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Sample Venue Sheet

by Jenn Lyle in Rubberstamping, posted 17-Feb-2001

Player Information

Venue Name: Twelfth Night (Event)

Genre: Camarilla/Anarch - An Elder Salon. Remember, in attending this Salon, you moving to the deep end of the Social and Political Swimming Pool, without your waterwings. Keep your head above water, and everyone else will be looking to see if you go under, but don't expect the pool to have a lifeguard on duty. (For more information on this see Special Venue Notes.)

Contact: Jenn Lyle, [email protected], Lead Venue Storyteller

Place/Time: Twelfth Night (Camarilla/Anarch Venue) will be held in Saint Louis, MO on the nights of January 6-8, 2000: Thursday night 6:30-9:00 at the Bevo Mill Restaurant (see details below); Friday and Saturday from 7 p.m. until 12 a.m.

IC Event Locations and Times:

Thursday, January 6, 2000 and Friday, January 7, 2000 will be occurring on the night of Thursday, January 6, 2000 in chronicle. All game play on Saturday, January 8, 2000 will be occurring in chronicle on Friday, January 7, 2000.

The setting for the Bevo Mill Dinner will be in chronicle at the Bevo Mill Restaurant in St. Louis. The setting for game play at the Henry VIII Hotel & Conference Center will be at a mansion located in Hermann, MO. It will be understood that safe transport will be provided and executed for all characters arriving and leaving the restaurant and the mansion.

Any clan meetings or exclusive gatherings are to be held outside of the set gaming hours for the Salon. These gatherings may be unsupervised by storytellers, and it will be understood that the chronicle time setting for these gatherings be on the evening of Saturday, January 8, 2000.

Directions: [link to travel arrangements]

Theme/Mood: The theme for this year's 12th Night is "Epiphany". This theme has many different meanings specific to each and every individual character who will be attending, based off of events in store at the game. There will be many 'premises' running for sanctioned gaming, as opposed to plotlines. These premises will be designed to allow players to focus on areas of their character that they may not have had the chance to do so before. The flavor for this game is intended to be that of high social and political stakes. The beast lurks close to the surface behind this backdrop of pageantry and majesty. Social predation, above all else is expected.

An elder salon is a place where Cainites gather to see and be seen by each other. It is the place where social predators gather to test their skills against the only worthy competitors--each other. Physical violence is gauche and will invoke ridicule, but a Cainite who succeeds in socially outmaneuvering another Cainite will earn lasting respect. (For inspiration, think of the war of wits presented in the film Dangerous Liaisons).

The Christian story of Christmas, tells of three magi from the East who followed a mysteriously bright star to bring kingly gifts to the newly born child. Since medieval Europe, the feast of Epiphany or Three Kings has been celebrated on January 6. Thus, it is the 12th Night of Christmas, and the final night of the festivals.

Each year that Herr Konrad has hosted this salon, he has decreed it to be a night of revelry, one where politics is not to be discussed. But, that does not mean those issues of politics and alliances are forgotten. They remain lurking under the surface. Thus, it is a cold war, a game of chess.

Allies and enemies have come together to celebrate winter festivities at Herr Konrad's beckon. As lethal as some party combinations are, this is not the occasion to openly attack your opponent; rather, it is an opportunity to best him in the social arenas, if at all. Paranoia in the air should be thick, as eyes dart everywhere and ears listen closely for the minute details which might reveal a closely kept secret.

As this is a formal event, lavish costuming is highly encouraged.

Character restrictions: Kindred (and ghouls on a case-by-case basis) sanctioned in the Camarilla/Anarch Venue will be admitted for this event. Members of the Camarilla Sect and those of Independent clans that frequently associate with them are welcome. Characters do not need to be elders to attend the event, but they will be expected to act in a manner appropriate to an elder salon (as defined by the host).

Proxy rules: (see Venue Notes)

Travel risks: (see Venue Notes)

Challenges: (see Venue Notes)

Venue Notes: Characters will be expected to behave appropriately at this Elder Salon. The Storytellers will be using a system similar to the "three strikes, you're out" rule with regards to social circumstances. Storytellers will warn you if your character is about to (1st warning) , or is committing a significant social faux paus (2nd warning). Certain severe actions by characters may actually desanction characters from further play at this event--as it would be understood that those characters are dragged, kicking and screaming, from the event and calmly escorted a good distance away for the remaining duration of the event. This would subsequently open the character to the consequences of anything from open ridicule to status loss to any other consequence other characters would equate to the offending action as the chronicle progresses.

Explosive devices will not be permitted in sanctioned play for the Salon. Expect few weapons in general, as the host defines that the only weapons to be admitted into Salon be those weapons owned by Elders attending. An individual of the owner's choice may hold those weapons admitted. It would be a privilege and an honor bestowed by the host to his guests to carry arms. Please note: privilege to carry weapons in Salon does not equate to privilege to draw weapons at Salon. Any violation of this privilege could be construed as a breech of the host's domain and the storyteller will issue a warning of social faux pass. Rare, uncommon, or unusual items may not be appropriate for this event and require approval from the Lead Venue Storyteller.

Supplementary Style Information: Will soon be provided (Salon Styled Play, Toreador Player's Handbook).

It will also be understood that blood provided for the attendees of this event is furnished using the Clan Toreador advantage; this blood is in no way binding, poisoned, tainted, or otherwise. Simply read: your character receives one blood trait per night. Your character does have the option of bringing blood with him/her, only up to one half of that character's total blood pool, determined from natural generation, for the entirety of the event.

For special actions not covered by this Venue Sheet, please contact the Lead Venue Storyteller with concerns or questions privately.

It is well known that Herr Konrad is a masquerade fiend. The Lead Venue Storyteller would go as far as to highly recommend that your character not even think about Kindred specific terminology near the Salon host (The Lead Venue Storyteller knows about this from personal experience and previous characters). Use creative synonyms, retain your character's long life span, and humor the old Prussian grump, all in one fell swoop.

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Storyteller Information

Venue Storyteller
Name: Jenn Lyle
Title: SA Toreador
Address: ((( insert address )))
Phone: 314-555-1212
Email: [email protected]
Passed Thespis (y/n): y


Style: PC driven circumstance

Antagonists: PC vs. PC

Venue rules: The Storytellers will be using a system similar to the "three strikes, you're out" rule with regards to social circumstances. Storytellers will warn you if your character is about to (1st warning) , or is committing a significant social faux paus (2nd warning). Certain severe actions by characters may actually desanction characters from further play at this event--as it would be understood that those characters are dragged, kicking and screaming, from the event and calmly escorted a good distance away for the remaining duration of the event. This would subsequently open the character to the consequences of anything from open ridicule to status loss to any other consequence other characters would equate to the offending action as the chronicle progresses. Also, refer to the Toreador Player's Handbook for additional rules.

Visiting character/plot policy: See Venue Notes above.

Style of Play

Intrigue (politics and negotiation): 5
Action (combat and challenges): 2
Mystery (enigmas and investigation): 3
Drama (ceremony and characterization): 5
Darkness (probability of player character death or corruption): 4


Last updated: 14-Aug-2001
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