Werewolf
General Rules
Before we even get into the mechanics of how the game is played, there are a few things that should be said. While most of these things are common sense, it is a good idea to make sure they are known.
1.It's Only a Game: We hope that you'll have fun in the game and that you will enjoy playing your character, but you shouldn't go off the deep end. Your character is after all just some scratches on paper. Not big hissy fits if they should die (we're hoping for a really low mortality game by the way). No frantic phone calls at 4 AM. We have lives outside of the game and so should you.
2.No Touching: No punching, hitting, spitting, throwing, nettling, poking, stroking, patting, tickling or otherwise coming in contact with the animals, uh, we mean players. Violence is covered by challenges and some people don't like the other stuff. When in doubt, hands off!
3.No Stunts: OK folks, let's not do anything stupid. No balancing on desks or jumping out of third story windows. That's just dumb. No big flashy entrances with lots of flailing and arm waiving either. We've seen a few people get clocked that way. Just keep it simple and leave the heroics to the characters, not the players.
4.No Weapons: Yes, weapons are cool. Weapons are atmospheric. When it comes right down to it though, weapons hurt. No actual weapons or weapons that could even be remotely construed as real are allowed. We don't want to let anyone get hurt or to repeat any of the Lazer Tag fiascos of the early 90s. So, just stick to the prop cards.
5.No Drinking, No Drugs: Jeez that would be a great way for someone to get hurt. If you're under the influence, you are a possible danger to those around you. If your character is under the influence, use your imagination, not method acting here. Just don't do it!
6.Be Nice to the Mundanes: So you game, and you friends game, and all of their friends game. But that doesn't mean everyone games. Sometimes we'll be sharing our site with people that don't have a clue what is going on. Some will be curious, some will be indifferent and some will be downright frightened. So if you happen upon one of the normals near game and they look a little lost, take the time to find a narrator or to break character and explain things yourself. Remember to always play nice and things will be fine.
7.Rules, What Rules?: So the book's got a bunch of rules in it and this site's got some more. Here's the biggie when it comes to game mechanics: they're only suggestions. The narrators and storytellers will try to be consistent but we'll goof up. Some people will handle things one way, some another, so... deal. If you have a real serious complaint take a storyteller aside and let them know. We'll do our best to fix whatever can be repaired and to weed out what can't be reconciled.
spiral line

main history character introduction contacts

venue concept site index the golden rules

Most of the stuff on this page is copyright by White Wolf Publishing Inc. Used without express permission, and without any intent to challenge their rights to the material. The purpose of this site is to provide support for a Live Action troupe who create improvisational stories through Werewolf: the Apocalypse.

THE CAMARILLA, VAMPIRE: THE MASQUERADE, WEREWOLF: THE APOCALYPSE, WRAITH: THE OBLIVION, and CHANGELING: THE DREAMING are all registered Trademarks of White Wolf Game Studios. Any use of White Wolf Game Studios' copyrighted material or trademarks at this WWW site should not be viewed as a challenge to those copyrights or trademarks.

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