, and basic personality in hand, but from there, YOU script his words, YOU decide what she says and does, YOU determine how the game goes.
Keep in mind that there's a strict "no touch" rule, which means that you can't actually slug, slap, or kiss another player. (I'll elaborate further down.) You will gesture such an action and describe it, if it's called for in a scene.
Most of the time, what you see is what you see, either directly or represented. By that, I mean, when people are standing and talking, they're standing and talking. When people are fighting, you'll see them look like they're fighting. And when something's described as looking different, or a picture or other visual cue is used, then that's what you see-and can interact with.
Challenges and disagreements are handled based on a sped-up version of Mind's Eye Theatre rules. That means you'll be using Rock-Paper-Scissors during the game. (If you need a refresher, here's another link: http://en.wikipedia.org/wiki/Rock%2C_Paper%2C_Scissors
) It's also known as Roshambo, or Rochambeau. (No relation to what Cartman said that was.)
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permalinkOk, here's the challenge system.
It's been modified to make challenges go as FAST as possible, since all challenges slow down ALL games.
AGREE/RELENT:
Whenever 2 players agree on results, there's no need to do a challenge.
A player can always choose to "relent" on something, and allow the other player's result to proceed.
(That's usually done with a "detection" attempt.)
Whenever they don't agree, then a challenge is called for.
A challenge can go from anyone to anyone-or against reality, like trying to break something.
All challenges can be retested a maximum of TWICE per player.
(No matter what.)
CHALLENGE TYPES:
Challenges are classified into 2 types:
static challenge
active challenge (aka "opposed" challenge)
STATIC CHALLENGES are challenges "against the universe." They're used for things like picking a lock
or activating a Gift. They can be "win or tie" (to activate a Gift) or
"win against a set number of traits" (for tougher challenges like trying to hack Pentagon computers).
A Static challenge can be INSTANTLY won by a player spending a Willpower point.
Challenges against a set number of traits can be Overbid or retested the same as any active challenge.
The Narrator-if it applies-can levy an Overbid if it applies (for example, a computer duffer
tries to hack into the NSA's computers.)
"JUDGESTOP."
If a challenge threatens to derail the story entirely (like "I turn the hotel into pudding"),
a Narrator can call "JudgeStop" on it. That means the challenge never takes place,
and the player can select a different action. ONLY challenges of that type are subject to "JudgeStop."
=======
ACTIVE CHALLENGES are Player vs Player (or Player vs Narrator Character.)
There's 2 "people" disagreeing.
Both players announce what they are attempting to do, and bid a relevant trait
(one Physical, or one Mental,or one Social) and go to the Challenge.
They turn back-to-back, count 3, and turn around, displaying a sign- Rock, Paper or Scissors.
(Certain rare characters may use additional symbols like "the Bomb."
ONLY those characters whose ability to use another symbol is listed on their sheet may use it.)
If both use the same symbol (a tie), then their CURRENT number of traits in the relevant category
(Mental traits for a Mental challenge) are compared. Whoever has more traits at the moment wins the challenge;
the loser loses one of the relevant trait.
(One Willpower can be spent to refill a category of spent traits, to the limit of the starting number
of traits. If you have 5 Mental traits, and spend some, you can spend a Will to return to 5 Mental traits.)
Although any character can see the results of a challenge (as long as it's something that can be seen),
the challenges themselves "don't exist" in game, and temporarily "halt action" when done.
The player who loses the challenge loses the trait they bid automatically, and suffers the result of the challenge.
RETEST:
A player may call for a retest after losing a challenge (after the trait is lost.)
The character must use up a retest ability to do so. These are as follows:
-a "free retest" ability is listed on his/her sheet that APPLIES to this type of challenge.
-he or she bids a related ability (like using "Dodge" to retest while ice-dancing)
-he or she spends a Willpower point. (If a Willpower point is spent, he/she must still BID a trait in the challenge.)
If the challenge is lost, as usual, the bid trait was lost
(unless it was a "free retest", but those generally are limited in number of uses in an episode.)
OVERBID:
A player with TWICE or more of the traits of his opponent (12 traits for one player vs 3 traits for the other)
can call for an OVERBID. This means the player can "relent", keep his trait and suffer the result,
or must win TWO tests to win the challenge. (Risking only one trait.) An OVERBID counts
as one of the 2 allowed retests. So, at most, a challenge will have 5 tests-
the initial test, then 2 retests by Player 1, then 2 retests by Player 2.
A player may BLOCK A RETEST by invoking a retest of his own, cancelling both out one-for-one, spending both.
Blocking a retest or a blocked retest counts towards the maximum number of tests per challenge.
(So, a player who wins the initial challenge, and has 2 relevant abilities can cancel out the other player's 2 retests,
spending both to end the challenge fast.)
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permalinkHere are the visual cues.
==================
If a player is wearing their conbadge, they are "in character", and
move and speak for the character once the game starts.
If a player COVERS their badge or REMOVES their badge, they have stepped
out of character. (Never do this to avoid something in game-that's cheating.
Do it because you need to run to the bathroom or check rules or something.)
Characters in the middle of a Challenge, also, are not available until the
Challenge is over.
If a player or Narrator is displaying a picture in hand or clipped to their badge,
that is what they look like. For example, if they have a picture of a Policeman,
they look like a Policeman. React accordingly.
If a character has changed to a wolf form or Crinos form, they will use the
corresponding picture. They will also act it out to a degree. If they're a
wolf, they lower their body; if they're Crinos, they stand all the way up and
remember that this is an aggressive form.
Remember that being out of a human form in public will draw attention-
and being in Crinos form is a violation of "the Veil",and must be avoided.
Changing forms in public is a FLAGRANT violation of the Veil.
Someone's character can look a little different than the player. You can
ask another player "what do I see?" to have them give you a visual
description. Remember that you should not make a MAJOR change
(a 5'6" player should not describe a 7'2" character). Further, even if your
character was 8 feet tall, it would not change his/her character stats.)
If a player's got a sticker slapped next to the badge with a description,
that also applies. (That allows for sudden, unexpected changes.)
=================
Now, then, coloured ribbons will be in use.
They will be clipped to the badge, or wrapped around the neck and
shoulders like a shawl.
Here's the colours and what they mean.
RED RIBBON: "I am in the UMBRA"
BLUE RIBBON: "I am here but INVISIBLE to normal sight."
PURPLE RIBBON: "I have a supernatural aura of 'Awesomeness.' "
GOLD RIBBON:"I'm physically flying/standing on a wall or something
impossible to pantomime-ask what you see."
======
Additional notes on vision:
-Characters who are invisible should have their player wear the blue
ribbon AND use the hand-signal for 'invisible' as well-
that is the arms crossed with hands at the opposite shoulders, like a
classic movie mummy.
-Characters IN the Umbra and character OUT of the Umbra do not normally
interact. They aren't "solid" to each other, and don't see or hear each
other either. A Garou can "peek" into or out of the Umbra by
concentrating-so they can arrange to SEE but not HEAR the other side.
For that, they need to step across to that side.
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permalinkSample list of Abilities.
Note almost anything CAN be a chosen Ability, with Storyteller approval.
Animal Ken, Brawl, Bureaucracy, Computer, Drive, Enigmas, Finance, Firearms, Investigation, Law, Leadership,
Linguistics, Medicine, Meditation, Melee, Occult, Performance, Primal Urge, Repair, Rites, Science,
Scrounge, Security, Streetwise, Subterfuge, Survival.
(Starting characters can get up to seven.)
Animal Ken: Skill with animals.
Brawl: Skill with unarmed fighting.
Bureaucracy: Skill with "the system"-rules, regulations, red tape.
Computer: Skill with computers.
Drive:Skill with driving.
Enigmas: Skill with mysteries, riddles, puzzles.
Finance: Knowledge of how money works.
Firearms: Skill with guns and other fired objects.
Investigation: Skill in investigative techniques.
Law: Knowledge of laws and their application. (Can select "Garou Law".)
Leadership: Skill in leading others.
Linguistics:Languages, 1 language per level of this Ability.
Medicine: Medical knowledge, first aid and beyond.
Meditation: Skill in meditation. Can be used to refill 1 Gnosis if used for 10 minutes uninterrupted.
Melee: Hand-to-hand with blunt or sharp objects.
Occult: Knowledge of things that go bump in the night. Not specialized.
Performance: Skill performing-name the method: Singing? Storytelling? Dance?
Primal Urge: The instincts of the animal and half-animal. (Most useful in wolf form.)
Repair: Fixing (or otherwise altering) equipment, generally electronics.
Rites: Knowledge of Garou Rites. Necessary if selecting Rites.
Science: General science knowledge. Choose a specific skill to know more.
Scrounge: "Get things fast, cheap, or in good condition: pick TWO."
Security: Knowledge of securing things, including locks and alarms.
Streetwise: Knowledge of the streets and those who "live" there.
Subterfuge: Appearing to do nothing while doing something, doing one thing & appearing to do another.
Survival: Knowledge of wilderness survival.
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permalinkTHE RULES THAT RULE.
=================
1) It's Only a Game. Do your best, have a good time, then go enjoy the convention.
2) No Touching. Accidents happen. You can get close, but no contact-people can get slugged or whatever.
(That includes hugs-some players won't welcome hugs, but they can consent if you ask,
otherwise, you pretend you did.)
3) No Stunts. Security, in particular, will sweat this. Your character may be able to climb the wall,
but you the PLAYER will not try it. No acrobatics.
4) No Weapons. Security is ESPECIALLY concerned with this. Anything that MIGHT be
mistaken for a real weapon is OUT.
Cardboard can be used. PVC pipes can be used. Use something that suggests the dimensions and shape. Security has approved those materials-and ONLY those materials-
for prop use. ANYTHING else-and it will need to be approved, which means "ask us"
before using it. A calculator or a banana, say, ask and I'm sure we'll say "yes"-but
we need to be able to tell Security what's planned. As for my old favorite as a player,
the CLEAR DAYGLOW water pistols (empty ones) would need specific arrangements with the
Dorsai. (Again, ask me before the con.) They don't joke around about this.
Most characters, however, ARE the weapon and don't feel the need to bring one.
5) No Drugs or Drinking. Duh. Try to be alert and at your best when playing,
or you'll miss things. If your self-control gets out of hand, Security will step in.
6) Be Mindful of Others. Not everyone there will be playing. Not everyone there WANTS to play.
No screaming at the non-players, no swinging the props at them, no nothing. Depending on the style of play,
we can play right in front of people who don't know a game is in play.
7) The Rules Are Flexible. That's for the Narrators to worry about. We have to work with everything
YOU give us and keep them moving.
8] Have Fun. That's it. Have fun in PLAYING.
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permalinkLocation: Texas
Hi, I'm new and if all goes well I'll be there for this years con! *wags tail*
Are you in need of any Black Fury Ragabash? I know OWoD and would love to play, if I get there, thanks!
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permalinkPlease don't reply in the middle of the page- it's hard to find your post at all that way.
If you email me a request for a Player Packet
-I'm at
blackjack
(at)
faster
mail
dot
com,
I'll email you the house rules and stuff.
You already know the basics if you're familiar with WW:tA.
We use MET rules, with some adapted from 1st, 2nd & 3rd edition
to suit the characters.
The challenge rules are streamlined to run as fast as possible.
A lot of the information is on this thread already or will be on the
thread soon.
Please note that if you send me a note thru the AC note system,
I'll find it when I check my spam filter, since it automatically
dumps the notes there. Emailing me is a LOT faster.
I'm interested in as many players as possible submitting characters
well in advance, since they're more fun than door characters, and I
might integrate them into the main story.
So, read over the thread and the txt files for now.
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permalinkLocation: Goldsboro, North Carolina
Website: [Link]
Hey, its that guy from last year that sat in and watched. I asked one of the ST's about possibly makeing a Fera for the LARP, Eather Nuwisha or Corax, and I wanted to check to see if that was still avalable, If Not, I'm down with a Shadow Lord Ahroun.
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permalinkFigure on the Shadow Lord.
However, if you have something frighteningly brilliant in the other two, email me and
we'll see if we can make it work.
blackjack (at) fastermail
dot com.
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permalinkLocation: Goldsboro, North Carolina
Website: [Link]
No prob, I'll get to work on my concepts for the Fera, and send you the Lord Concept at the same time, that way you can fit in what ever you would prefer to have. Also, do you know if I can find the PDFs of the LARP rules, I only have a copy of revised Edition rules, and your useing second Edition.
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permalinkI have stuff in a bunch of TXT files.
Most of it will be very similar to 3rd Edition.
If you email me, I can email you what I have, including a quick list of the Gifts
and how they work.
(Email is
black
jack
(at)
faster
mail
dot
com.)
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permalinkThe basic laws of the Garou are The Litany.
Here's The Litany.(plus commentary.)
============
"Garou shall not mate with Garou."
This results in the sterile, disabled Garou known as Metis. Metis are 2nd-class citizens at best, and are seen
as a weakness of their parents. The rising numbers of Metis, some say, foreshadow the Apocalypse arising...
"Combat the Wyrm wherever it dwells and wherever it breeds."
The specifics of how each tribe carries this out vary widely, but this is seen as the primary duty of all Garou.
"Respect the territory of another."
When entering another's caern or territory, it is customary to announce one's presence. In the wilderness,
this is often done with elaborate howls. When it comes to the city, Glass Walkers usually prefer
a phone call, fax or e-mail.
"Accept an honorable surrender."
There are too few Garou alive as it is. Whether a human's surrender is acceptable depends on the tribe.
"Submission to those of higher station."
Those placed above you have responsibilities and experience. Respect that.
"The first share of the kill for the greatest in station."
This usually places value in the hands of those who can best see to their use.
Abuse of this (never sharing) can lead to 'the greatest in station' not being trusted or supported.
"You shall not eat the flesh of humans."
It is spiritually corrupting to eat humans. Besides, they eat all those preservatives. Beware what can happen
to you if your Rage runs you out of control-Garou who are slaves to their Rage can wake up with an odd taste
in their mouths.
"Respect for those beneath you-all are of Gaia."
All Gaia's creatures deserve respect-especially Garou.
"The Veil shall NOT be lifted."
ALL Garou consider this a serious offense. Humans are NOT to learn of the existence of Garou.
(First rule of Garou: do not talk about Garou...)
"Do not suffer thy people to tend thy sickness."
Some tribes allow the old and wise to barter their wisdom for their care. Children of Gaia volunteer their
care to their elders without them ever asking. Some tribes' members feel it is better to die in battle
or in the (suicide rite) "Rite of the Winter Wolf", or by challenging the Sept Leader to the death.
"The leader may be challenges at any time during peace."
If you are better-suited at the current task, you can challenge the current leader for the top spot.
The loser must back down. (Offering an honourable surrender-see above.)
If a leader remains in charge for too long, this can stagnate the group.
"The leader may not be challenged at any time during war."
Continuous jockeying for position means nothing gets done. When it's time to fight, you fight.
Please note that challenging a grossly-inept leader and winning is acceptable, but still frowned-upon.
"You shall take no action that causes a caern to be violated."
ALL Garou take this VERY seriously. The usual statement to those who have done this is
"your death will be slow and painful if we have to do it ourselves." Caerns are the lifeblood and home
of the Garou. Non-Garou and the Wyrm are NEVER to know of their existence.
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permalinkHm.
My email's spam filter is holding the replies to this thread.
Looks like I have some Player Packets to email....
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permalinkLocation: NY state, USA
Website: [Link]
Hahahahaha, yeah. Was wondering why responses weren't coming unless I posted on the forums..... That's life for ya.
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permalinkI have hope of catching sleep, before or after I can send the CharacterCreation files out, and hope to remember to send out the Gifts "cheat-sheet",
which basically is a list of the Basic Gifts and what they do.
(It's phrased as briefly as humanly possible, since it's the same one the
staff will consult at need, and the new people don't need anything more
complicated than it HAS to be.)
Please note that the LARP interpretation for MANY Gifts is different than the
tabletop rules- often VERY different.
Furthermore, a LOT of them in 1st Edition required Gnosis to use,
and in 3rd Edition they didn't, but often were nearly useless.
THAT's one reason we use a modified 2nd Edition.
(With a few added from the 3rd Edition list. You can recognize them
because they're not as useful.)
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permalinkLocation: NY state, USA
Website: [Link]
Still not nearly as bad as Werewolf: The Forsaken. Talk about taking a decent rules system, destroying the extra mechanics to make it more compatible with the other systems, and then suck all the life and story out of a successful world and replace it with crap.
not that I'm bitter or anything....
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permalinkEven though Ethan Skemp admitted they gutted the old game because furries liked it?
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permalinkLocation: NY state, USA
Website: [Link]
Lord forbid they have a subculture to market too....
cause making money is BAD! It's clearly all about the reputation.
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permalinkSome fun facts about Garou:
Garou, generally speaking, interact with human society all the time and pretend to be regular humans.
However, they know they're not-and the difference is largely the difference between being
a protector of the earth, or an unwitting patsy of the destroyer of the earth.
Garou have 5 forms, which they can switch among at will.
It takes 7 seconds to assume each form, and 7 seconds to pass THROUGH a form to get to a
different form. Therefore, to go from one form on one end to the form on the other end takes 7 x 4 seconds,
or 28 seconds. (Unless the Garou uses Rage to change instantly.)
The Garou's five forms are:
A) Homid.
Like a normal human in all respects. Takes no damage from exposure to silver. Does not regenerate. ("Natural.")
B) Glabro.
Big buff human, somewhat like a Neanderthal. Would make a great football lineman. Regenerates. ("Unnatural.")
C) Crinos.
This is the thing that horror movies made famous. It is shaped like a huge human, with a huge wolf's head,
and big claws. Garou do supernaturally "aggravated" damage with fangs and claws in this form.
They're bulked up to double their weight as a human, and 50% taller as well.
Even a fairly weak Garou, in Crinos form, can outlift an Olympic weightlifter in a lifting contest.
Garou consider this their "battle" form, and usually don't take it unless they intend to break something.
Regenerates. ("Unnatural.")
When normal humans see a Garou in Crinos form, the human's mind can't quite accept the existence
of this unnatural thing-they freak out. ("The Delirium".) Afterwards, humans have difficulty
remembering EXACTLY what happened, and can rationalize they saw something else. ("The Veil.")
D) Hispo.
Big wolf. This is the dire wolf of prehistory. It has the same mass as the Crinos, but is wolf-shaped.
Jaws do "aggravated" damage. Regenerates. ("Unnatural.")
E) Lupus.
Like a normal wolf in all respects. Senses are sharper than human. Takes no damage from exposure to silver.
Does not regenerate. ("Natural".)
========
Garou are TOUGH.
The toughest thing about Garou is their ability to REGENERATE. They heal supernaturally fast.
Unless a wound is caused by a supernatural wound (like another Garou's claws or magic),
fire, or silver, Garou heal fast. If they are in human or wolf form, they just heal faster than normal,
but in Glabro, Crinos or Hispo form, they regenerate, and you can almost watch them heal.
In game terms, Garou regenerate one Health Level per minute they "rest", or not fight.
They also regenerate one Physical Trait per minute they "rest". That means a
Garou who can catch a breather can keep on fighting and fighting on & off all day-
his wounds and energy to fight keep coming back.
==========
In case you're wondering, "No." This is Live Action ROLE-PLAYING, not constant combat.
That's more BACKGROUND than information you'll be using a lot.
What you SHOULD know is that Garou are passionate people, some moreso than others, but they live vibrantly.
Subtlety is not a common Garou trait. Go ahead and overact a bit!
You're playing a creature outraged at the destruction of his planet, his "mother", Gaia!
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permalinkLet's see.... Rage, Gnosis, and Willpower, three stats (pools)
that are easily forgotten, and VERY useful.
(Just not all at the same time.)
========================
Shapeshifters have Rage, period. That's part and parcel of their ability to change, and their
connection with the moon.
Quick rule for regaining Rage: you regain one point of Rage when a Narrator says you regain one.
(First combat of the night, first sighting of the moon that night, first wound suffered in a night, humiliation.)
Rage seethes in the heart of a Garou, like super-adrenalin. Like super-adrenalin, it has its uses.
Rage can be used as follows:
-Changing shape is INSTANT by spending a Rage point. (Normally it's 7 seconds per form you need to pass or assume.)
-Garou can gain extra actions/speed by spending Rage, one point per extra action.
-If a Garou is injured to the level 'Incapacitated', he may spend a Rage point to remain active
(this may result in a Battle Scar.)
Garou whose Rage exceed their Willpower risk losing their self-control and can be edgy,
as if they've drunk too much caffeine.
Garou who lose ALL their Rage and Willpower 'lose the wolf'-they will revert to their breed-form,
and are unable to change at will until they recover one of each.
=========
Gnosis:
Gnosis is the spiritual connection of the Garou (or other shapechanger.)
With no Gnosis, they are unable to cross into the Umbra, the spirit world.
Gnosis typically is used to power the Garou's supernatural 'Gifts'.
One Gnosis can also be spent to INSTANTLY cross into the Umbra.
One Gnosis can be spent to make a small change in the local Umbral environment
(make a light, hide yourself, step thru an Umbral wall.)
Garou regain Gnosis thru meditation, thru the donation of Gnosis to the Garou from a nature-spirit,
or at a caern under specific circumstances.
============
Willpower.
Willpower is regained at the end of the adventure, and you MIGHT regain a point
during the adventure under an exceptional circumstance related to your character's Nature
and exceptional roleplaying.
(If the Narrator says so-and ONLY then-does that happen. At MOST, that happens ONCE per adventure.)
Willpower is very, very useful and can be used for all kinds of things.
-One Willpower can be spent to win a Static Challenge.
-One Willpower can be spent to ignore wound penalties for one round.
This next one is critical, so pay attention:
-One Willpower can be spent to replenish all lost Traits in any one category: Physical, Mental or Social.
That means that if you've lost traits due to challenges, Gifts, or other reasons,
you can regain them by spending one Willpower FOR THAT CATEGORY.
So, replenishing Mental AND Social will cost TWO Willpower traits.
You cannot exceed your Trait total in replenishing.
-One Willpower can be spent to gain a Retest in a challenge. (You have a maximum
of 2 Retests per player per challenge-this counts for one of those, and does NOT add a third.)
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permalinkWebsite: [Link]
I'd totally be in for a WWtA LARP! (and the person I'm going with would be in for it too) Will it be like a continuation of the story from last time or would it start more like it's own story so newcomers don't feel totally lost?
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permalinkA) It will be a continuation of the story from last time.
B) Newcomers who have any familiarity with WW:tA should not feel
lost.
I design the episodes so as to give a chance to totally raw newbies-
which means that someone who has never heard of the game at ALL,
who arrives early, reads fast, and listens very, very closely
at the beginning will be able to play and have fun.
That's why I spend all year writing them. I started writing this
chapter not long after the last one, and pre-empted the idea I had
pencilled in mentally for the next episode.
So, a total newbie who at least reads over the links would be
pretty well-prepared.
I also prefer making characters in advance for people. It helps me
know who might or will actually be at the game, which can affect
final drafts of the story. That also means that in March I'm going
to start bugging all those who asked me for emails of all the
information, to finish up their characters.
And if you want the information emailed to you, I will happily
email it on request.
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permalinkWebsite: [Link]
Oh please do! I'd love to participate as a player. I'm going to be the storyteller for a group of friends so it'll be fun to play my own character. And my boyfriend wants to participate as well. Can he join too and just build his char with the info you send me? My email is in my profile as my MSN username.
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permalinkSend him his OWN copies of the files.
I'll be working with each person on the specifics of their characters.
Honestly, though, I recommend concentrating first on the PERSONALITY of the
character, and THEN fitting the rules around them. The character is MUCH
better for it, and usually suggests the specifics.
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permalinkIt's March.
Time to start submitting characters.
Those of you who asked for files, and got the files,
prepare a concept, then fit whatever you have to the rules.
If you're completely stuck, just email me as much concept and character history
as you can, and I'll fit it into the rules.
If you're partly stuck, email me what you have, and as much concept and character history
as you can, and I'll fit it into the rules.
I reserve the right to make improvements on any sheet.
And I may have some SPECIFIC ideas for one or two of you.
Obviously, they should be discussed IN PRIVATE.
So, email me at
blackjack
(at)
faster
mail
dot
com.
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permalinkLocation: NY state, USA
Website: [Link]
I will be sending you information as soon as the scanner/printer is UP!
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permalinkYou can always send me a text file by email,
or just type out the most basic info-
Tribe/Breed/Auspice, Nature/Demeanor
and email it.
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permalinkTime is passing.
ALL players, PLEASE send me whatever you have, so we can fill out characters for you.
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permalinkLocation: NY state, USA
Website: [Link]
still a little puzzled by some of the transitions from pen and paper to LARp but I emailed you a pretty good idea of what's been going tohrough my head this whole time. Sorry it took so long.
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permalink*glances over the email*
We can work with this, sure, no problem.
I might have something else to discuss with you, too.
I'll bring it up as events warrant.
(It's story-related.)
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permalinkLocation: Goldsboro, North Carolina
Website: [Link]
Email has been sent, along with charicter sheet and backstory. Hopefuly, its all right.
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permalinkI'll be responding to each character sheet submission shortly.
Some general information you all should know...
A) Those of you picking Negative Traits or Flaws should know that I'm an old hand at
being a player, and I know the idea of assembling 25 flaws that won't come up and
using them to by EVERYTHING. Those of you who picked ANY will be severely limited in
what's approved. Plus, you will be required to ROLEPLAY what you've chosen. This now
shows you that you can't just stack a bunch of Negative Traits, because your character
will be a basket-case, impossible to play and enjoy, if they're saddled with a handful
of mandatory negative personality traits. Be prepared to see those numbers drop.
There's a reason I didn't include a list of Neg Traits or Flaws with the packets.
B) Starting characters generally have Gnosis/Rage/Will around 1, or as high as 3.
I like to nudge those numbers up a bit, but not to the levels some of you are thinking.
As I used to say as a player, "You can't be good at everything."
Those who start their characters bare-bones, I tend to nudge more stuff on.
I really don't like trimming stuff off, but if I have to....
It's not like, so far, the statistics have been a major issue in the episodes-
it's really been PRIMARILY all about the RolePlaying, and the players thinking,
than it has been about higher statistics. That's why I've said we've had players
walk in, get a pregen/door character, and be vitally important to the game.
C) I'm going to want at least 1 volunteer for something very important. I shall discuss
it privately with one or more of you.
I'll be in touch with all of you who submitted character sheets shortly.
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permalinkThis is encouraging.
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permalinkLocation: Pittsburgh
Website: [Link]
I'm on board. I've got a beginner Shadow Lord Philodox I'd like to use in the game if that's alright with you. If you need me to submit him for approval, I can scan the sheets and send them to you whenever you need. I'd really like to join.
Please get back to me when you can.
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permalinkI need to consult with my Narrator on this before I say for sure.
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permalinkOk, let's see, finishing up the submitted characters...
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permalinkOk,
we're confirmed on the schedule for the 2pm-5pm slot Friday, as normal.
(As normal more or less.)
Now I just have to finish writing up everything I have memorized, email pregens, and
make sure I get to the con in one piece.
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permalinkI sent out the final copies of the presubmitted character sheets.
Anyone who has not received one has about 24 hours to email me or they
will have to use a door character. (I'm thinking of one person I
emailed and said "please email me immediately.")
In the meantime, I will continue to work on the game, to make this as
good an experience as possible for everyone (except me, of course-
but my fun is in seeing the game work....)
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permalinkAll right, then!
I'd like a "Chronicle" from each player. That's an account of what happened, and what
their character did. This helps me evaluate the game and make improvements, and affects
what I write for the next episode.
It can be any format- as the player just stating in the third person, or as the
character making a report to a Tribal elder, or any other format, just as long as it's
in English so I can read it. And it doesn't have to be well-written, just clear.
Players who submit it will get XP just for the Chronicle, and may get more XP for what
they did-since I need to know what they did.....
Please email them to
blackjack
at
fastermail
dot
com
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permalink