Venue Name: Fanning the Flames
Genre: LARP Promethean: the Created


Contacts:
VST: JR Spencer
AVST:


Directions from south:

From I-69: Take I-69 north to M-27 north. Take the first Mount Pleasant exit which is a left-hand exit. This will turn into Mission Road. Take it down three lights to Preston and turn left. Take Preston down to the third stop sign (Washington) and turn right. At the first stop sign, Powers Hall will be on your right and parking will be just beyond it on the same side.

From I-75: Take I-75 north to US-10 West (exit 162). Take US-10 to the Business 10 exit from Midland, which is a left hand exit. Follow Business 10 through Midland to M-20. Turn left where indicated for M-20 and follow M-20 into Mount Pleasant, where it will become Pickard Road. At the fifth light in Mount Pleasant, turn left. This is Mission. Take Mission down to Bellows (the fourth light) and turn right. Take Bellows down to the third stop sign (Washington) and turn left. Go down to the stop sign and Powers will be across the intersection on the left. Turn left into the parking lot. The entrance to the hall faces this parking lot.

Directions from north:

From M-27: Take M-27 south to the Mount Pleasant exit which turns into Mission Road. Take Mission down to Bellows (the fifth light) and turn right. Take Bellows down to the third stop sign (Washington) and turn left. Go down to the stop sign and Powers will be across the intersection on the left. Turn left into the parking lot. The entrance to the hall faces this parking lot.

Directions from east:

Follow the same directions as from I-75. Get on US-10 west and follow directions as above.

Directions from west:

From M-20: Take M-20 East into Mount Pleasant and turn right on Washington and follow it to campus. At the second stop sign, Powers will be across the intersection on your left.

There is a $1.00 site fee (players traveling from out of state will have this fee waived).

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Part 2: Styles of Play

Style of Play Description:

We will use the "Mind's Eye Theatre" book in conjunction with the WOD tabletop sourcebook "Promethean the Created", along with whatever guidelines are provided in the Camarilla Rules Addendum as our primary source of character creation. Games will maintain a minimum of five players and Downtime will be emailed (or they will be blue-booked) to the VST between sessions. Events will focus on the source material found in WOD books specifically titled ?Promethean the Created? so the Venue will maintain a unique style of its own. Occasionally, the DST will provide other elements that are usable for play in the Venue.

Rating 1-5 (1 being never present and 5 being always present)

Action 3:

While most challenges will be resolved by Mediation with the Storyteller, based on a character sheet?s capabilities, and when this system cannot be used to resolve an issue, Draws shall occur with the Storyteller's approval.

Cross Venue 0:

This can be modified later on, once this Venue takes off. For now, stories will concentrate upon what it is to be a Promethean without the distraction of how Mages, Vampires and Werewolves fit into the picture.

Darkness 5:

Players are encouraged to develop their characters in a way that is appropriate to the WOD. Promethean is not a fluffy Venue and characters of this type will not be permitted. The game focuses upon being who are not human struggling to become human.

Drama 4:

The entire purpose of a Storytelling game is to promote drama. Player are encouraged to remain in character at all times however, sometimes the IC area must be broken for the purpose of facilitating the rules, etc.

Intrigue 4:

The idea behind this venue is that each character has to decide whether or not to work with others along their pilgrimage. This will require teamwork, but competition is encouraged for positions of authority and leadership.

Mystery 3:

Prometheans are by their vary nature ?mysteries? and while the secrets of their origin will not be easy to uncover, personal plotlines must become player-driven (and thus inclusive of other players) for those plotlines to become the focus of the Storyteller.

Pace:

Variable. Storyteller plot will be the focus of the event and these will each have a number of various paces. Personal plots will take on a moderate pace while sub-plots maintain a slow but definite pace.

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Part 3: Description of Venue

Characters find a shortcut to stoking their Azoth, but it comes with the dangerous side effect of fueling Torment, as well. No doubt characters will find some antagonist conflicts, and then face internal conflicts as they determine whether the benefit is worth the drawbacks - which possibly causes social conflicts among them as well. They might even ultimately decided to go to the wastes, where environmental challenges face them that they must overcome without use of their supernatual edges, lest they render the whole exile moot. The characters are part of a group going to the wastes, facing the environmental challenges as well as the depridations of Vitriol-hungry Pandorans who have discovered the hermits' enclave. Ongoing elements and plotlines will submitted in monthly Storyteller reports.

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Part 4: Storytelling Mechanics

Venue Geographical Boundaries: This venue covers all Promethean activities in the Created venue (including PC-types typically associated with the Created venue) in the following places, based on the Geographical Boundaries as stated by the U.S.G.S. (United States Geological Service). This Domain covers the following counties in the state of Michigan: Gratiot, Isabella, Clare, and Midland.

Proxy rules: All proxies to this venue must be received by the Storyteller in writing or by email no less than 48 hours in advance, and must contain all standard information, as detailed in the Camarilla Addendum. Any character or items requiring Regional or higher approval require prior approval from the Presiding Storyteller of the game to participate. Players who have not received prior approval may not be allowed to participate with those characters or they may participate only without their Mid-level approval items. Visiting players must provide a copy of the character for the ST staff to hold on to for the night. These sheets will not be kept by the storytelling staff and will be returned upon the end of game. This is a mandatory rule. Visiting players who do not have a extra copy of their sheet will be required to fill out a new sheet with their information on it and hand it over to the ST. Outside plots will not intrude upon this game unless they receive prior approval from the Domains of both the city they come from and MI-015-D.

Request of proxy play should include at a minimum:
- Character sheet and XP log
- PC?s reasons and motivations to be here
- PC?s personality and attitude
- PC?s actions in possible situations
- PC?s travel arrangements to and from the area
- PC?s security measures

The Mount Pleasant storytelling staff reserves the right to pursue any character from the Mount Pleasant game including visitors, who attempt to flee back to their home Domain or a different Domain while other characters or forces are in pursuit during a game night. These scenes will be limited solely to the pursuit of the fleeing characters and will not involve any characters or influences from that Domain. If the scene becomes embroiled in the other domain?s conflicts, the scene will be frozen and all other characters involved frozen until the DST of that Domain is contacted and both Domains agree on a course of action.

Canada:

Since we share a close accessible open border with Canada, any scenes that involve crossing the border in pursuit will be frozen until the NST of Canada is contacted and we get full permission to run the scene. This includes the character fleeing and all those involved in the pursuit. If the character is not being actively pursued or the players pursing will not continue the pursuit, the character may flee to Canada without a freezing of the scene. That character however is considered out of play until they cross back over the border. Once a pursuing character decides to pursue that character into Canada the scene will be frozen. No scenes will be run in Canada or from Canada unless the permission is granted from their NST and characters involved may be turned over to the ST Staff of Canada depending on their request. These characters will be handed over without hesitation to their Staff and all ST?s involved will be notified. Players from Mount Pleasant are discouraged from crossing the Border during game. Players send their characters to Canada during game at their own risk. Please note: This does not in any way include traveling to games in Canada or vise versa. We encourage our members to attend the games in Canada and we welcome our neighbors from Canada to attend our games. The rule above is only when characters travel to Canada during a Mount Pleasant game.

Travel risks:

It is expected that you have made safe travel arrangements and will be able to answer preparation questions fully if they are asked by the Storyteller. As this is a heavily policed area due to the presence of many Government agencies, please be aware that possibilities of delay are highly probable, since so much precaution must be taken to enter the Domain without being discovered. While other travel risks may arise due to in-game circumstances, we will make attempts to publish any additional information before the game on the appropriate lists. Characters normally travel through the area in a wide variety of transports, including automobile, small plane/jet, train, and bus as appropriate.

Experience award guidelines:

As per the Camarilla Rules Addendum. Events will be held at least once a month, with either a Pre-Event or Post-Event follow-up session (as determined by the VST and DST).

Check In:

All players must sign in, and have their characters checked by one of the Storyteller, or person assigned to conduct sign in. If you are not willing to show a character sheet, you may not play that character. The Storyteller reserves the right to disallow ANY character to participate if that character presents a direct contradiction to the theme & mood of the game, or is otherwise incompatible with the game and/or setting. Such determinations are made by the Storyteller. When signing in players must have a character sheet and exp log, signed by their home Storyteller, or the ARST for Solitary Members.

Proof of Member class, and Camarilla card or Photo Id. Players without proof of member class will be allowed to play either a new MC 1 character, or have their appropriate Coordinator vouch for them, once. After this a signed proof of member class will be required, or a print out from membership verification from the Camarilla Web Page. This will hold true for character sheets without the appropriate Storyteller signature. A one-week grace period will be provided. Exceptions will be made to this for players who are from areas without a domain, and who do not have access to the next level of Storyteller on an easy basis.

Any out of Domain players, who wish to have an influence, must purchase separate influences, and have them approved by the Storyteller, or grow them in standard cross-domain manners, with DST approval.

Avatar characters (characters directly based on the player) are not allowed. These types of characters violate the code of conduct and will not be allowed in this venue.

All characters who consider this Domain their "home" are under the authority of the Storyteller for purposes of IC rewards and penalties, including but not limited to, the awarding and loss of status. Characters by proxy to this game are also under this same restriction during their proxy time. Players who play in this game must agree to this restriction.

Chronicle takes precedence over individual characters (If Timmy wants blow something up just because that is his derangement, the answer will be NO). The Storyteller over any given scene has wide latitude to make rulings (like what constitutes dangerous territory) and even alter in minor ways certain powers will work (see ST for more details). This is not intended to allow extreme modifications of discipline or abilities, and such minor rulings should be consistent.

Challenges:

Storyteller Mediation and Draws will be used regarding all challenges. Player must have the approval of the Storyteller before mediation can be performed. Players who excessively questions rules calls will be asked to leave their character with the Storyteller and to step out. Excessive is defined by more then two rule challenges in a row. This rule is invoked so that challenges will go smoothly. Abuses or misuses of this clause will be dealt with as appropriate, this is for the benefit of the story, not for abuse of the rules.

If the problem player resists handing their character over to the Storyteller, the character that was presented to the staff at game opening will be used. The matter will also be turned over the Coordinator. If the player leaves in the middle of a scene, that player will be run by the Storyteller. Challenges will be resolved in a fast and effective manner, whenever possible. Once actions are resolved, players are encouraged to return to role-playing.

Murder:

Killing should be the last thing on anyone?s mind. Sometimes it cannot be avoided and when a Promethean's hand is involved the humans surrounding that Promethean will immediately suspect the Promethean of being involved. With the advancement in modern technology and police crime lab methodology, it is nearly impossible to get away with murder. With the effect the Created have upon mortals taken into consideration, Prometheans are often scapegoats who end up taking the blame. This is simply a point I wished to get across the players and the ramifications of any wanted killing of any normal people.

Player Advisory:

From time to time, the Storyteller of this venue will use adult themes, vivid descriptions, and contentious social issues to bring the World of Darkness to life. Such themes and issues may include racism, sexism, foul/dirty language, bigotry, prejudice, sexual assault, and extreme violence. If, at any time, a player feels uncomfortable, the player should immediately inform the Storyteller. The Storyteller will either tone down scene so that the player is once again comfortable participating in it, or will excuse the player from the scene without penalty in or out of character, adjusting continuity as necessary. The goal of our games is to have a good time, bringing the World of Darkness to life as much as possible, but keeping the sensibilities and comfort of all players in mind, so that all can participate.

Meta-gaming

This includes threatening player/characters before entering play. It will not be tolerated. Any questions of meta-gaming will be reported to the DST and it will be investigated and/or acted upon. Accusations of meta-gaming or continued reference to such after the Storyteller has been spoken to shall be referenced to the Coordinator to take action upon as if the accuser was a problem player. The DST will aggressively pursue meta-gamers.

As always, everything found within this VSS is often subject to storyteller?s discretion, this is a game designed to be fun and enjoyable and we will endeavor to make it so.

Proposed Mechanics (if applicable)

Additional mechanics may or may not be proposed once the Venue has been running for a period of six months. At that time, once the VST updates the VSS, the VST may or may not provided proposed mechanics for the approval of the Regional Storyteller.


J Turner US2003102426
DST MI-015-D & GL ARST Sol Chapters

Venue History

ATTENTION: Soft Roleplaying begin in April on Friday 13, 2007

Date: Thu, 8 Mar 2007 11:39:34 -0800
From: "Alex T."
To: camarilla-announce@cammail.white-wolf.com
Subject: [Camarilla-announce] Promethean in the Camarilla


Dear members,

As you are aware the new Camarilla Addendum includes rules for playing Promethean characters. We would like to remind you how the sanctioning process is going to work.

Promethean is not sanctioned for anything other than character creation and VSS construction at this time. Players are strongly encouraged to apply for any special approval items, particularly those which require higher approval, as early as possible, as this will speed up the process and allow the concept to be played earlier in the chronicle. The Approvals Database has had Promethean categories added to allow for this. If you want a custom Athanor, or you're working on creating a VSS, now is the time to apply for it.

Email lists have also been created and are available for subscription. We would highly recommend anyone who wants to be involved in the Promethean chronicle to subscribe to the list and begin creating character connections.

On April 1, any approved VSS may run historical soft RP games. These games are excellent for establishing the feel of the venue, and creating character connections to the environment of their games. Storytellers should try and tie these games to other PCs. Maybe one of the younger PCs was created, and the Created in the area have gathered to welcome her into the night, and educate her about her new existence. If someone is playing a high Azoth character, then play out their entrance to the city. When did they come in, and how did the others react to the feel of a being with such a great Azothic radiance entering the city? These historical games follow the same XP guidelines as sanctioned games.

The following pre-game activities can also yield XP. A downtime log of a character's activities in the past year is worth up to 3 XP. Participation in historical proxies may be treated as participation in a historical game. Any XP earning activities in the month of April are subject to a cap of 10 XP earned for the month.

'Hard' RP starts May 1 when chronicle games may begin. In the following months we will sanction the remaining books for the genre.

Later this week we will be introducing several global historical events that will provide you with the opportunity to be connected to chronicle-wide Promethean stories which are to come.