Venue Name: Warden's Legacy
Genre: LARP Werewolf the Forsaken


Contacts:
VST : JR Spencer
AVST : Andrea Boog

Place/Time:

Powers Hall on the campus of Central Michigan University.

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).

Domain Name: Mt. Pleasant by Night
Domain Number: MI.015.D
Lead Venue Storyteller: JR Spencer
Storyteller Contact: vstforsaken@gmail.com

Games hosted on the Second and the Fourth Saturday of the month. If the VST is not able to make the Saturday game or will be leaving early because of work, he will make sure the ST staff knows in advance.


Part 2: Styles of Play

Rating

City Virtue: Fortitude
Regardless of the challenges Mount Pleasant faces, it continues to rise above that which would attempt to stop its continued growth and welfare. Mount Pleasant has a way of putting an end to that which threatens to tear it down. Mount Pleasant possesses a strong sense of courage and integrity. Few other cities can survive in the way Mount Pleasant has, when it comes to overcoming incredible odds.

City Vice: Envy
Mount Pleasant cannot rise above it challenges without having a community which continuously strives toward overcoming its competitors. Sometimes, those in power must be eliminated for others to rise to the top. Mount Pleasant has always had a way of encouraging this behavior. Both jealousy and paranoia are common traits which affect not only the city itself, but also its community.

Intrigue (politics and negotiation): 3

At its heart, Forsaken is a game of “Savage Fury,” not political maneuvering. What intrigue there is will mostly be between PCs, as the antagonists in Forsaken have very little interest in talking things out.

Action (combat and challenges): 4

This game will heavily feature challenges, but not only in a combat setting. The purpose of challenges is to allow the player to act out the character’s capabilities. Having challenges in mental and social situations will allow those players who built their character to be intelligent, manipulative, or poised to stand out.

Mystery (enigmas and investigations): 3

The spirit world is full of mysteries for the Uratha to discover, but so is their physical world. No still living creature was there the day Warden of Shadows seized the territory of Mt Pleasant from the Pure tribes, but the Pure claim that he violated the Code of the Moon itself in doing so.

Drama (ceremony and grand story): 4

The rites and ceremonies of the Uratha give Forsaken its unique feel, setting it apart from other World of Darkness venues. Ritesmasters are encouraged to act out their rituals to the degree allowable by MET rules, and will be awarded bonuses to their challenge should they do so. The sense of grand story should involve the PCs struggling to take up the legacy of a fallen elder, and the trials they will face in doing so.

Darkness (PC death and corruption): 4

PC death will be left largely up to the PCs themselves. Forsaken is a game where combat is not pushed to the background, but rather kept in check by a slightest whisper of self-control. More important here will be the aspect of corruption. PCs will face decisions, such as the potential killing of a Pure Tribe member, where they must face the choice of killing him—thus violating the code of the moon and risking their own balance—or letting him live to perhaps kill their loved ones in the future.

Pace:

How fast do stories emerge, develop, and resolve? Moderate-fast
The plots will be in place, and the plot hooks will be set. From that point it is the responsibility of the players to investigate them or not. They will progress regardless, and what begins as a minor problem could become catastrophic if allowed to fester unchecked.

Rating Description
1 Never present
2 Sometimes present
3 Often present
4 Usually present
5 Always present

Part 3: Description of Venue

Description

From the time it was founded in 1831, Mt pleasant stood in Pure Tribe territory. The Pure helped shape the industries, local attitudes, and the university. Foremost among them were a family line of Ivory Claws, the Creed family.

In 1931, after a century of Pure control, a young warrior of the Moon known as the Warden of Shadows appeared in Mt Pleasant. Warden had been born to an unknowing wolf-blooded family in Mt Pleasant, and was kidnapped by the Storm Lords shortly before his first change. Throughout his training, Warden longed to return to his home but was told he could not. As soon as his training with the Storm Lords finished, however, left, taking a pack of young storm lords with him.

Warden and his pack fought the Pure in Mt Pleasant using guerilla tactics. They hit any small group of Pure they could find, thinning out the Pure population quickly and without mercy. Many in Warden’s pack quickly lost balance, but Warden saw this as the price paid to wage a war. He also managed to keep any of them from falling completely to their beastly urges.

After six months of attacks, Francis Creed, alpha of the Mt Pleasant territory, challenged Warden of Shadows to single combat for control of Mt Pleasant. It is known that Warden of Shadows won the battle, but there are no details on how. Francis Creed was never seen again.

Warden of Shadows opened his territory to all of the tribes of the moon, and encouraged young and old alike to join him. He firmly believed that no one tribe, even the Storm Lords, could hold back both the malevolent spirits and the Pure alone.

Warden of Shadows ruled his territory uncontested until the spring of 1995. He fought side by side with Uratha elders and initiates alike, and was seen as a mentor and a father figure to most in his territory. In the last few years of his reign, Warden of Shadows could feel himself declining. He held on to his power, however, waiting for one he could pass his mantle on to. In the spring of 1995, with no heir yet apparent, Warden of Shadows called together every Uratha in his domain. He formed a council of the moon, one member from each of the auspice phases. He told them that they would rule together until one was ready to rule alone. Then he walked alone to his favorite clearing, sat, and used his gifts to call lightning down upon himself until he died.

It has been ten years since the death of the Warden. The Pure, now lead by an Ivory Claw named Lucien Creed, have learned of the death of the Warden and seek to reclaim their lost territory. Lucien Creed himself has claimed to bear knowledge of the Warden of Shadows that would destroy his reputation and everything he built. Powerful spirits, once held at bay by their fear of Warden, have once again decided to try to cross into the physical world. The city is plagued by a string of seemingly unrelated serial killings. Time is running out for the tribes of the Moon if they are to unravel the missing pieces of history and hold back the Pure tribes that surround them on all sides.


Part 4: Storytelling Mechanics

Venue Geographical Boundaries:
Gratiot, Isabella, and Midland. counties

Proxy rules:
Although proxy play is permitted by the Camarilla rules supplement, proxy characters are discouraged within the first six months of this venue. This is due to the nature of Werewolf the Forsaken. Werewolves generally do not often travel to far away Territories without significant travel arrangements, if at all. Characters are expected to find what they need in their own Domain, or arrange to create what they need as per the rules of Forsaken. Mount Pleasant is vast and full of resources, so there should be little reason for proxies in the first six months. All proxies to the Mt. Pleasant by Night Forsaken 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 World of Darkness 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 High-level approval items. If you know you are attending game and do not want to have your approval documentation with you at game, please email the character and the approvals at least 48 hours before the game to the VST at vstforsaken@gmail.com. Players who proxy into "WARDEN’S LEGACY" must accept all terms of the VSS. 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 the Domain of Mount Pleasant.

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:
Travel in the surrounding areas is not without its risks. Remember that werewolves in Forsaken do not travel on a whim and must take excessive precautions due to crossing the territories of other packs. It is expected that you have made such arrangements, and will be able to answer preparation questions fully if they are asked by the Storyteller staff of Mount Pleasant. As this is a heavily policed area due to the presence of so many Police Departments, including Government agencies, please be aware that the possibilities of delay is 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:
1. We follow the Experience Trait award guidelines set by the Camarilla
2. Each character who participates for at least 90 minutes receives an automatic award of 4 Experience Traits. Characters that play for a period longer than this shall receive 6 Experience Traits.
3. The storytelling staff may make storyteller awards for outstanding contributions to the game. This allows a player to earn up to 11 xp per month in game attended activities. Note this award cannot exceed the player’s monthly cap.
4. Players may earn up to a total of 3 Experience Traits per month by providing downtime reports, character goals, journals, or game reports.
Players from Mount Pleasant who wish to obtain extra experience must fill out a monthly Downtime Report (DTR) and send it to the Venue Storyteller and by the last day of the month. DTR's should include player name, membership number, character name, tribe, and primal urge. If a player wishes to get all 3 of the downtime XP points, it must also contain not only what the player has been doing in local downtime, but also a summary of character activity on a Regional and National/International IC mailing lists, as well as IRC (Do not send logs). We play in a global game and participation in the game outside of our Domain enhances the game for all members of the club. It should be noted that the average downtime will receive 1xp while only the exceptional downtime (all of the above elements and a clear element of a lot of hard work and thought behind it) will receive 3xp. Note this award cannot exceed the player’s monthly cap.

Check In:
All players must sign in, and have their characters checked by one of the ST's conducting sign in. If you are not willing to show a character sheet, you may not play, that character. The Presiding 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 VST. When signing in players must have a character sheet and exp log, signed by their home venue ST or the ARST for Solitary Members. Proof of Member class, and Camarilla card or Photo Id are also required. 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 ST's 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 ST on an easy basis. One of the ST signing in, with be able to check in the sheet and sign it, at ST discretion. Any out of Chapter players, who wish to have in chapter influence, must purchase separate influences, and have them approved by the VST or AVST, or grow them in standard cross-domain manners, with ADST/DST approval.

Special Notes:
Chronicle takes precedence over individual characters (If Timmy wants to blow something up just because that is his derangement, the answer will be NO). The presiding storyteller over any given scene has wide latitude to make spot rulings and judgment calls (like what constitutes dangerous territory/situations, for Summons) 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. Players are encouraged not to argue with a storyteller during the scene, but are welcome to appeal any decision. 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. As always everything within is subject to storyteller's discretion, this is a game designed to be fun and enjoyable and we will endeavor to make it so.
Also game starts at 6 pm. Note that if there is any information to be given out before game starts there will be a meeting no later than 5:45 and if you are not there, you may not get the information. Extenuating circumstances will always be considered such as work, school, or unexpected problems.

Challenges:
Any player who excessively questions rule calls in a combat will be asked to leave their character with the VST and to step out of the combat. Once the combat is over the character will be returned to the player. Excessive is defined by more then two rule challenges in a row. Combat can be very confusing for all involved and can be the biggest event and longest event of the night. This rule is invoked so that challenges will go smoothly. If the player resists handing over their character. The character that was presented to the staff at game opening will be used instead. The matter will also be turned over the Coordinator on duty. If the player leaves, the scene will be run with the copy of the character presented at check in and the VST of that player will be notified of the outcome of the combat. Any combat which is not resolved within a few Challenges will be considered to be disruptive to nearby roleplaying. At this point, a member of the ST Staff will escort those involved in the conflict to what we affectionately refer to as the Kill Box. Challenges will be resolved here in a fast and effective manner. Once actions are resolved within the Kill Box, players are encouraged to return to the scene they left and roleplay the conflict according to how the Challenges were resolved.

Player Advisory:
From time to time, the Storytellers in this venue will use adult themes, vivid descriptions, and contentious social issues to bring the World of Darkness to life. For those familiar with the White Wolf tabletop material, some plot elements or themes could be considered "Black Dog" material. 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 with a scene, 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 will not be tolerated. Any questions of meta-gaming shall go through the Lead ST present and the matter 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 staff to take action upon as if the accuser was a problem player. The ST staff will aggressively pursue meta-gamers.

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